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HomeHome / Total War: WARHAMMER II / Wintertooth (Mortal Empires) / Units / The Cold-Voider (Frost-Wyrm)
The Cold-Voider (Frost-Wyrm) Wintertooth (Mortal Empires)Wintertooth (Mortal Empires) Melee Infantry

The Cold-Voider (Frost-Wyrm)

The closest cousin of the Scion of the Cold-Void has equally murderous instincts.

The mutating power of Chaos has touched more than just trolls and wolves in the malign wilderness of Troll Country. In its northern reaches, just below the surface of the frozen tundra, Frost-Wyrms lurk in their underground lairs. With the appearance of giant, winged monsters, nobody is entirely sure of their true nature or origins, but they are certainly abominable creatures tainted by Chaos. Some say that before the species mutated, they may have been Ice Dragons – a creature with a similarly dangerous killing ability in its icy, freezing breath, and a gargantuan size proportional to its age. Lying motionless beneath the frozen tundra, the cold-blooded Frost-Wyrm waits for the footfalls of trespassers before emerging to freeze them to death in their tracks.

The Cold-Voider (Frost-Wyrm)

Unit Name

The Cold-Voider (Frost-Wyrm)

Main Unit Key

wh_dlc08_nor_mon_frost_wyrm_ror_0

Land Unit Key

wh_dlc08_nor_mon_frost_wyrm_ror_0

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

1800

Recruitment Cost

1800

Upkeep Cost

450

Melee Attack

56

Weapon Strength (Weapon Damage)

450

├ Melee Weapon

wh_dlc08_nor_wyrm

├ Melee Damage Base

140

├ Melee Damage Ap

310

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

57

Melee Defence

51

├ Base Defence

51

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_body_70

├ Armour Defence

70

└ Shield Armour

0

Health

6120

├ Man Entity

wh_dlc08_flying_frost_wyrm_blood

├ Man Speed

70

├ Man Health

8

└ Bonus Hit Points

6112

Leadership (Base Morale)

70

Abilities

  • Guardian
    In the midst of a bloodbath it's good to know that someone has your back.
  • Frost Breath
    This ice-cold breath delivers freezing death, slowing down those who are fortunate to survive the exposure.
  • The Chilling Aura
    As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.

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.

Strengths & Weaknesses

  • Frostbite
    The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed.
  • Causes Terror
    This unit can fear themselves.
  • 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