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HomeHome / Total War: WARHAMMER III / The Warhost of Zharr / Units / Infernal Guard (Great Weapons)
Infernal Guard (Great Weapons) The Warhost of ZharrThe Warhost of Zharr Infantry

Infernal Guard (Great Weapons)

The most rigorously drilled warriors among their kind, no armament is too great for the Infernal Guard to handle.

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 (Great Weapons)

Unit Name

Infernal Guard (Great Weapons)

Main Unit Key

wh3_dlc23_chd_inf_infernal_guard_great_weapons

Land Unit Key

wh3_dlc23_chd_inf_infernal_guard_great_weapons

Land Unit Group Parents

Infantry

Land Unit Group

Great Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1150

Recruitment Cost

1150

Upkeep Cost

288

Number of Units

100

Hit Points

8600

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_2handed_axe

├ 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

none

Missile Block Chance

0

Leadership

80

Speed

26

└ Man Speed

26

Melee Attack

32

Melee Defence

46

Weapon Strength

44

├ Melee Weapon

wh3_dlc23_chd_infernal_guard_great_axe

Base Weapon Damage

11

Armour-Piercing Weapon Damage

33

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

18

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
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing Melee
    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.
  • Contempt
    This unit won't lose leadership from witnessing a friendly unit rout unless the routing unit also has Contempt.