Fellwolf Brotherhood (Knights of the White Wolf)
Melee cavalry· Cavalry· Tier 3· 60 models at Ultra sizeRegiment of Renown
Health
116 per model
6,960
Armour
100
Leadership
85
Speed
78
Melee attack
49
Melee defence
50
Weapon strength
18 base + 35 armour-piercing
53
Charge bonus
35
Attributes

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

Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).

Unyielding Assault
This unit can never have its Melee Attack reduced during battle.
Abilities
Crush the WeakAugment · +15% Charge Speed, +15% Speed…passiveCrush the WeakAugment+15% Charge Speed+15% Speed+15% Armour-Piercing Weapon Damage+15% Base Weapon DamageEffect intensity increases by each enemy unit in range with leadership wavering or lower.PassiveTo an Ulrican, an enemy's stuttering step and fear-glazed eyes are no different than those of the wild beasts they hunt.
BerserkAugment · +13 Melee Attack, +20 Physical Resistance…passiveBerserkAugment+13 Melee Attack+20 Physical Resistance+13 Melee Attack+20 Physical ResistanceEffect intensity increases with time spent engaged in melee.PassiveWhen going berserk, savage, barely-controllable warriors become savage, completely-uncontrollable warriors; best keep your distance!
Patch changes
New unit in this patch.
Who can field it
- Reikland
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.