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HomeHome / Total War: WARHAMMER III / Nagarythe / Units / Gordinar, Champion of the Flame
Gordinar, Champion of the Flame NagarytheNagarythe Monsters & Beasts

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

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Flying Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1800

Recruitment Cost

0

Upkeep Cost

475

Number of Units

1

Hit Points

8460

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

dr1_dragon

├ Man Entity

wh2_main_hef_mon_sun_dragon_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

8452

Mass

3500

└ Man Mass

3500.0000

Armour

80

├ Armour

wh2_main_body_80

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

65

└ Man Speed

65

Melee Attack

52

Melee Defence

50

Weapon Strength

495

├ Melee Weapon

wh2_dlc15_hef_sun_dragon_imrik

Base Weapon Damage

155

Armour-Piercing Weapon Damage

340

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

65

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...
  • 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%

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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.

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 [[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