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Ironbrow's Expedition Units
Units
- Lords (3)
- Heroes (3)
- Infantry (16)
- Missile Infantry (10)
- Flying War Machines (4)
- Artillery & War Machines (6)
Lords | ||||||||||||||||||||||
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No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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1 |
Lords /
Great Axe Infantry / wh_main_dwf_cha_high_king_thorgrim_grudgebearer_1 Thorgrim Grudgebearer There will be no rest, no peace, until every page of the Dammaz Kron is accounted for! |
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1500 | 1200 | 300 | 1 | 8208 | 2500 | 125 | 85 | 30 | 52 | 62 | 500 | 20 | ||||||||||
2 |
Lords /
Axe Infantry / wh_main_dwf_cha_lord_0 Lord In battle, the Dwarfen Lord gets lost in the melee with hammer in hand, strong as a dozen Dwarfen soldiers. |
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900 | 1000 | 250 | 1 | 4892 | 1100 | 120 | 75 | 32 | 50 | 60 | 420 | 30 | ||||||||||
3 |
Lords /
Great Axe Infantry / wh_main_dwf_cha_ungrim_ironfist Ungrim Ironfist "This majestic helm has been worn by every Slayer King since the time of King Baragor!" |
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1250 | 1200 | 300 | 1 | 5536 | 1500 | 120 | 100 | 32 | 65 | 50 | 440 | 50 | ||||||||||
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Heroes | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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4 |
Heroes /
Missile Specialist / wh_main_dwf_cha_master_engineer_0 Master Engineer Who dares damage my engines! |
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600 | 1000 | 250 | 1 | 3908 | 1100 | 120 | 72 | 32 | 38 | 30 | 280 | 14 | 45 | 180 | 300 | |||||||
5 |
Heroes /
Support Specialist / wh_main_dwf_cha_rune_smith_0 Runesmith Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights. |
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450 | 1000 | 250 | 1 | 3908 | 1100 | 120 | 70 | 32 | 40 | 30 | 320 | 16 | ||||||||||
6 |
Heroes /
Melee Specialist / wh_main_dwf_cha_thane Thane The Thane leads Dwarfs to battle with a cry of vengeance and an unstoppable rage. |
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500 | 1000 | 250 | 1 | 4168 | 1100 | 120 | 70 | 32 | 50 | 55 | 400 | 30 | ||||||||||
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Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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7 |
Infantry /
Pickaxe Infantry / wh_main_dwf_inf_miners_0 Miners The pickaxe is not the mightiest Dwarfen weapon, but it serves with relative success in melee. |
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325 | 325 | 81 | 100 | 7600 | 150 | 80 | 68 | 28 | 20 | 18 | 22 | 12 | ||||||||||
8 |
Infantry /
Pickaxe Infantry / wh_main_dwf_inf_miners_1 Miners (Blasting Charges) The pickaxe is not the mightiest Dwarfen weapon, but explosives even things out somewhat. |
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425 | 425 | 106 | 100 | 7600 | 150 | 80 | 68 | 28 | 20 | 18 | 22 | 12 | 1 | 55 | 28 | |||||||
9 |
Infantry /
Axe Infantry / wh_main_dwf_inf_dwarf_warrior_0 Dwarf Warriors With az in hand, Dwarfen warriors lay into the front lines with unremitting violence. |
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450 | 450 | 113 | 100 | 7800 | 150 | 85 | 70 | 28 | 22 | 40 | 28 | 12 | ||||||||||
10 |
Infantry /
Great Axe Infantry / wh_main_dwf_inf_dwarf_warrior_1 Dwarf Warriors (Great Weapons) With az in hand, Dwarfen warriors lay into the front lines with unremitting violence. |
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500 | 500 | 125 | 100 | 7800 | 150 | 85 | 70 | 28 | 24 | 30 | 30 | 18 | ||||||||||
11 |
Infantry /
Axe Infantry / wh_main_dwf_inf_longbeards Longbeards Longbeards are veteran fighters of many wars, most resolute in their shieldwall and grumpiest in spirit. |
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700 | 700 | 175 | 100 | 8600 | 200 | 100 | 80 | 26 | 30 | 48 | 32 | 10 | ||||||||||
12 |
Infantry /
Great Axe Infantry / wh_main_dwf_inf_longbeards_1 Longbeards (Great Weapons) Longbeards are veteran fighters of many wars, rending armour with the two-handed az and cleaving opponents in two. |
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750 | 750 | 188 | 100 | 8600 | 200 | 100 | 80 | 26 | 30 | 38 | 34 | 18 | ||||||||||
13 |
Infantry /
Axe Infantry / wh_main_dwf_inf_slayers Slayers Slayers are elite units with a thirst for death, fighting hard in melee until the enemy dies, or they do. |
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900 | 900 | 225 | 80 | 8640 | 160 | 0 | 100 | 40 | 38 | 32 | 48 | 26 | ||||||||||
14 |
Infantry /
Great Axe Infantry / wh2_dlc10_dwf_inf_giant_slayers Giant Slayers Great warriors and doomseekers who have unsuccessfully found death thus far... even against Giants. |
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1200 | 1200 | 300 | 80 | 9440 | 160 | 0 | 100 | 40 | 48 | 34 | 50 | 30 | ||||||||||
15 |
Infantry /
Hammer Infantry / wh_main_dwf_inf_hammerers Hammerers Elite, hardened warriors, Hammerers thrive amongst the melee with warhammer in hand, smashing the unprepared to pieces. |
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1200 | 1200 | 300 | 100 | 10000 | 170 | 100 | 80 | 28 | 46 | 38 | 55 | 24 | ||||||||||
16 |
Infantry /
Axe Infantry / wh_main_dwf_inf_ironbreakers Ironbreakers Trained to fight in tight formations, Ironbreakers form a living line of defence, letting enemies crash over them. |
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1250 | 1250 | 313 | 100 | 9600 | 250 | 125 | 85 | 26 | 34 | 66 | 32 | 8 | 2 | 60 | 43 | |||||||
17 |
Infantry /
Axe Infantry / wh_dlc06_dwf_inf_dragonback_slayers_0 Dragonback Slayers (Slayers) These Slayers seek the ultimate blood sport, the greatest beasts, in their unending death-drive. |
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1200 | 1200 | 300 | 80 | 8640 | 160 | 0 | 100 | 40 | 48 | 41 | 48 | 26 | ||||||||||
18 |
Infantry /
Pickaxe Infantry / wh_dlc06_dwf_inf_ekrund_miners_0 Ekrund Miners (Miners - Blasting Charges) The Miners of Mount Bloodhorn fight in memory of their fallen Hold with unmatched passion and fury. |
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600 | 600 | 150 | 100 | 7600 | 150 | 80 | 78 | 28 | 29 | 24 | 22 | 12 | 3 | 55 | 34 | |||||||
19 |
Infantry /
Axe Infantry / wh_dlc06_dwf_inf_norgrimlings_ironbreakers_0 Norgrimlings Ironbreakers (Ironbreakers) Though they hail from Clan Norgrimling, the fealty of these Ironbreakers is sworn to the glory of the Dwarfs. |
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1650 | 1650 | 413 | 120 | 11520 | 250 | 125 | 95 | 26 | 43 | 79 | 32 | 8 | 2 | 60 | 53 | |||||||
20 |
Infantry /
Great Axe Infantry / wh_dlc06_dwf_inf_old_grumblers_0 The Grumbling Guard (Longbeards - Great Weapons) All Dwarfs complain, all Longbeards moan, but none gripe and fight half as much as these courageous old gits. |
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1000 | 1000 | 250 | 100 | 8600 | 200 | 100 | 90 | 26 | 38 | 48 | 34 | 18 | ||||||||||
21 |
Infantry /
Hammer Infantry / wh_dlc06_dwf_inf_peak_gate_guard_0 Peak Gate Guard (Hammerers) All Karaks are defended with vigour, but none hold the line with as much determination as these hammer-wielding guards. |
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1550 | 1550 | 388 | 100 | 10000 | 170 | 100 | 90 | 28 | 57 | 48 | 55 | 24 | ||||||||||
22 |
Infantry /
Axe Infantry / wh_dlc06_dwf_inf_warriors_dragonfire_pass_0 Warriors of Dragonfire Pass (Dwarf Warriors) All are made or unmade in the crucible of Dragonfire Pass. So it is with these resolute, peerless Dwarf Warriors. |
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700 | 700 | 175 | 100 | 7800 | 150 | 85 | 80 | 28 | 29 | 50 | 28 | 12 | ||||||||||
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Missile Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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23 |
Missile Infantry /
Missile Infantry / wh_dlc06_dwf_inf_rangers_0 Rangers No cave is too dark, no pathway too treacherous for the Ranger to scout and scour and know. |
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525 | 525 | 131 | 80 | 5440 | 120 | 40 | 60 | 33 | 18 | 26 | 28 | 4 | 18 | 160 | 18 | |||||||
24 |
Missile Infantry /
Missile Infantry / wh_main_dwf_inf_quarrellers_0 Quarrellers A volley of Dwarfen crossbow bolts will travel far and hit hard, particularly against the lightly armoured. |
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550 | 550 | 138 | 80 | 5600 | 150 | 80 | 64 | 28 | 18 | 28 | 28 | 4 | 22 | 160 | 18 | |||||||
25 |
Missile Infantry /
Missile Infantry / wh_main_dwf_inf_quarrellers_1 Quarrellers (Great Weapons) Though these Dwarfs excel at a distance, it would be foolhardy to underestimate them in melee. |
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600 | 600 | 150 | 80 | 5600 | 150 | 80 | 64 | 28 | 24 | 22 | 30 | 16 | 22 | 160 | 18 | |||||||
26 |
Missile Infantry /
Close-Quarters Infantry / wh_dlc06_dwf_inf_rangers_1 Rangers (Great Weapons) Stealthy and steadfast, these redoubtable Rangers carry both throwing and great axes – the latter for dealing with the more ‘imposing’ opponents. |
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650 | 650 | 163 | 80 | 5440 | 120 | 40 | 60 | 33 | 22 | 20 | 30 | 16 | 12 | 80 | 40 | |||||||
27 |
Missile Infantry /
Flamethrower Infantry / wh_main_dwf_inf_irondrakes_0 Irondrakes The Irondrakes wield drakeguns, firing bursts of alchemical fury over anyone in their path. |
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700 | 700 | 175 | 28 | 3584 | 180 | 125 | 85 | 26 | 20 | 27 | 20 | 6 | 100 | 80 | 37 | |||||||
28 |
Missile Infantry /
Missile Infantry / wh_main_dwf_inf_thunderers_0 Thunderers Although new, and therefore suspect, a Thunderer's handgun can punch through the heaviest of armour at short range. |
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700 | 700 | 175 | 80 | 5680 | 150 | 80 | 64 | 28 | 20 | 28 | 28 | 4 | 22 | 145 | 17 | |||||||
29 |
Missile Infantry /
Missile Infantry / wh_dlc06_dwf_inf_bugmans_rangers_0 Bugman's Rangers Ever seeking vengeance, these hardy Rangers follow their Brewmaster, delivering grim tidings of upcoming struggles and bolstering the Dwarfs’ defensive lines. |
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800 | 800 | 200 | 80 | 6400 | 140 | 40 | 75 | 33 | 24 | 38 | 31 | 10 | 20 | 160 | 18 | |||||||
30 |
Missile Infantry /
Torpedo Missile Infantry / wh_main_dwf_inf_irondrakes_2 Irondrakes (Trollhammer Torpedo) These Irondrakes wield drakeguns that fire the deadly Trollhammer Torpedo - a spiky cone of death - at unfortunate foes. |
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900 | 900 | 225 | 28 | 3584 | 180 | 125 | 85 | 26 | 20 | 27 | 20 | 6 | 18 | 90 | 79 | |||||||
31 |
Missile Infantry /
Flamethrower Infantry / wh_dlc06_dwf_inf_norgrimlings_irondrakes_0 The Skolder Guard (Irondrakes) The Dwarfs of Clan Norgrimling are determined to see their enemies wiped out with a whoosh of scalding, cleansing steam. |
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1050 | 1050 | 263 | 28 | 3584 | 180 | 125 | 95 | 26 | 27 | 35 | 20 | 6 | 25 | 90 | 84 | |||||||
32 |
Missile Infantry /
Close-Quarters Infantry / wh_dlc06_dwf_inf_ulthars_raiders_0 Ulthar's Raiders (Rangers - Great Weapons) Keen and sharp, these Dwarfs know every nook, every cranny of the mountains. |
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750 | 750 | 188 | 80 | 5440 | 120 | 40 | 70 | 33 | 29 | 27 | 30 | 16 | 12 | 80 | 49 | |||||||
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Flying War Machines | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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33 |
Flying War Machines /
Flying War Machine / wh_main_dwf_veh_gyrocopter_0 Gyrocopter The skilled Gyrocopter pilot unleashes jets of steam upon unprepared battle lines. |
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700 | 700 | 175 | 4 | 3772 | 700 | 100 | 64 | 70 | 30 | 6 | 66 | 25 | 22 | 75 | 68 | |||||||
34 |
Flying War Machines /
Flying War Machine / wh_main_dwf_veh_gyrocopter_1 Gyrocopter (Brimstone Gun) The Brimstone Gun gives the Gyrocopter pilot a more accurate and lethal tool, ideal for obliterating the target completely! |
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800 | 800 | 200 | 4 | 3772 | 700 | 100 | 64 | 70 | 30 | 6 | 66 | 25 | 18 | 100 | 103 | |||||||
35 |
Flying War Machines /
Flying War Machine / wh_main_dwf_veh_gyrobomber Gyrobomber From above, the bomber pilot releases a payload of high-yield explosives that wreak havoc on enemy lines. |
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1150 | 1150 | 288 | 1 | 3125 | 1100 | 100 | 64 | 60 | 40 | 4 | 88 | 30 | 28.75 | 125 | 1056 | |||||||
36 |
Flying War Machines /
Flying War Machine / wh_dlc06_dwf_veh_skyhammer_0 Skyhammer (Gyrobomber) The mountains and caverns ring with Greenskin screams when these elite Gyrobombers unleash their payloads. |
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1400 | 1400 | 350 | 1 | 3125 | 1100 | 100 | 76 | 60 | 50 | 6 | 88 | 30 | 28.75 | 125 | 1288 | |||||||
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Artillery & War Machines | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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37 |
Artillery & War Machines /
Field Artillery / wh_dlc06_dwf_art_bolt_thrower_0 Bolt Throwers More rudimentary than other Dwarf artillery, but nevertheless ruthlessly proficient at destroying their foes. |
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550 | 550 | 138 | 4 | 4276 | 2120 | 40 | 64 | 22 | 16 | 20 | 28 | 2 | 22 | 340 | 111 | |||||||
38 |
Artillery & War Machines /
Catapult / wh_main_dwf_art_grudge_thrower Grudge Throwers More rudimentary than the cannon, a Grudge Thrower is still an effective long-range weapon against enemy infantry. |
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700 | 700 | 175 | 4 | 4576 | 3120 | 40 | 64 | 20 | 16 | 20 | 28 | 2 | 22 | 440 | 145 | |||||||
39 |
Artillery & War Machines /
Siege Artillery / wh_main_dwf_art_cannon Cannons A staple of Dwarfen armies, the cannon is a long-ranged, powerful weapon essential to the Dwarfen grand strategy. |
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800 | 800 | 200 | 4 | 4476 | 3120 | 40 | 64 | 20 | 16 | 20 | 28 | 2 | 22 | 440 | 191 | |||||||
40 |
Artillery & War Machines /
Field Gun / wh_main_dwf_art_organ_gun Organ Guns Should the enemy get too close, an Organ Gun can decimate entire ranks with a well timed blast. |
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1100 | 1100 | 275 | 4 | 4476 | 3120 | 40 | 64 | 20 | 16 | 20 | 28 | 2 | 24 | 300 | 300 | |||||||
41 |
Artillery & War Machines /
Field Gun / wh_main_dwf_art_flame_cannon Flame Cannons Flame Cannons belch burning pitch across the battlefield, raining molten death upon the enemy. |
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1200 | 1300 | 325 | 4 | 4476 | 3120 | 40 | 64 | 25 | 16 | 20 | 28 | 2 | 25 | 230 | 500 | |||||||
42 |
Artillery & War Machines /
Catapult / wh_dlc06_dwf_art_gob_lobber_0 Gob-Lobbers (Grudge Throwers) When a grudge-writ rock is unavailable, live Goblin ammunition is just as good. |
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900 | 900 | 225 | 4 | 4576 | 3120 | 40 | 74 | 20 | 22 | 27 | 28 | 2 | 22 | 440 | 177 | |||||||
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