Ulthar's Raiders (Rangers - Great Weapons)
Keen and sharp, these Dwarfs know every nook, every cranny of the mountains.Rangers are the long-ranged eyes and ears of most Dwarf settlements. They patrol far from the safety of the Hold, often spending long periods out in the wilderness, keeping watch on the Dwarfs' many enemies and tracking dangerous beasts. It is they who explore hidden valleys, push through collapsed sections of the Underway and scale the cliffsides in search of new pathways. Rangers will hunt down and dispose of lone monsters or ambush small mobs of Goblins, but when they confront larger creatures or enemy armies on the march, signals are sent to the nearest outposts to alert them of the encroaching danger. When dealing with large enemy forces, Rangers will first attempt to forewarn all Dwarfs in the invaders' path before trailing the foe, picking off stragglers and waiting for an opportunity to wreak havoc. In this way, when the foe finally confronts a Dwarf force, the Rangers will often be in position to outflank it, arriving behind enemy battle lines to destroy war machines, pincushion lone Wizards, or launch an attack to otherwise help the Dwarfs gain an advantage.
Unit Name Ulthar's Raiders (Rangers - Great Weapons) |
Main Unit Key wh_dlc06_dwf_inf_ulthars_raiders_0 |
Land Unit Key wh_dlc06_dwf_inf_ulthars_raiders_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Close-Quarters Infantry |
Naval Unit Group Close-Quarters Infantry |
Soldiers 80 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Cost 750 |
Recruitment Cost 750 |
Upkeep Cost 188 |
32 |
├ Missile Weapon wh_dlc06_dwf_raiders_throwing_axe |
├ Projectile wh_dlc06_dwf_rangers_throwing_axe |
├ Missile Damage 6 |
├ Missile Ap Damage 26 |
└ Base Reload Time 8 |
Accuracy 33 |
Range 80 |
Reload 30 |
Shots Per Minute 10.7 |
Ammunition 12 |
Melee Attack 29 |
30 |
├ Melee Weapon wh_main_dwf_axe_great_quarreller |
├ Melee Damage Base 7 |
├ Melee Damage Ap 23 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 16 |
27 |
├ Base Defence 27 |
├ Shield none |
└ Shield Defence 0 |
40 |
├ Armour wh2_main_chainmail_40 |
├ Armour Defence 40 |
└ Shield Armour 0 |
68 |
├ Man Entity wh_main_dwf_inf_dwarfs_rangers_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
└ Bonus Hit Points 60 |
Leadership (Base Morale) 70 |
Abilities
- Marked by Ulthar
Those marked for death by the mighty Ranger or his crew may find their armour and shield of little practical use…
Attributes
- {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- Vanguard Deployment
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected. - Stalk
This unit can move hidden in any terrain. - Armour-Piercing
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. - Fast (for a Dwarf)
While Dwarfs are generally not the most nimble inhabitants of the Old World, they can move surprisingly fast when not slowed by heavy armour.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Mortal Empires |