Halkenhaf Stonebeard“No Troll, no Orc, no sneaky grobi scum shall bar my path. This time…”
With the Dwarf realm dwindling during the Time of Woes, Halkenhaf Stonebeard and his allies were initially successful in repelling the first few attacks against Eight Peaks. Like every gatekeeper before him, Stonebeard was a fearsome warrior, known for being able to move his axe with such incredible speed in battle that it would appear as a blur around him, like a rotor of a Gyrocopter in flight. Ultimately, the lesser warriors defending the Hold alongside him all perished, leaving him the last Dwarf standing. Refusing to leave his post, Stonebeard fought on, eventually meeting his end at the hand – or mouth, rather – of a hungry Troll. But it is said that he continued to swing his axe around wildly in a frenzy of slaughter, right up until he was picked up and swallowed whole down the monster’s gullet. With the gatekeeper defeated, the Citadel would be captured soon after.
Unit NameHalkenhaf Stonebeard
Main Unit Keywh_dlc06_dwf_cha_thane_ghost_1
Land Unit Keywh_dlc06_dwf_cha_thane_ghost_1
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 Defence60
└ Shield Defence0
├ Armour Defence25
└ Shield Armour60
├ 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.