![Lord](gen_images/unit_icon/warhammer3/wh_main_dwf_karak_ziflin/wh_main_dwf_cha_lord_0.png)
![Karak Ziflin](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh_main_dwf_karak_ziflin/mon_256.png)
Lord
In battle, the Dwarfen Lord gets lost in the melee with hammer in hand, strong as a dozen Dwarfen soldiers.The leaders of a Dwarf throng are its Lord and thanes. These are the most powerful fighters in the army, fell-handed warriors equipped with the finest arms and armour of the Clan's weapon hoard. As a rule, Dwarf Lords and Thanes are a grim sort, for they are leaders of a dour people. Upon their broad shoulders is carried the weight of untold debt - the inherited grudges of a long-suffering and unforgiving race. It is their lot to avenge all wrongdoing to their Clan, Hold or race, not just in the present, but also for all time. Failure to redress an injury from antiquity is particularly galling, an act of disrespect to the much-revered ancestors. While Dwarfs are notably an infantry force, there are a few exceptions among their leaders; some Lords are carried into battle by Shieldbearers - stout warriors who serve their liege by hefting a shield as a fighting platform. This is common amongst Dwarfs of the southern Holds and has been continued elsewhere, notable by King Alrik Ranulfsson of Karak Hirn. In other Clans, especially northern ones, Lords and Thanes prefer to fight atop Oath Stones, rocks upon which runes are struck - listing out the Clan's honour, or perhaps the Lord's lineage or deeds. The stone is a symbol of their homeland, a piece of their Dwarfhold made manifest.
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Unit Name Lord |
Main Unit Key wh_main_dwf_cha_lord_0 |
Land Unit Key wh_main_dwf_cha_lord_0 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 900 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
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├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu3_dwarf_axe_and_shield_thane |
├ Man Entity wh_main_dwf_cha_dwarf_hero_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4884 |
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└ Man Mass 1100.0000 |
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├ Armour wh2_main_chainmail_120 |
├ Shield wh_missile_block_55_wood |
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└ Man Speed 32 |
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├ Melee Weapon wh_main_dwf_axe_hero_lord |
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Abilities
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Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80%
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Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.Speed x 125%
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Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.Melee Defence +24
Leadership +16
Attributes
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Expert Charge Defence
Whenbracing, this unit negates the
charge bonus of any attacker.
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Encourage
This unit provides aleadership bonus to nearby allies. Units within range of both the
Lord's aura and an encouraging unit will receive the larger of the two bonuses.
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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 fromArmour-Piercing damage.
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- Charge Defence Against All
When standing and bracing against a charge this unit will negate the enemy'scharge bonus.
- Melee Expert
Melee Experts might have a very strongmelee attack or
melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Faction Availability | |
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Immortal Empires | |
The Realm of Chaos |