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.
Frost-Wyrm is a Norsca Monstrous unit in Total War: Warhammer I and II. Frost-Wyrms dwell in lairs below the frozen tundra, still as death until ascending for murderous activities.
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.
↑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.
↑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.
Frost Wyrms are dragons which are incredibly useful and powerful combatants on their own. This one brings in a frostbite effect that slows down enemy units in a radius and lowers melee defense. That is a powerful ability in fights against other high value units like monsters, heavy cavalry, or enemy Lords. The Wyrm can ensure they take more damage by lowering their defense and then reduce their ability to escape by lowering their speed. They also have a breath attack which helps devastate infantry blobs. This is especially effective if one has warhounds or Marauder Horsemen nearby to bog them down as they escape. Evidently, this unit is incredibly weak to fire damage, so units that have that effect should be avoided. Bastiladon (Solar Engine) should be particularly avoided due to their long rage fire damage (or any artillery with fire damage really).