About
Unit Description
The touch of an aged Phoenix is enough to freeze a warrior to death.
Historical Description
As a Flamespyre Phoenix ages, its body cools, and even begins to sap heat from its surroundings. Finally the plumage that once blazed with fire grows heavy with frost and ice. Once this occurs, the Phoenix must leave the Flamespyres, for the chill that surrounds it causes agony in its brightly burning kin. Most such Frostheart Phoenixes dwell in lonely exile on crags about the Eataine Coast until their bodies finally freeze solid, to leave curious frozen statues along the crags and cliff tops. The ice that sheathes its form is as hard as glass, and its enemies find their own strength and resolve eaten away by its chilly presence. Knowing they can no longer resurrect themselves in magical fire, the Frostheart Phoenixes fight even harder in the defence of their homeland, determined to end their existence striking a final blow against the enemies of Ulthuan.
Abilities
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.
Blizzard Aura
The Frostheart is surrounded by icy shards and biting winds with every great flap of its mighty wings.
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.
Armoured
Armoured units can block damage from any source apart from
Armour-Piercing damage.
Attuned to Magic
This unit has magical attacks and becomes stronger when the winds of magic are in full gale.
Magical Aura
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
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 |
9.00 |
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 |
35 |
Melee Defence |
48 |
Charge Bonus |
40 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
1 |
Morale |
85 |
Bonus Hit Points |
6590 |
Unit Stats |
Unit Caste |
Monster |
Unit Weight |
Heavy |
Unit Group |
Monstrous Beast |
Unit Group Parent |
Monsters & Beasts |
Recruitment Turns |
3 |
Recruitment Cost |
1650 |
Upkeep Cost |
415 |
Unit Size |
1 |
Melee CP |
1650 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Medium |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
120 |
Weapon AP Damage |
280 |
Building Damage |
100 |
Shield |
Missile Block Chance |
0 |