ID: wh_main_dwf_inf_thunderers_0


Missile Infantry
80 700 175
Armoured & Shielded
Armour-Piercing Missiles
Decent Melee Combatant
Armour 80
Leadership 66
Speed 28
Melee Attack 20
Melee Defence 28
Weapon Strength 28
Charge Bonus 4
Ammunition 22
Range 145
Missile Strength 42


Unit Description

Although new, and therefore suspect, a Thunderer's handgun can punch through the heaviest of armour at short range.

Historical Description

Standing in closely packed ranks, Thunderers take aim and then discharge their handguns - unleashing a thunderous fury and a cloud of gun smoke. Although not quite as long-ranged as a crossbow, the sturdy Dwarf handgun packs an even deadlier shot, its bullet fired with such velocity it can tear through armour and better take down more heavily protected foes, such as Chaos Warriors. Being methodical, the Dwarfs continue to load and fire in a disciplined manner, so long as their foes are within range. Even when the enemy advance close, almost right up on top of them, Thunderers will seek to get off one last shot. While the onset of bloodthirsty foes might cause lesser races to rush their aim, the steady coolness of the Dwarfs, not the mention the precision of their weaponry, ensures that every volley is fired with the same lethal accuracy as the last, until the moment the Thunderers take up their axes and meet the foe's charge in the bloody press of close combat.


Hide (forest)

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

Strengths & Weaknesses

Armour-Piercing Missiles

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.

Armoured & Shielded

Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Decent Melee Combatant

Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 2.80
Acceleration 4.00
Deceleration 4.50
Charge Speed 3.70
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.30
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 20
Melee Defence 28
Charge Bonus 4
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 66
Bonus Hit Points 63
Unit Stats
Unit Caste Missile Infantry
Unit Weight Heavy
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 700
Upkeep Cost 175
Unit Size 80
Melee CP 210
Missile CP 490


Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 21
Weapon AP Damage 7
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 145
Minimum Range
Marksmanship Bonus 20
Projectile Spread
Damage 5
Armor-Piercing Damage 17
Base Reload Time 13
Armour Value 80
Missile Block Chance 35