Throni Ironbrow

ID: wh_dlc06_dwf_cha_runesmith_ghost_0


Throni Ironbrow
Support Specialist
1 1000
Runic Magic
Causes Terror
Leadership 80
Speed 32
Melee Attack 40
Melee Defence 36
Weapon Strength 320
Charge Bonus 16


Unit Description

The Master Runesmith stands by his Lord – his kin – one last time before the gods.

Historical Description

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.

Rune of Negation

The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic.

Rune of Oath & Steel

Armour inscribed with the Rune of Oath and Steel will not bend or buckle.

Rune of Wrath & Ruin

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.


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.


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.


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.

Strengths & Weaknesses


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.

Runic Magic

This unit can bind magic into powerful runes which can be activated during battle.

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 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
Unit Caste Hero
Unit Weight Heavy
Unit Group Support Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost
Unit Size 1
Melee CP 1000
Missile CP


Melee Weapon
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 Value
Missile Block Chance 0

Faction Availability

Building Requirement