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HomeHome / Total War: WARHAMMER II / Hexoatl / Units / Saurus Oldblood
Saurus Oldblood HexoatlHexoatl Command

Saurus Oldblood

Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike.

The most powerful of their kind, Saurus leaders are more than eight feet of savage reptilian muscle. The highest rank given is the title Oldblood, while those beneath them are known as Scar-Veterans. They are perfectly designed killing machines, their martial prowess further enhanced by battle experience. To their foes, be they ancient nemeses or simply those who trespass upon the sovereign territory of their masters, the Saurus are nothing less than the vengeance of the Old Ones made manifest. Some Saurus leaders are marked for greatness, bearing a different pattern or crest to the rest of their brethren. Those with pale or albino skin tones are always revered - for they are the favoured of the Old Ones and destined to become mighty heroes. Yet a Saurus need not be different from his comrades to gain veteran status; he need only survive.

Saurus Oldblood

Unit Name

Saurus Oldblood

Main Unit Key

wh2_main_lzd_cha_saurus_old_blood_0

Land Unit Key

wh2_main_lzd_cha_saurus_old_blood_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Mace Infantry

Naval Unit Group

Mace Infantry

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

1100

Recruitment Cost

1100

Upkeep Cost

275

Melee Attack

49

Weapon Strength (Weapon Damage)

430

├ Melee Weapon

wh2_main_lzd_cha_saurus_old_blood

├ Melee Damage Base

140

├ Melee Damage Ap

290

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

35

Melee Defence

52

├ Base Defence

52

├ Shield

wh_missile_block_35_wood

└ Shield Defence

0

Armour

130

├ Armour

wh2_main_body_95

├ Armour Defence

95

└ Shield Armour

35

Health

4640

├ Man Entity

wh2_main_lzd_inf_saurus_hero_blood_dismembers

├ Man Speed

34

├ Man Health

8

└ Bonus Hit Points

4632

Leadership (Base Morale)

75

Abilities

  • Cold-Blooded
    While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
  • 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.

Attributes

  • 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 & Shielded
    Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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.
  • Predatory Senses
    These units are natural hunters that can sense prey hiding nearby.
Faction Availability
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