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HomeHome / Total War: WARHAMMER III / Karak Kadrin / Units / Lord
Lord Karak KadrinKarak Kadrin Lords

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.

Lord

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

Lords

Land Unit Group

Axe Infantry

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

900

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

4892

├ 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

Mass

1100

└ Man Mass

1100.0000

Armour

120

├ Armour

wh2_main_chainmail_120

├ Shield

wh_missile_block_55_wood

Missile Block Chance

55

Leadership

75

Speed

32

└ Man Speed

32

Melee Attack

50

Melee Defence

60

Weapon Strength

420

├ Melee Weapon

wh_main_dwf_axe_hero_lord

Base Weapon Damage

270

Armour-Piercing Weapon Damage

150

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

30

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%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%
  • 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

  • Expert Charge Defence
    When bracing, this unit negates the charge bonus of any attacker.
  • 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

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Armour-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's charge bonus.
  • Melee Expert
    Melee Experts might have a very strong melee 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.