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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / Maws of Savagery (Skin Wolves - Armoured)
Maws of Savagery (Skin Wolves - Armoured) WintertoothWintertooth Monsters & Beasts

Maws of Savagery (Skin Wolves - Armoured)

Armoured carapaces brindled with bloody gristle cover these truly voracious killers of frightening appearance.

Many are the dark horrors of twisted flesh and nightmares made real that the Ruinous Powers have visited upon the world; few though are as strange as the Skin Wolves. Witch-cursed and Chaos-tainted, these creatures are half-feral and subject to savage appetites. They were previously men and women who carried within them the tainted blood of the mutated beast, which was somehow unleashed. Half-insane with insatiable hunger, a Skin Wolf has shredded flaps of skin and chunks of bloody gristle clinging to it, left behind by the unfortunate individual who the fully-formed humanoid wolf-thing ripped itself from. It is these clinging shrouds of skin that give the beasts their common name.

Maws of Savagery (Skin Wolves - Armoured)

Unit Name

Maws of Savagery (Skin Wolves - Armoured)

Main Unit Key

wh_pro04_nor_mon_skinwolves_ror_0

Land Unit Key

wh_pro04_nor_mon_skinwolves_ror_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Skin Wolf

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1500

Recruitment Cost

1500

Upkeep Cost

375

Number of Units

24

Hit Points

7416

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu8_skin_wolf

├ Man Entity

wh_dlc08_nor_skin_wolf_blood_armoured

├ Man Hit Points

8

├ Num Men

24

└ Bonus Hit Points

301

Mass

1400

└ Man Mass

1400.0000

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

65

└ Man Speed

65

Melee Attack

40

Melee Defence

36

Weapon Strength

60

├ Melee Weapon

wh_pro04_nor_skinwolves_claws_ror

Base Weapon Damage

20

Armour-Piercing Weapon Damage

40

Bonus vs. Large

30

Bonus vs. Infantry

0

Charge Bonus

32

Abilities

  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%
  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
    Weakness to Fire Damage -20

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Recuitment Requirement
Maximum Number 1
Faction Availability
Immortal Empires