![Thunderers](https://www.honga.net/totalwar/warhammer/gen_images/unit_icon/warhammer/wh_main_dwf_dwarfs_qb2/wh_main_dwf_inf_thunderers_0.png)
![Dwarfs](https://www.honga.net/totalwar/warhammer/images/warhammer/flags/wh_main_dwf_dwarfs_rebels/mon_24.png)
Thunderers
Although new, and therefore suspect, a Thunderer's handgun can punch through the heaviest of armour at short range.Standing in closely packed ranks, Thunderers take aim and then discharge their handguns - unleashing a thunderous fury and a cloud of gun smoke. Although not quite as long-ranged as a crossbow, the sturdy Dwarf handgun packs an even deadlier shot, its bullet fired with such velocity it can tear through armour and better take down more heavily protected foes, such as Chaos Warriors. Being methodical, the Dwarfs continue to load and fire in a disciplined manner, so long as their foes are within range. Even when the enemy advance close, almost right up on top of them, Thunderers will seek to get off one last shot. While the onset of bloodthirsty foes might cause lesser races to rush their aim, the steady coolness of the Dwarfs, not the mention the precision of their weaponry, ensures that every volley is fired with the same lethal accuracy as the last, until the moment the Thunderers take up their axes and meet the foe's charge in the bloody press of close combat.
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Unit Name Thunderers |
Main Unit Key wh_main_dwf_inf_thunderers_0 |
Land Unit Key wh_main_dwf_inf_thunderers_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group ![]() |
Naval Unit Group ![]() |
Soldiers 80 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 700 |
Recruitment Cost 700 |
Upkeep Cost 175 |
Missile Damage 20 |
├ Missile Weapon wh_main_dwf_rifle |
├ Projectile wh_dwf_rifle_bullet |
├ Missile Damage 4 |
├ Missile Ap Damage 16 |
└ Base Reload Time 13 |
Accuracy 10 |
Range 145 |
Reload 10 |
Shots Per Minute 5.1 |
Ammunition 22 |
Melee Attack 20 |
Weapon Strength (Weapon Damage) 28 |
├ Melee Weapon wh_main_dwf_axe |
├ Melee Damage Base 23 |
├ Melee Damage Ap 5 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 4 |
Melee Defence 28 |
├ Base Defence 28 |
├ Shield wh_missile_block_35_wood |
└ Shield Defence 0 |
Armour 115 |
├ Armour wh_main_dwf_heavy |
├ Armour Defence 80 |
└ Shield Armour 35 |
Health 58 |
├ Man Entity wh_main_dwf_inf_dwarfs_blood_dismembers |
├ Man Speed 28 |
├ Man Health 8 |
└ Bonus Hit Points 50 |
Leadership (Base Morale) 66 |
Abilities
No Ability
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Decent Melee Combatant
Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee. - Armour-Piercing Missiles
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.
Requires Buildings | |
---|---|
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Gunsmith's Forge
(wh_main_dwf_workshop_2) Level 1 ![]()
Foundry
(wh_main_dwf_workshop_3) Level 2 ![]()
Hangar
(wh_main_dwf_workshop_4) Level 3 |
Faction Availability | |
---|---|
Warhammer | |
The Season of Revelation |