|Ymwrath the Eternal|
|Star Dragon's Breath|
The most ancient of Dragons, they destroy the foe with a power that can halt Chaos itself.
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.
The eldest, most powerful Dragons can destroy entire units with a molten blast of their white-hot breath.
Each blow and every move only serve to make it a stronger and less-forgiving opponent.
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 unit does not suffer any form of leadership loss and will never rout.
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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
The eldest, most powerful Dragons can melt armour and the flesh beneath with a molten blast of their white-hot breath.
Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.
|Battle Entity Stats|
|Unit Size||Very Large|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||28.00|
|Ch. Dist. to Pick Target||35.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Unit Class||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||10158|
|Unit Group||Flying Monster|
|Unit Group Parent||Monsters & Beasts|
|Bonus vs Cavalry|
|Bonus vs Large||20|
|Bonus vs Infantry|
|Weapon AP Damage||490|
|Missile Block Chance||0|