Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Warriors of Dragonfire Pass
Wh dlc06 dwf warriors dragonfire pass.png
CategoryAxe Infantry
Unit size75
Icon treasury.png Cost (MP): 700 (700)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 175
Icon stat health.png Health: 78
Icon stat morale.png Leadership: 80
Icon stat speed.png Speed: 28
Icon stat attack.png Melee Attack: 27
Icon stat defence.png Melee Defence: 53
Icon stat charge bonus.png Charge Bonus: 12
Resistance magic.png Magic Resistance: 25

Icon stat damage.png Weapon Damage: 22
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 66
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 35%
  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Warriors of Dragonfire Pass (Dwarf Warriors) is a Dwarfs melee infantry unit. All are made or unmade in the crucible of Dragonfire Pass. So it is with these resolute, peerless Dwarf Warriors.


Dwarfs make formidable fighters - they are strong and extremely resilient, broad of shoulder and wide of girth. Although by no means quick, they are physically robust and can maintain a steady plodding pace, marching for days on end despite being loaded down by burdens and heavy mail. When they charge into battle, the momentum generated by their wide, armour-clad bodies is remarkable, hitting the foe with a resounding impact. They have broken many enemy battle lines this way, splintering Elven phalanxes, carving through Orc formations and hacking apart the great masses of Skaven that make up their verminous armies. Protected by their heavy mail, their skilful use of overlapping shield walls and, finally, by their own tough and obstinate nature, Dwarf individuals, units and armies as a whole seem able to absorb punishing blows that would cause other races to break and flee. With Dwarfs, such suffering only serves to make them angrier - and with beards bristling and hands clenched around axe hafts and mighty warhammers, the Dwarfs regroup to charge anew. Their feeble-limbed foes, too worn out and tired at the end to even lift their weapons, are slaughtered, save for those fast enough to flee the iron-shod and implacable advance of the Dwarves.


  • 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.
  • Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Charge Defence Against Large Foes: When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.


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These warriors are notable for having flaming attacks, a bonus vs. infantry, and improved melee stats. They are a stalwart unit that is able to fight more effectively against infantry than other Dwarf units (in fact, they may be the only Dwarf units to get such a bonus). This on top of their improved melee stats and leadership makes them very difficult to beat in a head on engagement. Their flaming attacks also means they can tear forest units or units that regenerate to shreds.