Runelord

From Total War: WARHAMMER Wiki
Jump to: navigation, search
Runelord
Dwf ch runelord campaign 01 0.png
Commander.png
Overview
FactionDwarfs
CategoryDwarfs lord
Unit size1
Recruitment
Icon treasury.png Cost (MP): 900 (900)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 225
Statistics
Icon stat health.png Health: 3261
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 32
Icon stat attack.png Melee attack: 40
Icon stat defence.png Melee defence: 45
Icon stat charge bonus.png Charge Bonus: 16
Resistance magic.png Damage Resist Magic: 25
Resistance missile.png Damage Resist Missiles: 15
Weapons
Melee
Icon stat damage.png Weapon Damage: 240
Modifier icon armour piercing.png Armour-Piercing Damage: 100
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
86.67%
Attributes
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Runelord is a Dwarfs melee infantry lord unit. The greatest of Runesmiths rides into battle atop the Anvil of Doom, smiting all foes with magical fury.

Description[edit | edit source]

Runesmiths work spells in with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot who jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapons, armour, rings and talismans - of greater potency than those wrought by any other mortal race. In times of great need, the most powerful Runelords bring an Anvil of Doom to battle - the most ancient heirlooms of the entire Dwarf race. They are the very anvils upon which the rune weapons of legend were forged, and were, perhaps, the very creations of the great Forgefather Grungni. They are specially made to attract and hold the Winds of Magic, arcane powers which can be captured and subsequently unleashed by a Runelord. Separate runes struck in the right order can call upon the different Ancestor Gods - Valaya for loyalty, Grungni to boost the power of arms and armour, and Grimnir to unlock the energies of fury.

Abilities[edit | edit source]

  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Runic Magic: This unit can bind the Winds of Magic into powerful runes which can be activated during deployment or battle.

Mounts[edit | edit source]

Abilities[edit | edit source]

Multiplayer items[edit | edit source]

Gallery[edit | edit source]

Strategy[edit | edit source]

Click here to add a strategy!