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HomeHome / Total War: WARHAMMER II / Clan Angrund (Mortal Empires) / Units / Dramar Hammerfist
Dramar Hammerfist Clan Angrund (Mortal Empires)Clan Angrund (Mortal Empires) Command

Dramar Hammerfist

Sheer weight of numbers forced us back, against our best efforts to remain stalwart. That will not happen again. I vow it.

Like all Master Engineers, Dramar Hammerfist was a valuable member of his throng at Eight Peaks. Less of a warrior and more a master of fight-or-flight tactics, his preparedness for battle was such that he was always well-equipped enough to avoid face-to-face altercations. Instead, he would either take down his enemies from afar with his modified rifles or artillery pieces or, if all else failed, simply make a swift escape in one of his custom-built Gyrocopters. Known for his offensive engines of destruction, Hammerfist often left the design of defensive fortifications on home soil to lesser Engineers, considering it a bore. As the Time of Woes fell upon the Dwarfs, he was determined not to be entrenched in Eight Peaks, joining the first few forays against the invaders, led by Halkenhaf Stonebeard, and eventually going missing in action.

Dramar Hammerfist

Unit Name

Dramar Hammerfist

Main Unit Key

wh_dlc06_dwf_cha_master_engineer_ghost_0

Land Unit Key

wh_dlc06_dwf_cha_master_engineer_ghost_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Specialist

Naval Unit Group

Missile Specialist

Soldiers

1

Caste

Hero

Category

Missile Infantry

Class

Command

Cost

1050

Recruitment Cost

1000

Upkeep Cost

0

Missile Damage

240

├ Missile Weapon

wh_dlc14_dwf_master_engineer_rifle_magical

├ Projectile

wh_dlc14_dwf_master_engineer_rifle_bullet_magical

├ Missile Damage

60

├ Missile Ap Damage

180

└ Base Reload Time

8

Accuracy

10

Range

180

Reload

10

Shots Per Minute

8.3

Ammunition

45

Melee Attack

42

Weapon Strength (Weapon Damage)

280

├ Melee Weapon

wh_dlc06_dwf_master_engineer_hammer_magical

├ Melee Damage Base

60

├ Melee Damage Ap

220

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

18

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

0

├ Armour

wh_main_body_0

├ Armour Defence

0

└ Shield Armour

0

Health

2540

├ Man Entity

wh_dlc06_dwf_cha_dwarf_hero_ethereal_medium_kb_resist

├ Man Speed

32

├ Man Health

8

└ Bonus Hit Points

2532

Leadership (Base Morale)

80

Abilities

  • Ballistics Calibration
    This Hero has an eye for accuracy, firing rates and enemy sweet spots. War machines will benefit from his presence.
  • Extra Powder
    There are those who have a knack for pushing artillery and their crews to new heights, allowing such machines to fire further than ever before.
  • Entrenchment
    All the sons of Grungni can dig-in, enabling them to better resist physical attacks from the foe. Any missile attacks they can make are also improved.

Attributes

  • 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.
  • Encourage
    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.
  • Strider
    This unit ignores speed and combat penalties caused by terrain and can move through trees.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

  • Ballistics Expert
    This unit improves all nearby friendly missile units.
  • Causes Terror
    This unit can fear themselves.
  • 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.
  • Ethereal
    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.
Recuitment Requirement
Maximum Number 1