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Master Engineer

Master Engineer is a Dwarfs Hero unit in Total War: Warhammer. Who dares damage my engines!

Master Engineer
Wh main dwf master engineer.png
Wh main dwf master engineer marker.png
CategoryMissile Specialist
Unit size1
Icon treasury.png Recruitment cost (MP):1300 (950)
Icon income.png Upkeep:340
Icon hourglass.png Recruitment time:0
Requirements:Engineer's Workshop
Icon stat health.png Health:3540
Icon stat morale.png Leadership:72
Icon stat speed.png Speed:32
Icon stat attack.png Melee attack:38
Icon stat defence.png Melee defence:30
Icon stat charge bonus.png Charge Bonus:14
Melee Weapon
Icon stat damage.png Weapon Damage:60
Modifier icon armour piercing.png Armour-Piercing Damage:220
Icon stat speed.png Melee Interval:3.8 seconds
Ranged Weapon
Icon stat ranged damage.png Ranged Damage:60
Modifier icon armour piercing ranged.png Armour-Piercing Damage:180
Icon stat ammo.png Reload Time:7.2 seconds
Icon stat ammo.png Ammunition:45
Icon stat range.png Range:145
Icon stat armour.png Armour:120
Resistance missile.png Missile Resistance: 15%. Damage of missile attacks is reduced by this amount.

Resistance magic.png Magic Resistance: 25%. Damage of magical attacks is reduced by this amount.
Attrition immunity.png Resilience: This unit is immune to the following types of attrition: Snow, Mountain.
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.

Wh main unit abilities entrenchment.png Entrenchment


Given the number of war machines with which the Dwarfs can equip themselves, it is not surprising to find members of the Engineers' Guild accompanying a throng to battle. To most Master Engineers, this "field work" is tiresome, as it takes them away from their forges and workshops and shows them first-hand how their beloved engines of destruction are dragged into position, dented by enemy shot and invariably not as fully optimised as would be ideal. As all Dwarfs revere fine craftsmanship, their war machines are the most polished and best cared-for in the world, treated by their crews with all the respect due a venerable Clan member. Nonetheless, even this level of care falls well short of the wishes of the notoriously cantankerous Engineers. Master Engineers are doughty warriors who, although more interested in drafting plans for fortifications or designing new mines, are more than capable of fighting in the frontlines. To protect their precious war machines, they fight with all the determination and grit of their race.


  • 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.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Ballistics Expert: This unit improves all nearby friendly missile units.



This Hero can perform the following actions on the campaign map:

  • Heavy Lifting
    • Increases the campaign movement range of the parent army by 10%
  • Embed Hero
    • Embeds the Hero into the army, joining it in battle
  • Knuckle Down
    • Modifies construction costs in the local province by -10%
  • Sabotage
    • Modifies the campaign movement range of the target army by -50%
    • Positive outcome base chance: 50%
  • Assassinate
    • Kills the target character
    • Positive outcome base chance: 25%
  • Tinker
    • Modifies the ammunition of enemy armies' artillery in the local province by -30%
  • Damage Walls
    • Damages the walls of the target settlement
    • Positive outcome base chance: 50%
  • Cleanse Corruption
    • Reduces the amount of  Chaos and  Vampiric corruption in the local province by 2
    • Constant passive effect

Some of these actions can be improved by putting points into the relevant skills in the character's campaign skill tree.

Skill TreeEdit

Standalone SkillsEdit

  • Ancestral Grudge
  1.   Weapon Strength: +3% when fighting against Greenskins
  2.   Weapon Strength: +8% when fighting against Greenskins
  3.   Weapon Strength: +15% when fighting against Greenskins
  • Resolute
  1.   Charge bonus: +2
  2.   Charge bonus: +5
  3.   Charge bonus: +9
  • Relentless (Requires rank 11)
  1.   Speed: +3%
  2.   Speed: +8%
  3.   Speed: +15%
  • Rune of Grimnir (Requires rank 8)
    •   Missile resistance: 10%

Character Skills
Standardised Firing Drill
Reload time reduction: +8% for artillery and missile infantry units (Hero's army)
Requisition Technical Enhancements Triangulation Dead Eye
Ammunition: +3% for artillery and missile infantry units (Hero's army) Armour: +3 Missile damage: +3% for artillery and missile infantry units (Hero's army) Range: +3%
+7% +8 +7% +8%
+12% +15 +12% +15%
Ballistics Calibration
Grants the ability Ballistics Calibration
Overseer Defensive Coordinator Ballistics Instructor Sapper
Leadership aura size: +10% Reload time reduction: +3% for towers in siege battles (Hero's army) Range: +2% for artillery (Hero's army) Speed: +3% for artillery and missile infantry units (Hero's army)
+20% +8% +5% +8%
+40% +15% +9% +15%
Extra Powder
Grants the ability Extra Powder

Campaign Skills
Master of Works
Knuckle Down action: Construction cost is modified by an additional -10% (Deploy: own province)
Prospector Saboteur Karak Blood Damage Control
Additional tradable resources produced: +2% (factionwide) Tinker action: Ammunition is modified by an additional -5% (Deploy: foreign province) Reduction in  Chaos and  Vampiric corruption: +1 (local province) Siege holdout time: +1
+5% -10% +2 +2
+9% -15% +3 +3
Wound recovery time: -1
Time & Motion Logistical Engineer Confounder Underminer
Hero action cost: -3% Grants the ability to perform the Heavy Lifting action.

Heavy Lifting: Increases the campaign movement range of the parent army

Sabotage action: Campaign movement range is modified by an additional -3% (foreign army) Damage Walls action: 1 additional wall breach (foreign settlement)
-8% Movement range is increased by an additional +5% -8% 2 additional wall breaches
-15% +10% -15% 3 additional wall breaches
Deadly Contraptions
Wound recovery time: Assassinate action: Additional 8% chance of killing target


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