The Skolder Guard (Irondrakes)The Dwarfs of Clan Norgrimling are determined to see their enemies wiped out with a whoosh of scalding, cleansing steam.
The bitter underground wars that the Dwarfs fight daily to protect their Holds are evolving, as the Dwarfs' foes come up with diabolical plans to get past Dwarfen defences. Time and again, the Dwarfs' courage and rune-enhanced weapons and armour have turned the tide, yet their foes have learned; when Skaven find the corridor blocked by unmovable Ironbreakers, they call for their own loathsome countermeasures - warpflame-spewing fire throwers, gas grenades or cobbled-together chopping machines. For their part, Night Goblins turn to mushroom-addled ball and chain-wielding Fanatics, Cave Squigs or Troll mobs. For the Dwarfs' defence, the cost in lives is high. It was the Engineers' Guild that invented the drakegun, a weapon which fires a blast of alchemical fury - a searing bolt of blazing energy. Short-ranged but incredibly potent, a single volley from a unit bearing drakeguns can halt the onrushing charge of enraged Mangler Squigs. Ironbreakers who show an aptitude with the drakegun were further trained and formed into new units. When first used, even the Gromril armour of the Ironbreakers struggled to protect against the intense heat generated by the fiery blasts. With the aid of Runesmiths, new armoured suits were developed bearing runes of protection first designed to safeguard those who work in the high temperatures of the massive forges. Now, when confronted by a foe capable of breaking through a wall of Ironbreakers, a new fighting tactic has been developed. Ironbreakers open ranks to allow the Irondrakes to file past. With well-drilled precision and the barking orders of an Ironwarden, the dark is soon illuminated by molten blasts. The stalwart Dwarfs blaze away as attackers fall, their crumpled bodies still smoking with fist-sized holes burned through their flesh. The Irondrakes have proven so effective that their services are pressed into action wherever a throng may fight.
Unit NameThe Skolder Guard (Irondrakes)
Main Unit Keywh_dlc06_dwf_inf_norgrimlings_irondrakes_0
Land Unit Keywh_dlc06_dwf_inf_norgrimlings_irondrakes_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupFlamethrower Infantry
Naval Unit GroupFlamethrower Infantry
Custom Battle Cost1050
├ Missile Weaponwh_dlc06_dwf_drakegun_skolder
├ Missile Damage4
├ Missile Ap Damage12
└ Base Reload Time10
Shots Per Minute8.6
├ Melee Weaponwh_main_dwf_drakegun
├ Melee Damage Base16
├ Melee Damage Ap2
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence37
└ Shield Defence0
├ Armour Defence120
└ Shield Armour0
├ Man Entitywh_main_dwf_inf_dwarfs_irondrake_blood_dismembers
├ Man Speed26
├ Man Health8
└ Bonus Hit Points109
Leadership (Base Morale)96
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Armoured units can block damage from any source apart from Armour-Piercing damage.
- 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.
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Faction Mercenaries Pool