Bugman's Rangers
Ever seeking vengeance, these hardy Rangers follow their Brewmaster, delivering grim tidings of upcoming struggles and bolstering the Dwarfs’ defensive lines.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.
Unit Name Bugman's Rangers |
Main Unit Key wh_dlc06_dwf_inf_bugmans_rangers_0 |
Land Unit Key wh_dlc06_dwf_inf_bugmans_rangers_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Infantry |
Naval Unit Group Missile Infantry |
Soldiers 80 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 200 |
24 |
├ Missile Weapon wh_dlc06_dwf_crossow_bolt_bugmans_rangers |
├ Projectile wh_dlc06_dwf_crossow_bolt_bugmans_rangers |
├ Missile Damage 18 |
├ Missile Ap Damage 6 |
└ Base Reload Time 13 |
Accuracy 10 |
Range 160 |
Reload 10 |
Shots Per Minute 5.1 |
Ammunition 20 |
Melee Attack 24 |
31 |
├ Melee Weapon wh_dlc06_dwarf_axe_rangers |
├ Melee Damage Base 23 |
├ Melee Damage Ap 8 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 10 |
38 |
├ Base Defence 38 |
├ Shield wh_missile_block_35_wood |
└ Shield Defence 0 |
75 |
├ Armour wh2_main_chainmail_40 |
├ Armour Defence 40 |
└ Shield Armour 35 |
80 |
├ Man Entity wh_dlc06_dwf_inf_rangers_bugman_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
└ Bonus Hit Points 72 |
Leadership (Base Morale) 75 |
Abilities
- Liquid Fortification
A touch of Bugman's Courage can keep a Dawi standing and fighting, a touch unsteadily, on their feet.
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - {{tr:guerrilla_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). - Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- 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. - Stalk
This unit can move hidden in any terrain. - 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. - 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.
Requires Buildings | |
---|---|
Lv. 0 |
Ranger Barracks
(wh_dlc06_dwf_ranger_hub_1_all) Level 0
Bugman's Brewery
(wh2_main_special_brewery) Level 0 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |