Left Panel
menu
HomeHome / Total War: WARHAMMER III / World Walkers / Units / Frost-Wyrm
Frost-Wyrm World WalkersWorld Walkers Monsters & Beasts

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.

Frost-Wyrm

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

Hit Points

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

Mass

3800

└ Man Mass

3800.0000

Armour

70

├ Armour

wh2_main_body_70

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

70

└ Man Speed

70

Melee Attack

45

Melee Defence

41

Weapon Strength

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.