Dwarf IronbreakersEdit

Like all Dwarfs, Ironbreakers are bearded, proud and shot but what they lack in height they make up for with a stocky, muscular build perfectly suited for swinging large war axes and cleaving through Goblin heads in enclosed spaces. They excel at such things as that it the prime duty of an Ironbreaker. They are armed, armoured and trained to guard the lower tunnels and crucial underground entrances of the last surviving Dwarf Holds - magnificent, ancient, underground fortresses that are now remanants of a crumnbling empire. When not tasked with such a sacred duty an Ironbreaker is a great asset to any band of adventurers as their experience in combat amidst the close cofines of a dungeon passage cannot be matched.

Ironbreaker Stats
Level 1 2 3 4 5 6 7 8
Movement 4 4 4 4 4 4 4 4
Weapon Skill 3 4 4 5 5 6 7 7
Ballistics Skill 2 2 2 2 2 3 3 4
Strength 4 4 5 5 5 6 7 8
Toughness 4 4 5 6 6 7 8 9
Melee Attacks (base) 1 2 2 2 2 3 4 5
Ranged Attacks 0 0 0 0 0 0 0 0
Pinning 2 2 2 2 2 2 3 3
Wounds (base) 10 16 22 28 35 42 50 65

Example names of the Ironbreakers in the game:

  • Gorg Mightsword
  • Olaf Halfnose
  • Kris Battleborn

Great Axe (Passive): Dwarven Great Axes are powerful weapons, but can only be wielded by the finest warriors. But even then, there is a chance of the warrior losing balance and tripping! If this happens, the warrior spends the rest of their turn standing back up and may do nothing else. Conversely, if a Great Axe makes a critical strike it causes significantly more damage than usual.Edit

Endure (Passive): The Ironbreaker is able to ignore the wounds from a single blow that would normally knock him down. The first time an attack brings him to zero Wounds, the damage is ignored. This ability can only occur once per dungeon.Edit

Mighty Blow (Active): The Ironbreaker is able to trade in all of his remaining melee attacks for one potentially massive attack. Each attack the Ironbreaker gives up will multiply his strength.Edit

Enrage (Passive): The Ironbreaker has a chance to become enraged at the start of each turn when enemies are present or when enemies appear. If his rage is controlled he gains up to 6 additional attacks for the turn but with a slightly reduced chance to hit. If he completely enrages, he attacks with a wildly inaccurate swings of his weapon for the remainder of the round.Edit

Deathsong (Passive): The Ironbreaker is able to ignore the fact that he has been mortally wounded! Rather than falling down unconscious he remains standing and can continue to fight with 1 would remaining. Whilst Deathsong is active there is a chance that each further blow is ignored. This continues until the Ironbreaker is knocked down or healed.Edit

Sturdy (Passive): The Ironbreaker is able to shrug off attacks. Whenever he is attacked, he has a chance to dodge the blow so it causes no damage.Edit

Tunnel Fighter (Passive): The Ironbreaker has an increased chance to hit when fighting in enclosed areas of the dungeons.Edit