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HomeHome / Total War: WARHAMMER II / Cult of Sotek / Units / Kroxigor Ancient
Kroxigor Ancient Cult of SotekCult of Sotek Command

Kroxigor Ancient

The oldest and wisest are their kind's natural leaders on the field of battle.

Kroxigor Ancients are the longest-lived, wisest examples of their kind, who therefore gravitate naturally into leadership positions on the battlefield. Some would call it fortune, others evidence of a sixth sense or even race memory, but this most powerful of creatures can always be found in the right place at the right time, and often at the eleventh hour, howling while they charge into the enemy's ranks, their musclebound limbs sending the foe flying in all directions, their enormous jaws making short work – and a light meal – of any unfortunate combatant, friendly or otherwise, trapped between them as the battle rages.

Kroxigor Ancient

Unit Name

Kroxigor Ancient

Main Unit Key

wh2_dlc13_lzd_cha_kroxigor_ancient_0

Land Unit Key

wh2_dlc13_lzd_cha_kroxigor_ancient_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monstrous Infantry

Naval Unit Group

Monstrous Infantry

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Melee Attack

49

Weapon Strength (Weapon Damage)

460

├ Melee Weapon

wh_dlc13_lzd_ancient_kroxigor_axe

├ Melee Damage Base

140

├ Melee Damage Ap

320

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

25

Charge Bonus

24

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh2_main_body_120

├ Armour Defence

120

└ Shield Armour

0

Health

6368

├ Man Entity

wh2_dlc13_lzd_mon_kroxigor_hero

├ Man Speed

46

├ Man Health

8

└ Bonus Hit Points

6360

Leadership (Base Morale)

70

Abilities

  • Miasma of Despair
    Being able to slow the foe, drain it of energy and the will to fight on, is a mighty power to wield.
  • Monstrous Strength
    Fools brace themselves for the impact – realists get well out of the way!
  • Cold-Blooded
    While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.

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

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Predatory Senses
    These units are natural hunters that can sense prey hiding nearby.