Nakai the Wanderer
Is he the eldest of the Kroxigor Ancients or the murderous spirit of the deepest jungle made flesh? You won't have long to decide!The ancient Kroxigor known as Nakai the Wanderer is a revered creature, regarded by Skink Priests as a powerful jungle-spirit made manifest. As part of the legendary First Spawning, he is a mighty protector of the Lizardmen and can appear anywhere during times of need. Originally home at Tlanxla, Nakai was left masterless following the city's destruction during the Great Catastrophe. Since then, Nakai has wandered where the Great Plan deems his presence necessary. His arrival is a tangible portent that a battle of great import is about to take place. In the aftermath, the Skink Priests treat Nakai with deference, adorning his massive, battle-scarred body with ceremonial tokens.
Unit Name Nakai the Wanderer |
Main Unit Key wh2_dlc13_lzd_cha_nakai_0 |
Land Unit Key wh2_dlc13_lzd_cha_nakai_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 1650 |
Recruitment Cost 1650 |
Upkeep Cost 412 |
Melee Attack 60 |
520 |
├ Melee Weapon wh_dlc13_lzd_nakai_club |
├ Melee Damage Base 140 |
├ Melee Damage Ap 380 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 32 |
40 |
├ Base Defence 40 |
├ Shield none |
└ Shield Defence 0 |
120 |
├ Armour wh2_main_body_120 |
├ Armour Defence 120 |
└ Shield Armour 0 |
7368 |
├ Man Entity wh2_dlc13_lzd_mon_nakai |
├ Man Speed 50 |
├ Man Health 8 |
└ Bonus Hit Points 7360 |
Leadership (Base Morale) 80 |
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. - Primal Roar
The rallying cry of the ancient, endless, deathless, and vicious. - 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. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel. - Predatory Senses
These units are natural hunters that can sense prey hiding nearby.