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Iron Guard

Phlegra LA · National · size 3

Used byLate AgePhlegra

verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

  • Magic being
  • Slave

Values from game data unless a chip says otherwise.

HP
14
PROT
18
basic 0, head 21, body 18
MOR
9
MR
9
STR
12
ATT
13
DEF
12
PREC
10
ENC
8
Size
3
Move / AP
8 / 9
Gold
? not verified
Resources
35
Recruitment points
? not verified
Upkeep
? not verified
Leadership
50
How these numbers are built

The Dom 6 Inspector shows the numbers below, which add the unit's armour, weapons, shield and age to its base values. The base value comes first, then each change in the Inspector's own words.

  • Protection 18: basic 0, head 21, body 18
  • Defence skill 12: 11 +1 (weapons), -4 (armor), +4 (shield parry)
  • Encumbrance 8: 3 +5 (armor)
  • Combat speed 9: 14 -5 (armor)

basic is the natural protection; head and body already include it.

Weapons

Weapons carried by Iron Guard
WeaponDamageAttDefLengthFlags
Broad Sword181411slash

Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.

Armour, by protected zone

Head
Full Helmet
21
Body
Plate Hauberk
18
Arms
Plate Hauberk
18
Legs
Plate Hauberk
18

Armour worn

  • Plate Hauberk · body · prot 18 · def -2 · enc 4
  • Full Helmet · helmet · prot 21 · def -1 · enc 0
  • Shield · shield · prot 16 · def -1 · parry 4 · enc 1

Description

The Iron Guards are elite slave soldiers trained from a young age in Telepylos. Chosen for their physical strength they are superior to all but the Cyclope soldiers. The Iron Guards never retreat from battle. They might get killed to the last man, but they never rout. Or at least that is how they are perceived by Phlegra's neighbors. The truth is a bit more sinister. Since the founding of Phlegra, humans have given their services to the Tyrant masters to gain power over their fellow men. The first Oppressors managed to enslave magically skilled humans with the aid of enchanted collars designed with the aid of the Elder Cyclopes. With time the mages of Phlegra have honed their skills and now not only mages are bound by magical shackles. The Iron Guards are given enchanted slave bands to ensure that they never break in battle. These slave bands do not enhance morale per se, but should the slaves abandon orders or rout from battle the band will cause excruciating pain and possibly kill the wearer. The Iron Guards are braver than most slave warriors, and the knowledge that they might die should they flee, makes them almost unbreakable in combat. The Iron Guards can only be commanded by mages able to control the collars. If all friendly mages are routed or killed they might end up dying. The Iron Guards are privileged as slaves go and serve as personal guards of the Oppressors and elite shock troops used only in the most important battles.

Text: Illwinter Game Design, via Dom6 Inspector

Magic sites and mercenaries

Given by magic sites

Terms on this page

Generated from the terms used above. This block is what prints.

hit points
How much damage a unit can take before it dies. Damage that gets past its protection comes off hit points, and a unit at zero is dead. Big creatures usually have many more than ordinary soldiers. · Full article · back to text
protection
What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. · Full article · back to text
morale
A unit's nerve. Fear, losses and a fallen commander test it, and a unit that fails can break and flee. Higher morale holds the line longer; blessings, items and good leaders can raise it. · Full article · back to text
magic resistance
A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. · Full article · back to text
strength
Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. · Full article · back to text
attack skill
How well a unit lands blows. The attacker adds a DRN to its attack skill and the target adds one to its defence skill; the blow lands only if the attacker's total is higher. · Full article · back to text
defence skill
How hard a unit is to hit. The defender adds a DRN to its defence skill, and a blow that does not beat that total misses, so a tie goes to the defender. Shields and some abilities add to it. · Full article · back to text
precision
How accurately a unit shoots or throws. Low precision lets missiles drift off the target; high precision keeps them on it. It matters most for archers and for spells that must be aimed. · Full article · back to text
encumbrance
The weight of a unit's armour and gear. Every point tires the unit faster in battle, and a tired unit fights worse. Light troops carry little; heavy armour carries a lot. · Full article · back to text
size
How big the unit is, from small to giant. Size affects how much room a unit takes in battle and how easy it is to hit, and some effects work only on units of certain sizes. · Full article · back to text
map move
How many movement points a unit has on the strategic map each turn. Difficult terrain costs more of them, and an army moves at the speed of its slowest member. · Full article · back to text
action points
Combat speed: how far a unit can move in a round of battle. Fast units reach the enemy, or escape it, before slow ones. · Full article · back to text
gold cost
What a unit costs in gold to recruit. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
resource cost
The equipment a unit needs. It is taken from the province's resources, which are not saved from one turn to the next, so a province with few resources cannot arm many heavy units. · Full article · back to text
recruitment points
How much of a province's recruitment capacity a unit uses. A province can train only so many of the better units in one turn. · Full article · back to text
upkeep
The recurring cost of keeping a unit in service. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
leadership
How many troops a commander can lead, counted separately for ordinary, magical and undead troops. A good leader steadies the line; a force without a qualified leader tends to break. · Full article · back to text
Magic being
A magic being: it needs a mage to lead it and routs if left without magical leadership. · back to text
Slave
Untrained fodder with low morale that routs easily and does better when led by a taskmaster. · back to text

Art: Illwinter Game Design, via Dom6 Inspector

Last updated 2026-10-01 by Data importVerified for 6.37 (current)

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