Ekrund Miners (Miners - Blasting Charges)
The Miners of Mount Bloodhorn fight in memory of their fallen Hold with unmatched passion and fury.When Dwarfs march to war, many mining Clans form regiments to join the battle. As a point of pride, they do not bear axes, but instead wield the same heavy two-handed mining picks and mattocks they use to laboriously carve out tunnels. As it turns out, these well-balanced and sturdily-made tools work equally well whether digging in to bedrock or hacking apart Goblins. Because tunnelling in the deeps is dangerous work, Miners constantly wear heavy armour and helms. Down the ages, this mail has served to protect them against rockfall and cave-ins as well as turning aside such attacks as Elf arrows or rusty Skaven blades. The longer and more established a Dwarf mine is, the more likely it is to be augmented with mechanical contrivances. Great steam engines draw in fresh air or haul chains to tow wagonloads of rock out of the depths. Some Miners even take to war with a few of their 'gadgets', such as blasting charges or a steam drill to aid in tunnelling under the enemy battle lines quickly. While the most conservative Dwarfs still grumble about these newer generations, stoutly wielding a pick to carve through a foe and winning the battle go a long way to aiding acceptance.
Unit Name Ekrund Miners (Miners - Blasting Charges) |
Main Unit Key wh_dlc06_dwf_inf_ekrund_miners_0 |
Land Unit Key wh_dlc06_dwf_inf_ekrund_miners_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Pickaxe Infantry |
Naval Unit Group Pickaxe Infantry |
Soldiers 100 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 600 |
Recruitment Cost 600 |
Upkeep Cost 150 |
1 |
├ Missile Weapon wh_main_dwf_blasting_charges |
├ Projectile wh_dwf_miners_blasting_charge |
├ Missile Damage 1 |
├ Missile Ap Damage 0 |
└ Base Reload Time 9 |
Accuracy 33 |
Range 55 |
Reload 30 |
Shots Per Minute 9.5 |
Ammunition 3 |
Melee Attack 27 |
22 |
├ Melee Weapon wh_main_dwf_miners_pickaxe |
├ Melee Damage Base 5 |
├ Melee Damage Ap 17 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 12 |
24 |
├ Base Defence 24 |
├ Shield none |
└ Shield Defence 0 |
80 |
├ Armour wh2_main_chainmail_80 |
├ Armour Defence 80 |
└ Shield Armour 0 |
76 |
├ Man Entity wh_main_dwf_inf_dwarfs_blood_dismembers |
├ Man Speed 28 |
├ Man Health 8 |
└ Bonus Hit Points 68 |
Leadership (Base Morale) 78 |
Abilities
- Frenzy
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
Attributes
- {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Special Ranged Weapon
This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks. - 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. - Good Against Gates
This unit is quicker than most when it comes to smashing through gates with their melee weapons.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
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Mortal Empires |