Frostheart Phoenix - Unit | Total War: WARHAMMER II Database Frostheart Phoenix - Unit | Total War: WARHAMMER II Database

Frostheart Phoenix

ID: wh2_main_hef_mon_phoenix_frostheart

Unit

Frostheart Phoenix
Monstrous Beast
1 1650 415
Armoured
Armour-Piercing
Magical Aura
Attuned to Magic
6,598
Armour 80
Leadership 85
Speed 80
Melee Attack 35
Melee Defence 48
Weapon Strength 400
Charge Bonus 40

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
Armour
Armour Value 80
Shield
Missile Block Chance 0