Cities of Sigmar – Ironbreakers
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Ironbreakers are the elite guardians of the Dispossessed’s underground fortresses. Clad from head to toe in impervious gromril and wielding masterwork axes and hammers, they form an impenetrable wall against which the enemy is soon shattered.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakefire Pistol
Drakefire Pistol8"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironbreaker Weapon
Ironbreaker Weapon1"23+4+-1
Mailed Fist
Mailed Fist1"14+4+-1

Unit Size: 10      Points: 115
Battlefield Role: Battleline
Base size: 25mm


A unit of Ironbreakers has any number of models, each armed with an Ironbreaker Weapon.

IRONBEARD: 1 model in this unit can be an Ironbeard. An Ironbeard can replace their Ironbreaker Weapon with a Mailed Fist and one of the following weapon options: Drakefire Pistol and Cinderblast Bomb; or a pair of Drakefire Pistols. In addition, add 1 to the Attacks characteristic of that model’s melee weapon.

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.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to run and charge rolls for units that include any Drummers.


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 they do so, pick 1 enemy unit within 6" of that model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

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.

14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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


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

© Vyacheslav Maltsev 2013-2021