Health
10,586
Armour
110
Leadership
65
Speed
50
Melee attack
30
Melee defence
32
Weapon strength
120 base + 300 armour-piercing, +18 vs infantry
420
Charge bonus
70
Ranged
Range
400 m
Ammunition
44
Missile damage
125 base + 350 AP
475
Reload time
12 s
Damage per 10 s
396
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.

Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Perfect Vigour
Even when performing the most fatiguing actions, this unit never loses vigour.

Wallbreaker
Allows the unit to attack and destroy walls in melee. This attribute also adds a +50% damage multiplier against buildings.
Abilities
Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passivePrimal InstinctsAugment+15% Charge Bonus+5 Melee Attack+5 Physical ResistancePassiveWhen under pressure, the primal instincts of these natural predators take over, improving their potential in combat.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Who can field it
- Hexoatl
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.