Frost-Wyrm
Frost-Wyrms dwell in lairs below the frozen tundra, still as death until ascending for murderous activities.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.
Unit Name Frost-Wyrm |
Main Unit Key wh_dlc08_nor_mon_frost_wyrm_0 |
Land Unit Key wh_dlc08_nor_mon_frost_wyrm_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Flying Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1600 |
Recruitment Cost 1700 |
Upkeep Cost 425 |
Number of Units 1 |
7120 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts dr1b_wyrm_dragon |
├ Man Entity wh_dlc08_flying_frost_wyrm_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 7112 |
3800 |
└ Man Mass 3800.0000 |
70 |
├ Armour wh2_main_body_70 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
70 |
└ Man Speed 70 |
Melee Attack 45 |
41 |
495 |
├ Melee Weapon wh_dlc08_nor_wyrm |
├ Base Weapon Damage 155 |
├ Armour-Piercing Weapon Damage 340 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 57 |
Abilities
-
Frost Breath
This ice-cold breath delivers freezing death, slowing down those who are fortunate to survive the exposure. -
Wounds
Even 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.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
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.
Speed x 70%
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. -
Can Fly
This unit can fly.
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 [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos | |
The Lost God |