
Astragoth Ironhand
Lord· Wizard Lord· 1 model at Ultra size
Comes with Forge of the Chaos Dwarfs(Warhammer III)
Health
6,824
Armour
130
Leadership
85
Speed
60
Melee attack
60
Melee defence
50
Weapon strength
170 base + 310 armour-piercing
480
Charge bonus
50
Attributes

Contempt
Witnessing other friendly units rout will only affect this unit's leadership if they also have the Contempt attribute.

Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)
This unit can hide in forests until enemy units get too close.

Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).

Wallbreaker
Allows the unit to attack and destroy walls in melee. This attribute also adds a +50% damage multiplier against buildings.
Abilities
Mechanical OverdriveAugment · +8 Melee Attack, +20% Armour-Piercing Weapon Damage…passiveMechanical OverdriveAugment+8 Melee Attack+20% Armour-Piercing Weapon Damage+20% Base Weapon DamageEffect intensity increases with each kill made by the unit. (Maximum intensity at 100 kills)PassiveMurder itself drives the machine, so the more it kills, the more it *can* kill. Diabolical ingenuity!
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Lore of magic
Defeat trait
Beat Astragoth Ironhand in battle and your lord can earn the trait
Astragone
Effect duration: +10% for Lores of Hashut, Death, Fire and Metal spells
Effect range: +10% for Lores of Hashut, Death, Fire and Metal spells
Spell resistance: 15%
His killer has beaten Ironhand's curse to the punch – the flesh not already turned to stone is now as dead as dead can be. He won't be missed.
Astragoth Ironhand skill tree
53 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Astragoth Ironhand's skills
Unyielding CommandUnyielding CommandUnlocks at rank 8
Character's aura leadership effect: +5
Leadership aura size: +20%
Hashut's ScalesHashut's ScalesUnlocks at rank 8
Spell resistance: 10%
Headdress of ZharrHeaddress of ZharrUnlocks at rank 8
Missile resistance: 10%
Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +4 (own army)
Regiments of Renown army capacity: +6 (own army)
MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active Lords
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active Lords
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active Lords
Basalt BodyBasalt BodyUnlocks at rank 12
Winds of Magic power reserve: +3 per turn
Winds of Magic power reserve minimum: +10
Master of the ConclaveMaster of the Conclave
Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Ogre Kingdoms, Beastmen and Norsca
Allied recruitment cost: -25% (factionwide)
Architect of EvilArchitect of Evil
Armament cost: -25% for increasing capacity of Bull Centaur units
Armour-piercing weapon damage: +10 for Bull Centaurs Renders units (own army)
Upkeep: -20% for Bull Centaur Renders units (own army)
Piercing IntellectPiercing Intellect
Bound spell: "Burning Wrath"
Enemy Winds of Magic power reserve capacity: -15 (local region)
Infernal LordInfernal Lord
Hero capacity: +2 for all Heroes
Hero and Lord recruit rank: +3 (factionwide)
Dark SacrificeDark Sacrifice
Winds of Magic cost: -6 for "Hell Hammer"
Winds of Magic cost: -9 for "Hell Hammer Upgraded"
Burning WrathBurning Wrath2 levelsLevel 1
Cooldown: -30% to "Burning Wrath"
Overcast spell: "Burning Wrath Upgraded"
Cooldown: -50% to "Burning Wrath"
Overcast spell: "Burning Wrath Upgraded"
Miscast base chance: -15% for "Burning Wrath Upgraded"
Winds of Magic cost: -1 for "Burning Wrath"
Winds of Magic cost: -2 for "Burning Wrath Upgraded"
Killing FireKilling Fire
Passive ability: "Killing Fire"
KindleflameKindleflame
Passive ability: "Kindleflame"
Cascading Fire-CloakCascading Fire-Cloak
Winds of Magic cost: -1 for "Cascading Fire Cloak"
Cooldown: -50% to "Cascading Fire Cloak"
Spell: "Cascading Fire Cloak"
Ash StormAsh Storm2 levelsLevel 1
Spell: "Ash Storm"
Overcast spell: "Ash Storm Upgraded"
Cooldown: -50% to "Ash Storm"
Overcast spell: "Ash Storm Upgraded"
Miscast base chance: -15% for "Ash Storm Upgraded"
Winds of Magic cost: -2 for "Ash Storm"
Winds of Magic cost: -3 for "Ash Storm Upgraded"
Flaming Sword of RhuinFlaming Sword of Rhuin2 levelsLevel 1
Overcast spell: "Flaming Sword of Rhuin Upgraded"
Cooldown: -30% to "Flaming Sword of Rhuin"
Spell: "Flaming Sword of Rhuin"
Miscast base chance: -15% for "Flaming Sword of Rhuin Upgraded"
Overcast spell: "Flaming Sword of Rhuin Upgraded"
Winds of Magic cost: -2 for "Flaming Sword of Rhuin"
Winds of Magic cost: -2 for "Flaming Sword of Rhuin Upgraded"
Cooldown: -50% to "Flaming Sword of Rhuin"
EvasionEvasion
Passive ability: "Evasion"
Hell HammerHell Hammer2 levelsLevel 1
Cooldown: -30% to "Hell Hammer"
Spell: "Hell Hammer"
Overcast spell: "Hell Hammer Upgraded"
Cooldown: -50% to "Hell Hammer"
Overcast spell: "Hell Hammer Upgraded"
Miscast base chance: -15% for "Hell Hammer Upgraded"
Winds of Magic cost: -3 for "Hell Hammer"
Winds of Magic cost: -4 for "Hell Hammer Upgraded"
Flame StormFlame Storm2 levelsLevel 1
Overcast spell: "Flame Storm Upgraded"
Cooldown: -30% to "Flame Storm"
Spell: "Flame Storm"
Miscast base chance: -15% for "Flame Storm Upgraded"
Overcast spell: "Flame Storm Upgraded"
Winds of Magic cost: -3 for "Flame Storm"
Winds of Magic cost: -3 for "Flame Storm Upgraded"
Cooldown: -50% to "Flame Storm"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Greater Arcane ConduitGreater Arcane Conduit
Passive ability: "Greater Arcane Conduit"
SurvivalistSurvivalist
Hit points: +5%
Blade MasterBlade Master2 levelsLevel 1
Melee attack: +6
Melee attack: +12
Hard to HitHard to Hit2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
Speed: +7%
Speed: +15%
Wound-MakerWound-Maker2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Deadly OnslaughtDeadly Onslaught
Ability: "Deadly Onslaught"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Fervent FodderFervent Fodder3 levelsLevel 1
Leadership: +2 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Leadership: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +3 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Blackshard BulwarkBlackshard Bulwark3 levelsLevel 1
Armour: +4 for Chaos Dwarf Melee Infantry units (Lord's army)
Armour: +8 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +3 for Chaos Dwarf Melee Infantry units (Lord's army)
Armour: +12 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +6 for Chaos Dwarf Melee Infantry units (Lord's army)
Firing DrillsFiring Drills3 levelsLevel 1
Missile strength: +4% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Ammunition: +10% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +8% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Ammunition: +20% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +12% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Hellforged OrdnanceHellforged Ordnance3 levelsLevel 1
Ammunition: +6% for Iron Daemon and Artillery units (Lord's army)
Ammunition: +12% for Iron Daemon and Artillery units (Lord's army)
Range: +5% for Iron Daemon and Artillery units (Lord's army)
Ammunition: +20% for Iron Daemon and Artillery units (Lord's army)
Range: +10% for Iron Daemon and Artillery units (Lord's army)
Crushing ChargeCrushing Charge3 levelsLevel 1
Weapon strength: +4% for Bull Centaur Renders units (Lord's army)
Charge bonus: +4 for Bull Centaur Renders units (Lord's army)
Weapon strength: +8% for Bull Centaur Renders units (Lord's army)
Charge bonus: +9 for Bull Centaur Renders units (Lord's army)
Weapon strength: +12% for Bull Centaur Renders units (Lord's army)
Hellish BlowsHellish Blows3 levelsLevel 1
Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Melee attack: +6 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Lucky LackeysLucky Lackeys
Melee attack: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Speed: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Ward save: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Marshalled MilitaryMarshalled Military
Melee attack: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Bloodied BombardmentBloodied Bombardment
Explosive missile damage: +12% for Iron Daemon and Artillery units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Iron Daemon, Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Wretched WarhostWretched Warhost
Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Stand or Die!Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"
Route MarcherRoute Marcher
Campaign movement range: +5%
CunningCunning3 levelsLevel 1
Ambush success chance: +10% (Lord's army)
Ambush success chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ambush success chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
LogisticianLogistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Ruthless DisciplinarianRuthless Disciplinarian3 levelsLevel 1
Control: +1 (local province)
Chaos Undivided corruption: +1 (local province)
Control: +2 (local province)
Chaos Undivided corruption: +2 (local province)
Control: +3 (local province)
TyrantTyrant3 levelsLevel 1
Labour gained post-battle: +5%
Income from post-battle loot: +5%
Labour gained post-battle: +10%
Income from post-battle loot: +10%
Labour gained post-battle: +15%
Income from post-battle loot: +15%
Iron-WilledIron-Willed
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turns
Lightning StrikeLightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are present
AlertAlert3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Ambush defence chance: +20% (Lord's army)
Evasion chance when using Tunnelling: +10%
Ambush defence chance: +30% (Lord's army)
Evasion chance when using Tunnelling: +20%
DespoilersDespoilers3 levelsLevel 1
Income from razing settlements: +5% (Lord's army)
Income from sacking settlements: +5% (Lord's army)
Income from razing settlements: +10% (Lord's army)
Income from sacking settlements: +10% (Lord's army)
Income from razing settlements: +15% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruit rank: +1 for all units (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruit rank: +2 for all units (Lord's army)
Recruitment cost: -15% (Lord's army)
Unbridled CrueltyUnbridled Cruelty
Chaos Undivided corruption: +1 (local province)
Campaign movement range: +5%
Casualty replenishment rate: +4% (Lord's army)
Upkeep: -10% (Lord's army)
Who can field it
- The Legion of Azgorh
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.