Flamespyre Phoenix

ID: wh2_main_hef_mon_phoenix_flamespyre

Unit

Flamespyre Phoenix
Monstrous Beast
1 1400 350
Armour-Piercing
Rebirth
Attuned to Magic
Death from Above
5,828
Armour 30
Leadership 78
Speed 80
Melee Attack 42
Melee Defence 30
Weapon Strength 330
Charge Bonus 54

About

Unit Description

Pure airborne majesty, it brings fire and death as it swoops down over enemy lines.

Historical Description

The Phoenixes of Ulthuan dwell amongst the Flamespyres - great alabaster pillars of rock that stand sentinel about the Shrine of Asuryan. These constantly burn with magical flame, for Aqshy - the Wind of Fire - gusts about these rocks as it is drawn inexorably towards the Isle of the Dead. Yet Aqshy has left its mark on more than the silent stones. Over generations, the Phoenixes have become attuned to fire magic, harnessing it at whim. When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake. Should one be slain, it explodes, leaving naught behind but a shower of flaming cinders. If the Winds of Magic ebb, the creature perishes, as all living beings eventually must. Yet if the air is sufficiently suffused with magic, the fiery fragments swiftly recoalesce; with a booming inrush of air and a flash of searing light, the Phoenix is reborn to fight anew.

Abilities

Wake of Fire

As the Flamespyre swoops, wreathes of fire squall off its wings in the bird’s wake.

Attuned to Magic

Some creatures, such as the Phoenix, are infused with magic and use the arcane Winds to fly upon and immerse themselves in.

Rebirth

With strange aeons even death may die...

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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.

Strengths & Weaknesses

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.

Attuned to Magic

This unit has magical attacks and becomes stronger when the winds of magic are in full gale.

Death from Above

While airborne, this unit can use a special attack to damage enemies below.

Rebirth

When death is imminent, this unit has a chance of regaining some of its health.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 3.00
Run Speed 8.00
Acceleration 8.00
Deceleration 10.00
Charge Speed 10.00
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 150
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 42
Melee Defence 30
Charge Bonus 54
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 78
Bonus Hit Points 5820
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monstrous Beast
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1400
Upkeep Cost 350
Unit Size 1
Melee CP 1400
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 100
Weapon AP Damage 230
Building Damage 100
Armour
Armour Value 30
Shield
Missile Block Chance 0