Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
King Lunn Ironhammer
Wh dlc06 dwf thane ghost 01.png
Wh main dwf champion.png
FactionClan Angrund
CategoryUnique hero
Unit size1
Icon treasury.png Cost (MP): 1000 (1000)
Icon hourglass.png Turns: 1
Icon income.png Upkeep:
Icon stat health.png Health: 2085
Icon stat morale.png Leadership: 80
Icon stat speed.png Speed: 32
Icon stat attack.png Melee Attack: 55
Icon stat defence.png Melee Defence: 50
Icon stat charge bonus.png Charge Bonus: 28
Resistance physical.png Physical Resistance: 75

Icon stat damage.png Weapon Damage: 250
Modifier icon armour piercing.png Armour-Piercing Damage: 125
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Modifier icon magical.png Magical Attacks: Yes
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 35%
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • 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.
  • Unbreakable.png Unbreakable: This unit does not suffer any form of Icon stat morale.pngleadership loss and will never rout.

King Lunn Ironhammer is a Dwarfs melee infantry and unique hero unit only available to Clan Angrund. Centuries of shame in defeat shall be washed away ‘neath my hammer; Clan Angrund will rise again!


King Lunn Ironhammer was one of many Dwarf leaders who fought to protect the Karaks during the Time of Woes. Remembered as the last Dwarf King to hold sway over Eight Peaks before it was lost, he staunchly carried out his duties until the very end. With enemies closing in, King Lunn delayed his own throng’s retreat until he had successfully rune-sealed the Ancestor Tombs deep below the fortress, forever preventing any from entering, ensuring the continued sanctity of his Ancestors’ remains. Now, centuries later, Belegar has a powerful ally in his summoned forefathers’ ghost. With his help, Clan Angrund will surely succeed in honouring their vow to take back Eight Peaks once more - lest the shame of defeat will be carried down the Ironhammer bloodline forever!


  • 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.
  • Ethereal: Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.



Click here to add a strategy!

In campaign, one should always keep one or two ancestors in your army so they can tank the immense physical damage the Greenskins can dish out. They also cause fear/terror which helps break enemies quicker.

By picking Clan Angrund in multiplayer, one gets access to his ghostly ancestors. While this is typically telegraphed, it can also catch some opponents off guard. These ancestor spirits are the only Dwarf unit capable of causing terror and fear on the battlefield (as well as being the only ethereal unit Dwarfs can field). As such they can provide a surprising amount of utility and a way of terror routing off low leadership factions like Greenskins or Beastmen.

However, they can be hard countered by direct damage spells like Spirit Leech, but your opponent has to invest a decent amount of Winds of Magic to fully wipe these heroes. As such, the ancestors provide a good source of terror, fear, and physical resistance, with the added benefit of stressing an opponent's Winds of Magic potentially.

Against Beastmen specifically, this is effective, as most Beastmen builds rely on the magics of Morghur or Malagor summoning Chaos Spawn or Cygors respectively. If that magic is spent damaging the ancestors, they have less winds for other spells.