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Cannons Karak KadrinKarak Kadrin Artillery & War Machines

Cannons

A staple of Dwarfen armies, the cannon is a long-ranged, powerful weapon essential to the Dwarfen grand strategy.

Cannons were first made by the Dwarfs of Zhufbar, although now, many of the larger Holds make their own. One of the most potent war machines, a cannon can shatter the most heavily armoured foe, pour shot into massed enemy formations, level a foe's cities or fortifications and topple the largest of monsters. They are, however, somewhat temperamental devices, and even the best-forged cannon in the world (those made by Dwarfs, naturally) are subject to occasional malfunction. The slightest crack or premature ignition of black powder can result in devastating accidents. In addition to the cannons housed within Holds, many Clans maintain a number of cannons that can join a throng on the march. These are hauled into overlooking positions on the battlefield where their long range and potent shot can dictate the course of the enemy's actions. Give the quality of their make, many Cannons have been in service for a number of centuries and are revered by their crew.

Cannons

Unit Name

Cannons

Main Unit Key

wh_main_dwf_art_cannon

Land Unit Key

wh_main_dwf_art_cannon

Land Unit Group Parents

Artillery & War Machines

Land Unit Group

Siege Artillery

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Custom Battle Cost

800

Recruitment Cost

800

Upkeep Cost

200

Number of Units

4

Hit Points

4476

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_hammer

├ Engines of War

wh_main_dwf_art_cannon

├ Engine Entity

wh_main_dwf_art_cannon

├ Engine Hit Points

425

├ Num Engines

4

├ Man Entity

wh_main_dwf_inf_dwarfs_crew_blood_dismembers

├ Man Hit Points

8

├ Num Men

32

└ Bonus Hit Points

70

Mass

3120

├ Engine Mass

3000.0000

└ Man Mass

120.0000

Armour

40

├ Armour

wh2_main_chainmail_40

├ Shield

none

Missile Block Chance

0

Leadership

64

Speed

20

├ Engine Speed

20

└ Man Speed

28

Melee Attack

16

Melee Defence

20

Weapon Strength

28

├ Melee Weapon

wh_main_dwf_axe

Base Weapon Damage

21

Armour-Piercing Weapon Damage

7

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

2

Ammunition

22

Range

440

Missile Strength

191

├ Engines of War

wh_main_dwf_art_cannon

├ Missile Weapon

wh_main_dwf_cannon

├ Projectile

wh_dwf_cannon_ball

Base Missile Damage

84

Armour-Piercing Missile Damage

336

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

22

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Cannot Run
    This unit cannot run and will only move at walking pace.

Strengths & Weaknesses

  • Armour-Piercing Missiles
    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.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.