Ironbreakers

ID: wh_main_dwf_inf_ironbreakers

Unit

Ironbreakers
Axe Infantry
100 1300 325
Armoured & Shielded
Special Ranged Weapon
Charge Defence Against All
Can't Attack Air
9,600
Armour 125
Leadership 85
Speed 26
Melee Attack 30
Melee Defence 68
Weapon Strength 32
Charge Bonus 8
Ammunition 2
Range 60
Missile Strength 11

About

Unit Description

Trained to fight in tight formations, Ironbreakers form a living line of defence, letting enemies crash over them.

Historical Description

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.

Attributes

Expert Charge Defence

When bracing, this unit negates the charge bonus of any attacker.

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.

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.

Special Ranged Weapon

This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 2.60
Acceleration 3.00
Deceleration 5.00
Charge Speed 3.60
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.30
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 30
Melee Defence 68
Charge Bonus 8
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 7
Morale 85
Bonus Hit Points 88
Unit Stats
Unit Caste Melee Infantry
Unit Weight Very Heavy
Unit Group Axe Infantry
Unit Group Parent Infantry
Recruitment Turns 2
Recruitment Cost 1300
Upkeep Cost 325
Unit Size 100
Melee CP 1300
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 22
Weapon AP Damage 10
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 60
Minimum Range 7
Marksmanship Bonus 10
Projectile Spread
Damage 1
Armor-Piercing Damage
Base Reload Time 9
Armour
Armour Value 125
Shield
Missile Block Chance 35