Ironcap Tower Shields
Playtest capture · 2026-07-18Numbers straight from the first Scenario Server playtest, read at max level with no veterancy invested. Leadership is the unit's cost to field: a commander brings up to 70 Leadership into battle, and this unit takes 7 of it. Everything the capture does not show (unit type, what each trait and order does) arrives with later playtests rather than guesses.

Attributes
Basic Attributes
- Health
- 15921
- Strength
- 54
- Leadership
- 7
- Speed
- 4.5
- Range
- -
- Ammo
- -
- Labour
- 5.33
Attack Attributes
- Piercing Armour Penetration
- 798
- Slashing Armour Penetration
- 0
- Blunt Armour Penetration
- 0
- Piercing Damage
- 694
- Slashing Damage
- 0
- Blunt Damage
- 0
Defence Attributes
- Piercing Defence
- 490
- Slashing Defence
- 533
- Blunt Defence
- 282
- Block
- 808
- Block Recovery
- 39
Traits and orders
Unit Traits
- Heavy Shields
Strong frontal Shield Defence, but weak rear defence.
- Ring of Steel
Unit recovers more quickly from control effects while in Column or Schiltron formation, and gains a 5 second immunity to control effects upon recovery. It also gains temporary boosts to its Attack and Defence attributes every ten seconds.
- Firm Footing
Excels at forming a Schiltron to defend against enemy attacks from all directions.
- Weak Spot
Gruesome Wounds increase when taking an Ambush.
- Shieldbearers
Ranged damage is reduced while unit is using shields.
Traits show exactly as they did in game: lit means active, red is a drawback.
Unit Orders
Steady AdvanceForm a Turtle and slowly push forward. During the advance, the Units' front and flanks are protected. [Command] Push
Orders are numbered as they sit in game, left to right. Names and what each one does drop in as they get captured.
