Cities of SigmarIrondrakes


Armed with a terrifying array of heavy weaponry, Irondrakes overwhelm their foes with torrents of flesh-melting flame and volleys of high explosive missiles, relying upon mastercrafted gromril armour to fend off all retaliation.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grudgehammer Torpedo
Grudgehammer Torpedo20"13+3+-2D3
Drakefire Pistol
Drakefire Pistol8"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mailed Fist
Mailed Fist1"14+4+-1

Unit Size: 10 - 30      Points: 150
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is DUARDIN


A unit of Irondrakes has any number of models, each armed with a Drakegun and Mailed Fist.

IRONWARDEN: 1 model in this unit can be an Ironwarden. Add 1 to the Attacks characteristic of that model’s Mailed Fist. In addition, an Ironwarden can replace their Drakegun with one of the following weapon options: Grudgehammer Torpedo; Drakefire Pistol and Cinderblast Bomb; or a pair of Drakefire Pistols.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.


Blaze Away: Once in position, Irondrakes rain unrelenting fire upon the foe.
Add 1 to the Attacks characteristic of this unit’s missile weapons if there are no enemy units within 3" of this unit and this unit has not made a move in the same turn.

Cinderblast Bomb: This weapon explodes in a burst of shrapnel and flame.
Once per battle, in your shooting phase, a model armed with a Cinderblast Bomb can throw it. If it does so, pick 1 enemy unit within 6" of that model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Forge-proven Gromril Armour: Missiles bounce harmlessly off the mastercrafted armour of these warriors.
Add 1 to save rolls for attacks made with missile weapons that target this unit.

Grudgehammer Torpedo: These armour-piercing warheads can bring down the mightiest foes.
A Grudgehammer Torpedo has a Damage characteristic of D6 instead of D3 if the target is a MONSTER.

Paired Drakefire Pistols: With a pistol in each hand, this warrior guns down the enemy.
Add 1 to the Attacks characteristic of a Drakefire Pistol for models armed with a pair of Drakefire Pistols.


The DUARDIN keyword is used in following Cities of Sigmar warscrolls:

When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The DISPOSSESSED keyword is used in following Cities of Sigmar warscrolls:

Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020