![]() |
|
Flamespyre Phoenix | |
|
Monstrous Beast |
![]() |
1 | ![]() |
1400 | ![]() |
350 |
![]() |
Armour-Piercing |
![]() |
Rebirth |
![]() |
Attuned to Magic |
![]() |
Death from Above |
![]() |
||||
![]() |
Armour | 30 | ||
![]() |
Leadership | 78 | ||
![]() |
Speed | 80 | ||
![]() |
Melee Attack | 42 | ||
![]() |
Melee Defence | 30 | ||
![]() |
Weapon Strength | 330 | ||
![]() |
Charge Bonus | 54 |
![]() ![]() ![]() ![]() ![]() |
Pure airborne majesty, it brings fire and death as it swoops down over enemy lines.
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.
As the Flamespyre swoops, wreathes of fire squall off its wings in the bird’s wake.
Some creatures, such as the Phoenix, are infused with magic and use the arcane Winds to fly upon and immerse themselves in.
With strange aeons even death may die...
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.
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.
This unit has magical attacks and becomes stronger when the winds of magic are in full gale.
While airborne, this unit can use a special attack to damage enemies below.
When death is imminent, this unit has a chance of regaining some of its health.
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 | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 2 |
Recruitment Cost | 1400 |
Upkeep Cost | 350 |
Unit Size | 1 |
Melee CP | 1400 |
Missile CP |
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 |