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Thunderers Clan AngrundClan Angrund Missile Infantry

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.

Thunderers

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

Missile Infantry

Naval Unit Group

Missile Infantry

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

1.4

Accuracy

10

Range

145

Reload

80

Shots Per Minute

214

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
Thunderers Lv. 0 Gunsmith's Forge
Gunsmith's Forge
(wh_main_dwf_workshop_2)
Level 1
Foundry
Foundry
(wh_main_dwf_workshop_3)
Level 2
Hangar
Hangar
(wh_main_dwf_workshop_4)
Level 3
Garrison Buildings
Thunderers x 2 Dwarf Outpost
Dwarf Outpost
(wh_main_dwf_settlement_major_2)
Level 2
Dwarf Outpost
Dwarf Outpost
(wh_main_dwf_settlement_major_2_coast)
Level 2
Dwarf Keep
Dwarf Keep
(wh_main_dwf_settlement_major_3)
Level 3
Dwarf Keep
Dwarf Keep
(wh_main_dwf_settlement_major_3_coast)
Level 3
Dwarfhold
Dwarfhold
(wh_main_dwf_settlement_major_4)
Level 4
Dwarfhold
Dwarfhold
(wh_main_dwf_settlement_major_4_coast)
Level 4
Great Hold
Great Hold
(wh_main_dwf_settlement_major_5)
Level 5
Great Hold
Great Hold
(wh_main_dwf_settlement_major_5_coast)
Level 5
Karak Drazh (Outpost)
Karak Drazh (Outpost)
(wh_main_special_settlement_black_crag_2_dwf)
Level 2
Karak Drazh (Dwarf Keep)
Karak Drazh (Dwarf Keep)
(wh_main_special_settlement_black_crag_3_dwf)
Level 3
Karak Drazh (Dwarfhold)
Karak Drazh (Dwarfhold)
(wh_main_special_settlement_black_crag_4_dwf)
Level 4
Karak Drazh (Great Hold)
Karak Drazh (Great Hold)
(wh_main_special_settlement_black_crag_5_dwf)
Level 5
Karak Eight Peaks (Dwarf Keep)
Karak Eight Peaks (Dwarf Keep)
(wh_main_special_settlement_eight_peaks_3_dwf)
Level 3
Karak Eight Peaks (Dwarfhold)
Karak Eight Peaks (Dwarfhold)
(wh_main_special_settlement_eight_peaks_4_dwf)
Level 4
Karak Eight Peaks (Great Hold)
Karak Eight Peaks (Great Hold)
(wh_main_special_settlement_eight_peaks_5_dwf)
Level 5
Karaz-a-Karak (Outpost)
Karaz-a-Karak (Outpost)
(wh_main_special_settlement_karaz_a_karak_2_dwf)
Level 2
Thunderers x 3 Reinforced Gate
Reinforced Gate
(wh_main_dwf_wall_2)
Level 1
Runic Gate
Runic Gate
(wh_main_dwf_wall_3)
Level 2
Karaz-a-Karak (Dwarf Keep)
Karaz-a-Karak (Dwarf Keep)
(wh_main_special_settlement_karaz_a_karak_3_dwf)
Level 3
Karaz-a-Karak (Dwarfhold)
Karaz-a-Karak (Dwarfhold)
(wh_main_special_settlement_karaz_a_karak_4_dwf)
Level 4
Karaz-a-Karak (Great Hold)
Karaz-a-Karak (Great Hold)
(wh_main_special_settlement_karaz_a_karak_5_dwf)
Level 5