King Lunn IronhammerCenturies of shame in defeat shall be washed away ‘neath my hammer; Clan Angrund will rise again!
King Lunn Ironhammer was one of many Dwarf leaders who fought to protect the Karaks during the Time of Woes. Remembered as the last Dwarf King to hold sway over Eight Peaks before it was lost, he staunchly carried out his duties until the very end. With enemies closing in, King Lunn delayed his own throng’s retreat until he had successfully rune-sealed the Ancestor Tombs deep below the fortress, forever preventing any from entering, ensuring the continued sanctity of his Ancestors’ remains. Now, centuries later, Belegar has a powerful ally in his summoned forefathers’ ghost. With his help, Clan Angrund will surely succeed in honouring their vow to take back Eight Peaks once more - lest the shame of defeat will be carried down the Ironhammer bloodline forever!
Unit NameKing Lunn Ironhammer
Main Unit Keywh_dlc06_dwf_cha_thane_ghost_0
Land Unit Keywh_dlc06_dwf_cha_thane_ghost_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupMelee Specialist
Naval Unit GroupMelee Specialist
Custom Battle Cost1000
├ Melee Weaponwh_dlc06_dwf_axe_hero_magical
├ Melee Damage Base250
├ Melee Damage Ap125
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence50
└ Shield Defence0
├ Armour Defence25
└ Shield Armour35
├ Man Entitywh_dlc06_dwf_cha_dwarf_hero_ethereal
├ Man Speed32
├ Man Health8
└ Bonus Hit Points2520
Leadership (Base Morale)80
- Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- 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.
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.
This unit does not suffer any form of leadership loss and will never rout.
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.
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.