The Cold-Voider (Frost-Wyrm)

ID: wh_dlc08_nor_mon_frost_wyrm_ror_0

Unit

The Cold-Voider (Frost-Wyrm)
Flying Monster
1 1800 450
Armour-Piercing
Frostbite
Causes Terror
6,120
Armour 70
Leadership 70
Speed 70
Melee Attack 56
Melee Defence 51
Weapon Strength 450
Charge Bonus 57

About

Unit Description

The closest cousin of the Scion of the Cold-Void has equally murderous instincts.

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

Guardian

In the midst of a bloodbath it's good to know that someone has your back.

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 56
Melee Defence 51
Charge Bonus 57
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 6112
Unit Stats
Unit Caste Monster
Unit Weight Very Heavy
Unit Group Flying Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 1800
Upkeep Cost 450
Unit Size 1
Melee CP 1800
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
Armour
Armour Value 70
Shield
Missile Block Chance 0