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Chill of Sontar (War Hydra) | |
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Monster |
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1 | ![]() |
2000 | ![]() |
500 |
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Frost Breath |
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Frostbite |
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Causes Terror |
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Regeneration |
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Armour | 60 | ||
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Leadership | 75 | ||
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Speed | 46 | ||
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Melee Attack | 64 | ||
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Melee Defence | 34 | ||
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Weapon Strength | 440 | ||
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Charge Bonus | 45 |
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The Chill of Sontar is a ruthless killing machine.
The Hydra is a titanic beast of the mountains, whose ill-tempered and ravenous nature has proven the doom of many an unsuspecting morsel. Indeed, so ferocious is the Hydra that campaigning armies often make wide detours to avoid intruding on such a beast's bone-strewn lair. Those that march on regardless do so either out of confidence in their battle-prowess or ignorance of the Hydra's savagery. War Hydras are notoriously difficult to handle as beasts of war, with Dark Elf Beastmasters having the best chance of bringing one under control, but even they must be quick with their lashes lest they be devoured in the enemy’s stead. Hydras are even more difficult to slay, for not only are their scaly bodies incredibly well armoured, they also regenerate damage at a frightening rate. A foe's only chance is to sever all the monster’s heads in quick succession – if even a single one remains, the rest will swiftly grow back and devour the impudent attacker for his troubles.
This ice-cold breath delivers freezing death, slowing down those who are fortunate to survive the exposure.
The titanic, deadly Hydras are notoriously difficult to kill; their broken bodies regenerate, rising up again to devour anew.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
This icy blast freezes and slows the foe, its withering cold hampering their attacks.
The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed.
Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that
flaming attacks will cause more damage to units with Regeneration.
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.
Battle Entity Stats | |
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Unit Size | Very Large |
Unit Type | Giant |
Hit Points | 8 |
Walk Speed | 3.30 |
Run Speed | 4.60 |
Acceleration | 5.00 |
Deceleration | 7.00 |
Charge Speed | 5.50 |
Ch. Dist. to Commence Run | 35.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 30.00 |
Turn Speed | 100 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 64 |
Melee Defence | 34 |
Charge Bonus | 45 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 75 |
Bonus Hit Points | 9450 |
Unit Stats | |
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Unit Caste | Monster |
Unit Weight | Very Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 2000 |
Upkeep Cost | 500 |
Unit Size | 1 |
Melee CP | 2000 |
Missile CP |
Melee Weapon | |
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Weapon Size | Large |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 140 |
Weapon AP Damage | 300 |
Building Damage | 400 |
Armour | |
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Armour Value | 60 |
Shield | |
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Missile Block Chance | 0 |