Dramar Hammerfist

ID: wh_dlc06_dwf_cha_master_engineer_ghost_0

Unit

Dramar Hammerfist
Missile Specialist
1 1000
Ballistics Expert
Armour-Piercing
Ethereal
Causes Terror
2,540
Armour
Leadership 80
Speed 32
Melee Attack 42
Melee Defence 32
Weapon Strength 280
Charge Bonus 18
Ammunition 45
Range 180
Missile Strength 310

About

Unit Description

Sheer weight of numbers forced us back, against our best efforts to remain stalwart. That will not happen again. I vow it.

Historical Description

Like all Master Engineers, Dramar Hammerfist was a valuable member of his throng at Eight Peaks. Less of a warrior and more a master of fight-or-flight tactics, his preparedness for battle was such that he was always well-equipped enough to avoid face-to-face altercations. Instead, he would either take down his enemies from afar with his modified rifles or artillery pieces or, if all else failed, simply make a swift escape in one of his custom-built Gyrocopters. Known for his offensive engines of destruction, Hammerfist often left the design of defensive fortifications on home soil to lesser Engineers, considering it a bore. As the Time of Woes fell upon the Dwarfs, he was determined not to be entrenched in Eight Peaks, joining the first few forays against the invaders, led by Halkenhaf Stonebeard, and eventually going missing in action.

Abilities

Ballistics Calibration

This Hero has an eye for accuracy, firing rates and enemy sweet spots. War machines will benefit from his presence.

Extra Powder

There are those who have a knack for pushing artillery and their crews to new heights, allowing such machines to fire further than ever before.

Entrenchment

All the sons of Grungni can dig-in, enabling them to better resist physical attacks from the foe. Any missile attacks they can make are also improved.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

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.

Strider

This unit ignores speed and combat penalties caused by terrain and can move through trees.

Unbreakable

This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

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.

Ballistics Expert

This unit improves all nearby friendly missile units.

Ethereal

Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.20
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 42
Melee Defence 32
Charge Bonus 18
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 80
Bonus Hit Points 2532
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Missile Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost
Unit Size 1
Melee CP 400
Missile CP 750

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 60
Weapon AP Damage 220
Building Damage 150
Missile Weapon
Projectile Number 1
Effective Range 180
Minimum Range
Marksmanship Bonus 70
Projectile Spread
Damage 60
Armor-Piercing Damage 180
Base Reload Time 8
Armour
Armour Value
Shield
Missile Block Chance 0

Faction Availability

Building Requirement