Dramar HammerfistSheer 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.
Unit NameDramar Hammerfist
Main Unit Keywh_dlc06_dwf_cha_master_engineer_ghost_0
Land Unit Keywh_dlc06_dwf_cha_master_engineer_ghost_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupMissile Specialist
Naval Unit GroupMissile Specialist
Custom Battle Cost1150
├ Missile Weaponwh_main_dwf_master_engineer_rifle
├ Missile Damage60
├ Missile Ap Damage180
└ Base Reload Time8
Shots Per Minute8.3
├ Melee Weaponwh_dlc06_dwf_master_engineer_hammer_magical
├ Melee Damage Base60
├ Melee Damage Ap220
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence32
└ Shield Defence0
├ Armour Defence0
└ Shield Armour0
├ Man Entitywh_dlc06_dwf_cha_dwarf_hero_ethereal
├ Man Speed32
├ Man Health8
└ Bonus Hit Points2532
Leadership (Base Morale)80
- 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.
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.
- 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
- Ballistics Expert
This unit improves all nearby friendly missile units.
- Causes Terror
This unit can fear themselves.
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 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.