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HomeHome / Total War: WARHAMMER III / Ironbrow's Expedition / Units / Runesmith
Runesmith Ironbrow's ExpeditionIronbrow's Expedition Heroes

Runesmith

Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.

Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapon, armour, rings and talismans - of greater potency than items wrought by any other mortal race. In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. Many Runesmiths bear weapons and armour of their own crafting, and they are eager to show their comrades exactly how effective they can be. Whether by some gift of Grungni, or perhaps as a side effect of centuries of beating white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly foes around him, begin to glow and radiate heat as if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armoured or toughened hides of any foe.

Runesmith

Unit Name

Runesmith

Main Unit Key

wh_main_dwf_cha_rune_smith_0

Land Unit Key

wh_main_dwf_cha_rune_smith_0

Land Unit Group Parents

Heroes

Land Unit Group

Support Specialist

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

450

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

3908

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_hammer

├ Man Entity

wh_main_dwf_cha_dwarf_hero_blood_dismembers_medium_kb_resist

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3900

Mass

1100

└ Man Mass

1100.0000

Armour

120

├ Armour

wh2_main_chainmail_120

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

32

└ Man Speed

32

Melee Attack

40

Melee Defence

30

Weapon Strength

320

├ Melee Weapon

wh_main_dwf_hammer_runesmith

Base Weapon Damage

230

Armour-Piercing Weapon Damage

90

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

16

Abilities

  • 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%
  • Forgefire
    The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.
    Armour -15

Attributes

  • Encourage
    This unit provides a leadership 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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Runic Magic
    This unit can bind magic into powerful runes which can be activated during battle.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.