Butchers of Kalkengard (Minotaurs – Shields)
Monstrous infantry· Monstrous Infantry· Tier 4· 16 models at Ultra sizeRegiment of Renown
Health
544 per model
8,704
Armour
shield blocks 55% of frontal missiles
45
Leadership
85
Speed
62
Melee attack
43
Melee defence
56
Weapon strength
33 base + 77 armour-piercing
110
Charge bonus
32
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.

Hide (forest)
This unit can hide in forests until enemy units get too close.

Woodsman
This unit can pass through trees.
Abilities
BloodgreedAugment · +15% Charge Bonus, +16 Melee Attack…passiveBloodgreedAugment+15% Charge Bonus+16 Melee Attack+20% Armour-Piercing Weapon DamageEffect intensity increases with each kill made by the unit. (Maximum intensity at 200 kills)PassiveBecoming more savage and frenzied the greater the scent and sight of blood.
RegenerationRegeneration · -20 Weakness to Fire Damage, Replenishes hit points of combatantspassiveRegenerationRegeneration-20 Weakness to Fire DamageReplenishes hit points of combatantsPassiveThere are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Who can field it
- Warherd of the One-Eye
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.