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HomeHome / Total War: WARHAMMER III / Karak Kadrin / Units / Norgrimlings Ironbreakers (Ironbreakers)
Norgrimlings Ironbreakers (Ironbreakers) Karak KadrinKarak Kadrin Infantry

Norgrimlings Ironbreakers (Ironbreakers)

Though they hail from Clan Norgrimling, the fealty of these Ironbreakers is sworn to the glory of the Dwarfs.

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.

Norgrimlings Ironbreakers (Ironbreakers)

Unit Name

Norgrimlings Ironbreakers (Ironbreakers)

Main Unit Key

wh_dlc06_dwf_inf_norgrimlings_ironbreakers_0

Land Unit Key

wh_dlc06_dwf_inf_norgrimlings_ironbreakers_0

Land Unit Group Parents

Infantry

Land Unit Group

Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1650

Recruitment Cost

1650

Upkeep Cost

413

Number of Units

120

Hit Points

11520

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_axe_shield_and_blasting_charges

├ Man Entity

wh_main_dwf_inf_dwarfs_heavy_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

88

Mass

250

└ Man Mass

250.0000

Armour

125

├ Armour

wh2_main_chainmail_125

├ Shield

wh_missile_block_55_metal

Missile Block Chance

55

Leadership

95

Speed

26

└ Man Speed

26

Melee Attack

43

Melee Defence

79

Weapon Strength

32

├ Melee Weapon

wh_main_dwf_axe_ironbreakers

Base Weapon Damage

22

Armour-Piercing Weapon Damage

10

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

8

Ammunition

2

Range

60

Missile Strength

53

├ Missile Weapon

wh_main_dwf_cinderblast_bomb

├ Projectile

wh_dwf_ironbreakers_cinderblast_bomb

Base Missile Damage

1

Armour-Piercing Missile Damage

0

Base Explosive Damage

27.0000

Armour-Piercing Explosive Damage

11.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

7.38

Accuracy

33

Reload Skill

18

Abilities

No Ability

Attributes

  • Expert Charge Defence
    When bracing, this unit negates the charge bonus of any attacker.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

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.
  • 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.
Recuitment Requirement
Maximum Number 1
Faction Availability
Immortal Empires
The Realm of Chaos