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The Skolder Guard (Irondrakes) Clan AngrundClan Angrund Missile Infantry

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.

The Skolder Guard (Irondrakes)

Unit Name

The Skolder Guard (Irondrakes)

Main Unit Key

wh_dlc06_dwf_inf_norgrimlings_irondrakes_0

Land Unit Key

wh_dlc06_dwf_inf_norgrimlings_irondrakes_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Flamethrower Infantry

Naval Unit Group

Flamethrower Infantry

Soldiers

24

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

1050

Recruitment Cost

1050

Upkeep Cost

263

Missile Damage

16

├ Missile Weapon

wh_dlc06_dwf_drakegun_skolder

├ Projectile

wh_dwf_drakegun_skolder

├ Missile Damage

4

├ Missile Ap Damage

12

└ Base Reload Time

10

Accuracy

33

Range

75

Reload

30

Shots Per Minute

8.6

Ammunition

25

Melee Attack

29

Weapon Strength (Weapon Damage)

18

├ Melee Weapon

wh_main_dwf_drakegun

├ Melee Damage Base

16

├ Melee Damage Ap

2

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

6

Melee Defence

37

├ Base Defence

37

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh_main_dwf_gromril

├ Armour Defence

120

└ Shield Armour

0

Health

117

├ Man Entity

wh_main_dwf_inf_dwarfs_irondrake_blood_dismembers

├ Man Speed

26

├ Man Health

8

└ Bonus Hit Points

109

Leadership (Base Morale)

96

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured
    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
    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.
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer

Faction Mercenaries Pool

Mercenaries Pool
No. Pool Faction Initial Unit Count Chance To Replenish Max Replenish Per Turn Max Count
1 wh_dlc06_dwf_units_of_renown_pool 1 100 1 1
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