Bugman's Rangers

ID: wh_dlc06_dwf_inf_bugmans_rangers_0


Bugman's Rangers
Missile Infantry
80 800 200
Vanguard Deployment
Fast (for a Dwarf)
Charge Defence Against Large Foes
Armour 40
Leadership 75
Speed 33
Melee Attack 24
Melee Defence 38
Weapon Strength 31
Charge Bonus 10
Ammunition 20
Range 160
Missile Strength 44


Unit Description

Ever seeking vengeance, these hardy Rangers follow their Brewmaster, delivering grim tidings of upcoming struggles and bolstering the Dwarfs’ defensive lines.

Historical Description

Rangers are the long-ranged eyes and ears of most Dwarf settlements. They patrol far from the safety of the Hold, often spending long periods out in the wilderness, keeping watch on the Dwarfs' many enemies and tracking dangerous beasts. It is they who explore hidden valleys, push through collapsed sections of the Underway and scale the cliffsides in search of new pathways. Rangers will hunt down and dispose of lone monsters or ambush small mobs of Goblins, but when they confront larger creatures or enemy armies on the march, signals are sent to the nearest outposts to alert them of the encroaching danger. When dealing with large enemy forces, Rangers will first attempt to forewarn all Dwarfs in the invaders' path before trailing the foe, picking off stragglers and waiting for an opportunity to wreak havoc. In this way, when the foe finally confronts a Dwarf force, the Rangers will often be in position to outflank it, arriving behind enemy battle lines to destroy war machines, pincushion lone Wizards, or launch an attack to otherwise help the Dwarfs gain an advantage.


Liquid Fortification

A touch of Bugman's Courage can keep a Dawi standing and fighting, a touch unsteadily, on their feet.


Charge Defence vs. Large

When bracing, this unit negates the charge bonus of any large attacker.

Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.

Immune to Psychology

The unit is immune to psychological attacks (fear and terror).


This unit can move hidden in any terrain.

Strengths & Weaknesses

Charge Defence Against Large Foes

When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.

Fast (for a Dwarf)

While Dwarfs are generally not the most nimble inhabitants of the Old World, they can move surprisingly fast when not slowed by heavy armour.


This unit can move hidden in any terrain.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 4.00
Deceleration 5.00
Charge Speed 4.00
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 160
Strafe Speed 1.30
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 24
Melee Defence 38
Charge Bonus 10
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 75
Bonus Hit Points 72
Unit Stats
Unit Caste Missile Infantry
Unit Weight Heavy
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 2
Recruitment Cost 800
Upkeep Cost 200
Unit Size 80
Melee CP 300
Missile CP 500


Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 23
Weapon AP Damage 8
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 160
Minimum Range
Marksmanship Bonus 20
Projectile Spread
Damage 18
Armor-Piercing Damage 6
Base Reload Time 13
Armour Value 40
Missile Block Chance 35