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

Ungrim Ironfist

"This majestic helm has been worn by every Slayer King since the time of King Baragor!"

There are few kinds of monsters that walk the world that Ungrim Ironfist has not slain in battle. Armed with the enormous Axe of Dargo, Ungrim deals death - carving a path of red ruin before him while singing songs of old in a booming voice. Atop his head is a bright orange crest that rises above a study horned helmet set with a golden crown. For Ungrim is both a Slayer and a king, more than likely the last of the line of Slayer Kings of Karak Kadrin. Although Ungrim cannot seek his death in Slayer fashion, he grows ever more restless, leading the throng of Karak Kadrin into countless battles. Inspired by his High King and seeking to avenge his slain son, Ungrim marches to war with the least provocation. It was Ungrim who slew the Dragon of Black Peak and who broke Queek Headtaker's siege of King Belegar's citadel in Karak Eight Peaks. The Slayer King has beaten Ogre mercenary Golgfag Maneater and held off a Chaos army in the Battle of High Pass. Most Dwarfs are amazed Ungrim has lived so long, and none think that a mighty death in battle can be very far away.

Ungrim Ironfist

Unit Name

Ungrim Ironfist

Main Unit Key

wh_main_dwf_cha_ungrim_ironfist

Land Unit Key

wh_main_dwf_cha_ungrim_ironfist

Land Unit Group Parents

Lords

Land Unit Group

Great Axe Infantry

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

1250

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

1

Hit Points

5536

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_2handed_axe_ungrim

├ Man Entity

wh_main_dwf_cha_dwarf_hero_lgn_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5528

Mass

1500

└ Man Mass

1500.0000

Armour

120

├ Armour

wh2_main_chainmail_120

├ Shield

none

Missile Block Chance

0

Leadership

100

Speed

32

└ Man Speed

32

Melee Attack

65

Melee Defence

50

Weapon Strength

440

├ Melee Weapon

wh_main_dwf_ungrim_axe_great

Base Weapon Damage

130

Armour-Piercing Weapon Damage

310

Bonus vs. Large

30

Bonus vs. Infantry

0

Charge Bonus

50

Abilities

  • Red Ruin
    Seeking a mighty death - despite his kingly obligations - Ungrim recklessly carves a path of red ruin through foolish enemies.
    Armour-Piercing Weapon Damage x 175%
    Base Weapon Damage x 175%
    Melee Defence -24
  • 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%
  • Deadly Onslaught
    Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
    Charge Bonus x 160%
    Armour-Piercing Weapon Damage x 125%
    Base Weapon Damage x 125%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%
  • Deathblow
    Such is the strength within this warrior that when they strike it is sure to be a deathblow!
    Armour-Piercing Weapon Damage x 118%
    Base Weapon Damage x 118%

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large 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.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing
    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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) 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.