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HomeHome / Total War: WARHAMMER III / The Legion of Azgorh / Units / Infernal Ironsworn
Infernal Ironsworn The Legion of AzgorhThe Legion of Azgorh Infantry

Infernal Ironsworn

The greatest among their Infernal Guard peers, the Ironsworn form a protective cordon around their commander and keep the enemy hordes at bay.

The Infernal Guard are drilled ceaselessly by their cruel Castellans, and barracked in the burning deeps beneath the Black Fortress. Their lot is to fight an unceasing battle against the horrors that abound in the desolate wastes nearby. The greatest amongst this warrior elite will be selected to join the Infernal Ironsworn – the personal bodyguard of the Sorcerer-Prophets of the Legion of Azgorh. Clad in blackshard armour forged not just from iron and fire but also from blood, souls and the very stuff of Chaos, they go into battle with the fire and suffering of their dark realm forged into the very fabric of their blades and hammers, graven in smouldering runes of torment and death.

Infernal Ironsworn

Unit Name

Infernal Ironsworn

Main Unit Key

wh3_dlc23_chd_inf_infernal_ironsworn

Land Unit Key

wh3_dlc23_chd_inf_infernal_ironsworn

Land Unit Group Parents

Infantry

Land Unit Group

Magical Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1300

Recruitment Cost

1300

Upkeep Cost

325

Number of Units

100

Hit Points

10600

├ 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

98

Mass

250

└ Man Mass

250.0000

Armour

125

├ Armour

wh2_main_plate_125

├ Shield

wh_missile_block_55_metal

Missile Block Chance

55

Leadership

85

Speed

26

└ Man Speed

26

Melee Attack

42

Melee Defence

64

Weapon Strength

42

├ Melee Weapon

wh3_dlc23_chd_infernal_ironsworn_axe

Base Weapon Damage

32

Armour-Piercing Weapon Damage

10

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

12

Ammunition

2

Range

70

Missile Strength

38

├ Missile Weapon

wh3_dlc23_chd_naptha_bombs

├ Projectile

wh3_dlc23_chd_naptha_bombs_unit

Base Missile Damage

4

Armour-Piercing Missile Damage

8

Base Explosive Damage

6.0000

Armour-Piercing Explosive Damage

16.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

9

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Expert Charge Defence
    When bracing, this unit negates the charge bonus of any 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 All
    When standing and bracing against a charge 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.
  • Flaming Attacks
    This unit inflicts flaming attacks. Units hit by flaming attacks heal at half the usual rate whilst 'on fire’ and sustain additional damage if vulnerable to fire.