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HomeHome / Total War: WARHAMMER III / Disciples of Hashut / Units / Infernal Guard
Infernal Guard Disciples of HashutDisciples of Hashut Infantry

Infernal Guard

Come the fray, either dishonour's dark stain shall be removed or the bearer himself must die…

The Infernal Guard as it is known, is amongst the most legendary warrior-cult within the Chaos Dwarf Empire, having the sworn task of defending the citadel to the death from any that would assail it, and to carry out the will of the Lord of the Black Fortress without question. The Infernal Guard's ranks are made up from Chaos Dwarfs to whom some stain of dishonour or failure has been attached, an occurrence which in their unforgiving society can result from merely being close kin to a failed battle commander, knowing defeat under the eyes of a Sorcerer-Prophet, presiding over labourers who have revolted or a furnace that has exploded through overuse.

Infernal Guard

Unit Name

Infernal Guard

Main Unit Key

wh3_dlc23_chd_inf_infernal_guard

Land Unit Key

wh3_dlc23_chd_inf_infernal_guard

Land Unit Group Parents

Infantry

Land Unit Group

Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

100

Hit Points

8600

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_axe_and_shield

├ Man Entity

wh3_dlc23_chd_inf_infernal_guard

├ Man Hit Points

8

├ Num Men

100

└ Bonus Hit Points

78

Mass

250

└ Man Mass

250.0000

Armour

100

├ Armour

wh2_main_plate_100

├ Shield

wh_missile_block_55_metal

Missile Block Chance

55

Leadership

80

Speed

26

└ Man Speed

26

Melee Attack

32

Melee Defence

56

Weapon Strength

42

├ Melee Weapon

wh3_dlc23_chd_infernal_guard_axe

Base Weapon Damage

31

Armour-Piercing Weapon Damage

11

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

12

Abilities

No Ability

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Contempt
    Witnessing other friendly units rout will only affect this unit's leadership if they also have the Contempt attribute.
  • 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 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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • Contempt
    This unit won't lose leadership from witnessing a friendly unit rout unless the routing unit also has Contempt.