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HomeHome / Total War: WARHAMMER II / Cult of Sotek / Units / Tehenhauin (Horned One)
Tehenhauin (Horned One) Cult of SotekCult of Sotek Command

Tehenhauin (Horned One)

The Prophet seeks to deliver Lustria from its beleaguerment by way of the only tribute acceptable to Sotek – prodigious sacrifice!

The greatest of the Red Crested Skinks, Tehenhauin has a zeal for slaughtering Skaven very rarely seen among the ranks of the dispassionate Lizardmen. It seems impossible for a short-lived Skink to attain such a lifespan, but it is whispered that as a snake sheds its skin and is renewed, so too does Sotek’s Chosen. On the battlefield, he triumphantly grasps the Plaque of Sotek as he leads his apostles into the fray, commonly attacking in the manner of his twin-tailed deity: forked assaults. A serpent strikes quickly and so too does Tehenhauin, focusing his army’s venomous energy on the enemy’s weak points.

Tehenhauin (Horned One)

Unit Name

Tehenhauin (Horned One)

Main Unit Key

wh2_dlc12_lzd_cha_tehenhauin_1

Land Unit Key

wh2_dlc12_lzd_cha_tehenhauin_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Cold One Cavalry

Naval Unit Group

Cold One Cavalry

Soldiers

1

Caste

Lord

Category

Cavalry

Class

Command

Cost

1300

Recruitment Cost

1300

Upkeep Cost

325

Melee Attack

55

Weapon Strength (Weapon Damage)

420

├ Melee Weapon

wh2_dlc12_lzd_cha_tehenhauin_horned_one

├ Melee Damage Base

125

├ Melee Damage Ap

295

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

70

Melee Defence

45

├ Base Defence

45

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_body_100

├ Armour Defence

100

└ Shield Armour

0

Health

4956

├ Man Entity

wh2_main_lzd_inf_skink_chief_blood_only

├ Man Speed

46

├ Man Health

8

├ Bonus Hit Points

4940

├ Mount

wh2_main_lzd_mnt_horned_one_hero

├ Mount Entity

wh2_main_lzd_cavalry_horned_one_hero_blood

├ Mount Speed

78

└ Mount Health

8

Leadership (Base Morale)

85

Abilities

  • Focus Instincts
    By which the mind is concentrated on the task at hand, allowing it to be carried out effectively whilst keeping passion and abandon firmly in check.
  • Arcane Conduit
    A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
  • Stand Your Ground!
    On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Frenzy
    Units with leadership is high.
  • 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.