King Lunn Ironhammer
Centuries of shame in defeat shall be washed away ‘neath my hammer; Clan Angrund will rise again!King Lunn Ironhammer was one of many Dwarf leaders who fought to protect the Karaks during the Time of Woes. Remembered as the last Dwarf king to hold sway over Eight Peaks before it was lost, he staunchly carried out his duties until the very end. With enemies closing in, King Lunn delayed his own throng’s retreat until he had successfully rune-sealed the Ancestor Tombs deep below the fortress, forever preventing any from entering, ensuring the continued sanctity of his Ancestors’ remains. Now, centuries later, Belegar has a powerful ally in his summoned forefathers’ ghost. With his help, Clan Angrund will surely succeed in honouring their vow to take back Eight Peaks once more - lest the shame of defeat will be carried down the Ironhammer bloodline forever!
Unit Name King Lunn Ironhammer |
Main Unit Key wh_dlc06_dwf_cha_thane_ghost_0 |
Land Unit Key wh_dlc06_dwf_cha_thane_ghost_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Melee Specialist |
Naval Unit Group Melee Specialist |
Soldiers 1 |
Caste Hero |
Category Melee Infantry |
Class Command |
Cost 1000 |
Recruitment Cost 1000 |
Upkeep Cost 0 |
Melee Attack 55 |
375 |
├ Melee Weapon wh_dlc06_dwf_axe_hero_magical |
├ Melee Damage Base 250 |
├ Melee Damage Ap 125 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 30 |
50 |
├ Base Defence 50 |
├ Shield wh_missile_block_35_wood |
└ Shield Defence 0 |
35 |
├ Armour wh_main_body_0 |
├ Armour Defence 0 |
└ Shield Armour 35 |
2780 |
├ Man Entity wh_dlc06_dwf_cha_dwarf_hero_ethereal |
├ Man Speed 32 |
├ Man Health 8 |
└ Bonus Hit Points 2772 |
Leadership (Base Morale) 100 |
Abilities
- Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact. - Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
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
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Causes Terror
This unit can fear themselves. - 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 |