Throni Ironbrow | |
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Support Specialist |
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1 | ![]() |
1000 | ![]() |
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Runic Magic |
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Ethereal |
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Causes Terror |
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Armour | |||
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Leadership | 80 | ||
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Speed | 32 | ||
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Melee Attack | 40 | ||
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Melee Defence | 36 | ||
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Weapon Strength | 320 | ||
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Charge Bonus | 16 |
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The Master Runesmith stands by his Lord – his kin – one last time before the gods.
Karak Azul is a prosperous Dwarfen city to the south of Eight Peaks, renowned for producing powerful weapons of unrivalled quality. In the ancient times it was a process overseen by the Master Runesmith Throni Ironbrow, a distant blood-relative and close friend of King Lunn Ironhammer of Eight Peaks. When Ironbrow received word that Eight Peaks would likely be the next stronghold to fall, he demanded permission to leave his throng to make the treacherous Underway journey northwards to help his kinsperson. Such was his value to Karak Azul that his request was immediately denied – perhaps it was little surprise that Eight Peaks would eventually fall, leaving Karak Azul the only Southern Dwarfhold to withstand the Greenskin armies that surged into Dwarf territory during the Time of Woes.
The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.
The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic.
Armour inscribed with the Rune of Oath and Steel will not bend or buckle.
As the Runelord hammers upon the Anvil of Doom, he shapes the Rune of Wrath and Ruin - causing the earth to crack, venting forth fire and sulphur.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
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.
This unit can hide in forests until enemy units get too close.
This unit ignores speed and combat penalties caused by terrain and can move through trees.
This unit does not suffer any form of leadership loss and will never rout.
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.
This unit can bind magic into powerful runes which can be activated during battle.
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.
Battle Entity Stats | |
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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 | |
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Unit Category | Melee Infantry |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 40 |
Melee Defence | 36 |
Charge Bonus | 16 |
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 | |
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Unit Caste | Hero |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1000 |
Upkeep Cost | |
Unit Size | 1 |
Melee CP | 1000 |
Missile CP |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 230 |
Weapon AP Damage | 90 |
Building Damage | 150 |
Armour | |
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Armour Value |
Shield | |
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Missile Block Chance | 0 |