Throni Ironbrow
The Master Runesmith stands by his Lord – his kin – one last time before the gods.Karak Azul is a prosperous Dwarfen city to the south of Eight Peaks, renowned for producing powerful weapons of unrivalled quality. In the ancient times it was a process overseen by the Master Runesmith Throni Ironbrow, a distant blood-relative and close friend of King Lunn Ironhammer of Eight Peaks. When Ironbrow received word that Eight Peaks would likely be the next stronghold to fall, he demanded permission to leave his throng to make the treacherous Underway journey northwards to help his kinsperson. Such was his value to Karak Azul that his request was immediately denied – perhaps it was little surprise that Eight Peaks would eventually fall, leaving Karak Azul the only Southern Dwarfhold to withstand the Greenskin armies that surged into Dwarf territory during the Time of Woes.
Unit Name Throni Ironbrow |
Main Unit Key wh_dlc06_dwf_cha_runesmith_ghost_0 |
Land Unit Key wh_dlc06_dwf_cha_runesmith_ghost_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Support Specialist |
Naval Unit Group Support Specialist |
Soldiers 1 |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1000 |
Recruitment Cost 1000 |
Upkeep Cost 0 |
Melee Attack 40 |
320 |
├ Melee Weapon wh_dlc06_dwf_hammer_runesmith_magical |
├ Melee Damage Base 230 |
├ Melee Damage Ap 90 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 16 |
38 |
├ Base Defence 38 |
├ Shield none |
└ Shield Defence 0 |
25 |
├ Armour wh_dlc06_dwf_ghost |
├ Armour Defence 25 |
└ Shield Armour 0 |
2308 |
├ Man Entity wh_dlc06_dwf_cha_dwarf_hero_ethereal |
├ Man Speed 32 |
├ Man Health 8 |
└ Bonus Hit Points 2300 |
Leadership (Base Morale) 80 |
Abilities
- Forgefire
The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency. - Rune of Negation
The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic. - Rune of Oath & Steel
Armour inscribed with the Rune of Oath and Steel will not bend or buckle. - Rune of Wrath & Ruin
As the Runelord hammers upon the Anvil of Doom, he shapes the Rune of Wrath and Ruin - causing the earth to crack, venting forth fire and sulphur.
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. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
Strengths & Weaknesses
- Runic Magic
This unit can bind magic into powerful runes which can be activated during battle. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Ethereal
Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |