Cities of Sigmar – Irondrakes
 ]
This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
4"
1
4+
7
WARSCROLL

Irondrakes

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
Drakegun
Drakegun16"13+3+-11
Drakefire Pistol
Drakefire Pistol8"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mailed Fist
Mailed Fist1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DUARDIN

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, IRONDRAKES
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
Army List
Warscrolls collated
Faction Rules
• Allies
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

None
Battleline
Leader

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

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2021