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This legendary Ironsworn unit are so named due to their remarkable hardiness, even for Dwarfs, and talent for staying alive, as well as their terrifying countenances!

The Immortals (Infernal Ironsworn) are a Chaos Dwarfs Regiment of Renown melee infantry unit introduced in Total War: Warhammer III with Forge of the Chaos Dwarfs.

Recruitment[]

  • Recruited with: Regiments of Renown Recruitment panel

Description[]

The Infernal Guard are drilled ceaselessly by their cruel Castellans, and barracked in the burning deeps beneath the Black Fortress. Their lot is to fight an unceasing battle against the horrors that abound in the desolate wastes nearby. The greatest amongst this warrior elite will be selected to join the Infernal Ironsworn – the personal bodyguard of the Sorcerer-Prophets of the Legion of Azgorh. Clad in blackshard armour forged not just from iron and fire but also from blood, souls and the very stuff of Chaos, they go into battle with the fire and suffering of their dark realm forged into the very fabric of their blades and hammers, graven in smouldering runes of torment and death.

Attributes[]

  • Magical Axe Infantry
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Contempt: This unit won't lose leadership from witnessing a friendly unit rout unless the routing unit also has Contempt.
  • Undying Will: As long as this unit retains most of its overall hit points, entities within this unit will not die.

Unit Abilities[]

Passive Abilities[]

Difference from Infernal Ironsworn[]

  • New Passive Ability: Undying Will
  • Leadership increased to 95
  • Melee attack increased to 46
  • Weapon Strength increased to 54
    • Base Weapon Damage increased to 36
    • Armour-Piercing Weapon Damage increased to 18
    • Bonus vs. Infantry increased from 0 to 14
  • Charge Bonus increased to 26
  • Reload Time decreased to 0
  • Loses Shielded
  • Loses Imbuement on ranged: Flaming Attacks
  • Melee defence decreased to 50
  • Ammunition decreased to 0
  • Range decreased to 0
  • Missile Damage decreased to 0
    • Base Missile Damage decreased to 0
    • Base Explosive Damage increased to 0
    • Armour-Piercing Explosive Damage decreased to 0
  • Cost increased from 1400 to 1600 (SP & MP)
  • Upkeep increased from 350 to 400

Strategy[]

The elite of the elite. The Immortals name is well earned. This unit is a powerful anchor piece and can take a massive beating before suffering any notable damage due to its stat spread and undying will preventing models from being destroyed easily. The immortals are best used to fight off infantry and reinforce your line even against overwhelming odds, while dishing out some good damage of their own. Be mindful of artillery and missile fire wearing this unit down. For Hashut!