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Wh main dwf thunderers.png
Missile infantry rifle.png
CategoryMissile Infantry
Unit size60
Icon treasury.png Cost (MP): 700 (700)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 175
Icon stat health.png Health: 71
Icon stat morale.png Leadership: 66
Icon stat speed.png Speed: 28
Icon stat attack.png Melee attack: 20
Icon stat defence.png Melee defence: 28
Icon stat charge bonus.png Charge Bonus: 4
Resistance magic.png Damage Resist Magic: 25

Icon stat damage.png Weapon Damage: 21
Modifier icon armour piercing.png Armour-Piercing Damage: 7
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Icon stat damage.png Weapon Damage: 5
Modifier icon armour piercing.png Armour-Piercing Damage: 17
Icon stat ranged damage.png Number of Projectiles: 1
Icon stat ammo.png Reload Time: 13
Icon stat range.png Range: 145
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 30%
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Thunderers is a Dwarfs missile infantry unit in Total War: Warhammer. Although new, and therefore suspect, a Thunderer's handgun can punch through the heaviest of armour at short range.

Description[edit | edit source]

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 to 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.

Abilities[edit | edit source]

  • 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.

Strategy[edit | edit source]

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