
Minotaurs (Great Weapons)
Monstrous infantry· Monstrous Infantry· Tier 3· 16 models at Ultra size
Comes with Call of the Beastmen(Warhammer I)
Health
544 per model
8,704
Armour
35
Leadership
75
Speed
62
Melee attack
34
Melee defence
32
Weapon strength
33 base + 77 armour-piercing, +25 vs large
110
Charge bonus
40
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.

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.
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.