Halkenhaf Stonebeard

ID: wh_dlc06_dwf_cha_thane_ghost_1


Halkenhaf Stonebeard
Melee Specialist
1 1000
Causes Terror
Leadership 100
Speed 32
Melee Attack 40
Melee Defence 65
Weapon Strength 375
Charge Bonus 20


Unit Description

“No Troll, no Orc, no sneaky grobi scum shall bar my path. This time…”

Historical Description

With the Dwarf realm dwindling during the Time of Woes, Halkenhaf Stonebeard and his allies were initially successful in repelling the first few attacks against Eight Peaks. Like every gatekeeper before him, Stonebeard was a fearsome warrior, known for being able to move his axe with such incredible speed in battle that it would appear as a blur around him, like a rotor of a Gyrocopter in flight. Ultimately, the lesser warriors defending the Hold alongside him all perished, leaving him the last Dwarf standing. Refusing to leave his post, Stonebeard fought on, eventually meeting his end at the hand – or mouth, rather – of a hungry Troll. But it is said that he continued to swing his axe around wildly in a frenzy of slaughter, right up until he was picked up and swallowed whole down the monster’s gullet. With the gatekeeper defeated, the Citadel would be captured soon after.


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 40
Melee Defence 65
Charge Bonus 20
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 60

Faction Availability

Building Requirement