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HomeHome / Total War: WARHAMMER III / Nagarythe / Units / Lamoureux the Frozen Breath
Lamoureux the Frozen Breath NagarytheNagarythe Monsters & Beasts

Lamoureux the Frozen Breath

Matured and wise, they savage enemy battlelines with claws and fearsome flames.

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.

Lamoureux the Frozen Breath

Unit Name

Lamoureux the Frozen Breath

Main Unit Key

wh2_dlc15_hef_mon_moon_dragon_imrik

Land Unit Key

wh2_dlc15_hef_mon_moon_dragon_imrik

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Flying Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

2000

Recruitment Cost

0

Upkeep Cost

550

Number of Units

1

Hit Points

9904

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

dr1_dragon

├ Man Entity

wh2_main_hef_mon_moon_dragon_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

9896

Mass

4000

└ Man Mass

4000.0000

Armour

85

├ Armour

wh2_main_body_85

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

65

└ Man Speed

65

Melee Attack

50

Melee Defence

56

Weapon Strength

550

├ Melee Weapon

wh2_dlc15_hef_moon_dragon_imrik

Base Weapon Damage

170

Armour-Piercing Weapon Damage

380

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

55

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.
  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Can Fly
    This unit can fly.

Strengths & Weaknesses

  • Moon Dragon's Breath
    After a Moon Dragon’s fiery breath engulfs its victim, scorched armour is often all that remains.
  • 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.
  • Scaly Skin
    Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's [[img:ui/battle ui/ability_icons/resistance_missile.png]]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