Ironbreakers
Trained to fight in tight formations, Ironbreakers form a living line of defence, letting enemies crash over them.Clad from head to toe in suits of Gromril armour, Ironbreakers can survive in a treacherous world of rockfalls and sudden ambush. They stand resolute, barring danger from advancing beyond their post. It is an honour to be selected to join the Ironbreakers, for they are trusted to protect the Hold's most vulnerable entrances. Only the strongest and bravest are accepted into their ranks, but the dark offers no vainglory, and those warriors who choose a path of greater ambition must seek out the Hammerers. Ironbreakers are trained to fight in tight formations, wedged into the confines of narrow tunnels. There, they find defensible positions and let the enemy break upon their overlapping shields as waves crash into rock. Impervious, implacable and unmoving, they form a living line, Gromril-hard, that holds back the flood terror that lurks in the dark below. Enemies fall before their axes like Winter wheat before the scythe and blows clang harmlessly off their nigh-impervious armour or are caught and deflected by their sturdy shields. Such is the prowess of the Ironbreakers that they will often be called upon to fight on the surface - aiding the throng in time of a muster. However, for each battle under the light of sun or moon, the Ironbreakers will have fought dozens in the deep dark beneath the mountains.
Unit Name Ironbreakers |
Main Unit Key wh_main_dwf_inf_ironbreakers |
Land Unit Key wh_main_dwf_inf_ironbreakers |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Axe Infantry |
Naval Unit Group Axe Infantry |
Soldiers 100 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1200 |
Recruitment Cost 1300 |
Upkeep Cost 325 |
1 |
├ Missile Weapon wh_main_dwf_cinderblast_bomb |
├ Projectile wh_dwf_ironbreakers_cinderblast_bomb |
├ Missile Damage 1 |
├ Missile Ap Damage 0 |
└ Base Reload Time 9 |
Accuracy 10 |
Range 60 |
Reload 10 |
Shots Per Minute 7.4 |
Ammunition 2 |
Melee Attack 30 |
30 |
├ Melee Weapon wh_main_dwf_axe_ironbreakers |
├ Melee Damage Base 23 |
├ Melee Damage Ap 7 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 8 |
68 |
├ Base Defence 68 |
├ Shield wh_missile_block_35_metal |
└ Shield Defence 0 |
155 |
├ Armour wh_main_dwf_gromril |
├ Armour Defence 120 |
└ Shield Armour 35 |
80 |
├ Man Entity wh_main_dwf_inf_dwarfs_heavy_blood_dismembers |
├ Man Speed 26 |
├ Man Health 8 |
└ Bonus Hit Points 72 |
Leadership (Base Morale) 85 |
Abilities
No Ability
Attributes
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Special Ranged Weapon
This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks. - Can't Attack Air
Some ranged weapons, like grenade launchers, bombs or blasting charges, can't target airborne units. - Charge Defence Against All
When standing and bracing against a charge this unit will negate the enemy's charge bonus.
Faction Availability | |
---|---|
Warhammer | |
The Season of Revelation |