About
Unit Description
Frost-Wyrms dwell in lairs below the frozen tundra, still as death until ascending for murderous activities.
Historical Description
The mutating power of Chaos has touched more than just trolls and wolves in the malign wilderness of Troll Country. In its northern reaches, just below the surface of the frozen tundra, Frost-Wyrms lurk in their underground lairs. With the appearance of giant, winged monsters, nobody is entirely sure of their true nature or origins, but they are certainly abominable creatures tainted by Chaos. Some say that before the species mutated, they may have been Ice Dragons – a creature with a similarly dangerous killing ability in its icy, freezing breath, and a gargantuan size proportional to its age. Lying motionless beneath the frozen tundra, the cold-blooded Frost-Wyrm waits for the footfalls of trespassers before emerging to freeze them to death in their tracks.
Abilities
Frost Breath
This ice-cold breath delivers freezing death, slowing down those who are fortunate to survive the exposure.
The Chilling Aura
As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
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.
Frostbite
The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed.
Causes 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.
Detailed Stats
Battle Entity Stats |
Unit Size |
Very Large |
Unit Type |
Giant |
Hit Points |
8 |
Walk Speed |
3.00 |
Run Speed |
7.00 |
Acceleration |
6.00 |
Deceleration |
10.00 |
Charge Speed |
9.50 |
Ch. Dist. to Commence Run |
40.00 |
Ch. Dist. to Adopt Pose |
40.00 |
Ch. Dist. to Pick Target |
40.00 |
Turn Speed |
100 |
Strafe Speed |
1.50 |
Land Unit Stats |
Unit Category |
Melee Infantry |
Unit Class |
Melee Infantry |
Move Action Points |
2100 |
Melee Attack |
45 |
Melee Defence |
41 |
Charge Bonus |
57 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
1 |
Morale |
60 |
Bonus Hit Points |
6112 |
Unit Stats |
Unit Caste |
Monster |
Unit Weight |
Very Heavy |
Unit Group |
Flying Monster |
Unit Group Parent |
Monsters & Beasts |
Recruitment Turns |
3 |
Recruitment Cost |
1700 |
Upkeep Cost |
425 |
Unit Size |
1 |
Melee CP |
1700 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Large |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
140 |
Weapon AP Damage |
310 |
Building Damage |
400 |
Shield |
Missile Block Chance |
0 |