Rangers (Great Weapons)

ID: wh_dlc06_dwf_inf_rangers_1

Unit

Rangers (Great Weapons)
Close-Quarters Infantry
80 650 162
Armour-Piercing
Vanguard Deployment
Stalk
Fast (for a Dwarf)
5,440
Armour 40
Leadership 62
Speed 33
Melee Attack 22
Melee Defence 20
Weapon Strength 30
Charge Bonus 16
Ammunition 12
Range 80
Missile Strength 42

About

Unit Description

Stealthy and steadfast, these redoubtable Rangers carry both throwing and great axes – the latter for dealing with the more ‘imposing’ opponents.

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.

Attributes

Guerilla Deployment

Hide (forest)

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

Stalk

This unit can move hidden in any terrain.

Strengths & Weaknesses

Armour-Piercing

The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

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.

Stalk

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 22
Melee Defence 20
Charge Bonus 16
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 62
Bonus Hit Points 60
Unit Stats
Unit Caste Missile Infantry
Unit Weight Heavy
Unit Group Close-Quarters Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 650
Upkeep Cost 162
Unit Size 80
Melee CP 195
Missile CP 455

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 7
Weapon AP Damage 23
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 80
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 6
Armor-Piercing Damage 26
Base Reload Time 8
Armour
Armour Value 40
Shield
Missile Block Chance 0