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HomeHome / Total War: WARHAMMER / Clan Angrund / Units / Flame Cannon
Flame Cannon Clan AngrundClan Angrund Field Artillery

Flame Cannon

Flame Cannons belch burning pitch across the battlefield, raining molten death upon the enemy.

There are few weapons that can put fear into the heart of a foe like the Flame Cannon, one of the deadliest inventions of the Engineers' Guild. A volatile concoction of hot oil and molten tar is mixed within the Flame Cannon before air is pumped into the barrel; soon the pressure inside is tremendous and the barrel is almost ready to burst. At precisely the right moment, the Dwarfs place a burning oily wad into the nozzle and release the pressure. The mixture catches fire as it whooshes from the barrel in a leaping spurt. The burning oil arcs into the air towards the enemy ranks and, with a little bit of luck, lands in the middle of the foe, spraying boiling tar over them. For longer ranged shots, the Dwarfs simply apply more pressure, and the most experienced crew know exactly when to release the straining valve to achieve maximum distance. Those crews who misjudge this subtle balance rarely get another chance. Enemies struck by the Flame Cannons have their flesh melted off them in a slough, leaving only scorched bones and foul-smelling liquid that is best described as "goo". Even the bravest of those who survive, after seeing their comrades so gruesomely reduced, have been known to flee immediately.

Flame Cannon

Unit Name

Flame Cannon

Main Unit Key

wh_main_dwf_art_flame_cannon

Land Unit Key

wh_main_dwf_art_flame_cannon

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Field Gun

Naval Unit Group

Field Gun

Soldiers

32

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Custom Battle Cost

1250

Recruitment Cost

1400

Upkeep Cost

350

Engine Missile Damage

235

├ Engine

wh_main_dwf_art_flame_cannon

├ Missile Weapon

wh_main_dwf_flame_cannon

├ Projectile

wh_dwf_flame_cannon_flame

├ Missile Damage

160

├ Missile Ap Damage

75

└ Base Reload Time

10

Accuracy

10

Range

180

Reload

10

Shots Per Minute

6.7

Ammunition

25

Melee Attack

15

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

2

Melee Defence

17

├ Base Defence

17

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh_main_dwf_light

├ Armour Defence

40

└ Shield Armour

0

Health

67

├ Man Entity

wh_main_dwf_inf_dwarfs_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

59

Leadership (Base Morale)

66

Abilities

No Ability

Attributes

  • Cannot Run
    This unit cannot run and will only move at walking pace.

Strengths & Weaknesses

  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Requires Buildings
Flame Cannon Lv. 0 Hangar
Hangar
(wh_main_dwf_workshop_4)
Level 3
Garrison Buildings
Flame Cannon x 2 Karaz-a-Karak (Great Hold)
Karaz-a-Karak (Great Hold)
(wh_main_special_settlement_karaz_a_karak_5_dwf)
Level 5