Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Wh main dwf irondrakes troll hammer.png
Dwf irondrakes torpedo.png
CategoryTorpedo Missile Infantry
Unit size21
Icon treasury.png Cost (MP): 1100 (900)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 275
Buildings required:
Engineers' Guild Hall
Icon stat health.png Health: 128
Icon stat morale.png Leadership: 85
Icon stat speed.png Speed: 26
Icon stat attack.png Melee Attack: 20
Icon stat defence.png Melee Defence: 27
Icon stat charge bonus.png Charge Bonus: 6
Resistance fire.png Fire Resistance: 70
Resistance magic.png Magic Resistance: 35

Icon stat damage.png Weapon Damage: 17
Modifier icon armour piercing.png Armour-Piercing Damage: 3
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 28
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 116
Weapon damage.png Explosive Damage: 4
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 10
Modifier icon bonus vs large.png Bonus vs. Large: 24
Icon stat ammo.png Reload Time: 28
Icon stat ammo.png Ammunition: 18
Icon stat range.png Range: 90
Icon stat armour.png
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Irondrakes (Trollhammer Torpedo) is a Dwarfs missile infantry unit in Total War: Warhammer. These Irondrakes wield drakeguns that fire the deadly Trollhammer Torpedo - a spikey cone of death - at unfortunate foes.


The bitter underground wars that the Dwarfs fight daily to protect their Holds are evolving, as the Dwarfs' foes come up with diabolical plans to get past Dwarfen defences. Time and again, the Dwarfs' courage and rune-enhanced weapons and armour have turned the tide, yet their foes have learned; when Skaven find the corridor blocked by unmovable Ironbreakers, they call for their own loathsome countermeasures - warpflame-spewing fire throwers, gas grenades or cobbled-together chopping machines. For their part, Night Goblins turn to mushroom-addled ball and chain-wielding Fanatics, Cave Squigs or Troll mobs. For the Dwarfs' defence, the cost in lives is high. It was the Engineers' Guild that invented the drakegun, a weapon which fires a blast of alchemical fury - a searing bolt of blazing energy. Short-ranged but incredibly potent, a single volley from a unit bearing drakeguns can halt the onrushing charge of enraged Mangler Squigs. Ironbreakers who show an aptitude with the drakegun were further trained and formed into new units. When first used, even the Gromril armour of the Ironbreakers struggled to protect against the intense heat generated by the fiery blasts. With the aid of Runesmiths, new armoured suits were developed bearing runes of protection first designed to safeguard those who work in the high temperatures of the massive forges. Now, when confronted by a foe capable of breaking through a wall of Ironbreakers, a new fighting tactic has been developed. Ironbreakers open ranks to allow the Irondrakes to file past. With well-drilled precision and the barking orders of an Ironwarden, the dark is soon illuminated by molten blasts. The stalwart Dwarfs blaze away as attackers fall, their crumpled bodies still smoking with fist-sized holes burned through their flesh. The Irondrakes have proven so effective that their services are pressed into action wherever a throng may fight.


  • Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Armour-Piercing Missiles: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Low Rate of Fire: This unit has a very low rate of missile fire.


A cross-between a grenade-launcher and a short-range anti-tank rocket, this key unit excels at shredding heavily armed and dangerous units - albeit at medium to short range and with some decent support/protection.

When combined with the runesmith/runelord's rune of wrath and ruin, this unit is capable to shredding those deadly chariots, doomflayers or even flying enemy lords in a few volleys. Users should also be prepared to take as much as two of these units when facing off against factions which boast heavily armed infantry or the ever-abusable chariot/doomflayer gimmick. As an added bonus, any unit targeted by the trollhammers, will suffer morale penalties attributable to be hit by artillery.

However, Dawi users would be keen to understand that the unit needs to be protected and supported in order to truly become effective. In addition, this unit suffers immensely when caught in melee and players would be wise to keep this unit well protected.

Although capable of firing over allied unit's head, to target their foe, it would be prudent to create some space or aim at the enemy from an angle, to minimize friendly-fire. Remember - Dawi can handle only so much before they decided that its time to go back home.