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HomeHome / Total War: WARHAMMER II / Knights of Caledor / Units / Gordinar, Champion of the Flame
Gordinar, Champion of the Flame Knights of CaledorKnights of Caledor Melee Infantry

Gordinar, Champion of the Flame

Young and impetuous, these Dragons dive down onto enemy ranks with exuberant fury, crushing foes like flies.

Dragons are amongst the oldest of all living creatures, even predating the rise of Chaos, and rode the thermals of ancient volcanoes long before warm-blooded creatures ruled the world. They are wise and aloof, viewing those around with a perspective only the eldest creatures can share. On Ulthuan, Dragons are the subjects of legends quite different to the terrifying folk tales of other lands. Without the Dragons of Ulthuan, the High Elves would have been annihilated thousands of years ago, for the Dragons are the Elves' oldest and greatest allies. Within Ulthuan, the realm of Caledor is the home of the Dragons, and in ancient days, those noble beasts seemed almost without number. However, times have changed. Now, in colossal caverns found deep within the Dragon Spine Mountains, the Dragons sleep away the centuries. A mysterious languor that began in the earliest years of Tethlis' reign has caused more and more Dragons to enter a slumber from which only ancient Caledorian songs can rouse them. Few young Dragons are hatched now on Ulthuan. The youngest are referred to as Sun Dragons, in reference to their hot tempers and the rich, warm hue of their scales. Those that surpass the Sun Dragons in might and enlightenment are known as Moon Dragons. The oldest and most powerful are referred to as Star Dragons, for they are truly as ancient as the very stars of the firmament. While any Dragon can savage an entire regiment of warriors, tear a Manticore apart or rip the head off of a Wyvern, a Star Dragon is so physically powerful that it can battle against even the Greater Daemons of Chaos and prevail.

Gordinar, Champion of the Flame

Unit Name

Gordinar, Champion of the Flame

Main Unit Key

wh2_dlc15_hef_mon_sun_dragon_imrik

Land Unit Key

wh2_dlc15_hef_mon_sun_dragon_imrik

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Flying Monster

Naval Unit Group

Flying Monster

Soldiers

1

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Cost

1900

Recruitment Cost

0

Upkeep Cost

425

Melee Attack

52

Weapon Strength (Weapon Damage)

495

├ Melee Weapon

wh2_dlc15_hef_sun_dragon_imrik

├ Melee Damage Base

155

├ Melee Damage Ap

340

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

65

Melee Defence

50

├ Base Defence

50

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_body_70

├ Armour Defence

70

└ Shield Armour

0

Health

7460

├ Man Entity

wh2_main_hef_mon_sun_dragon_blood

├ Man Speed

65

├ Man Health

8

└ Bonus Hit Points

7452

Leadership (Base Morale)

80

Abilities

  • Gordinar's Dragon Breath
    Despite being an adolescent in Dragon terms, Gordinar’s breath blazes with the intense power of the sun itself.
  • Rebirth
    With strange aeons even death may die...

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • {{tr:guerrilla_deployment}}

Strengths & Weaknesses

  • Sun Dragon's Breath
    The Sun Dragon's scorching breath lacks focus, but hitting a larger area is actually an advantage when fighting infantry groups.
  • Causes Terror
    This unit can fear themselves.
  • Scaly Skin
    Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Recuitment Requirement
Maximum Number 1