King Lunn Ironhammer

ID: wh_dlc06_dwf_cha_thane_ghost_0


King Lunn Ironhammer
Melee Specialist
1 1000
Causes Terror
Leadership 100
Speed 32
Melee Attack 55
Melee Defence 50
Weapon Strength 375
Charge Bonus 30


Unit Description

Centuries of shame in defeat shall be washed away ‘neath my hammer; Clan Angrund will rise again!

Historical Description

King Lunn Ironhammer was one of many Dwarf leaders who fought to protect the Karaks during the Time of Woes. Remembered as the last Dwarf king to hold sway over Eight Peaks before it was lost, he staunchly carried out his duties until the very end. With enemies closing in, King Lunn delayed his own throng’s retreat until he had successfully rune-sealed the Ancestor Tombs deep below the fortress, forever preventing any from entering, ensuring the continued sanctity of his Ancestors’ remains. Now, centuries later, Belegar has a powerful ally in his summoned forefathers’ ghost. With his help, Clan Angrund will surely succeed in honouring their vow to take back Eight Peaks once more - lest the shame of defeat will be carried down the Ironhammer bloodline forever!


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.


There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.


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.


Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

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 55
Melee Defence 50
Charge Bonus 30
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 100
Bonus Hit Points 2772
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Melee 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 250
Weapon AP Damage 125
Building Damage 150
Armour Value
Missile Block Chance 35

Faction Availability

Building Requirement