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.
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 |
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 |
32 |
├ Base Defence 32 |
├ Shield none |
└ Shield Defence 0 |
120 |
├ Armour wh2_main_body_120 |
├ Armour Defence 120 |
└ Shield Armour 0 |
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 affects a large area. - Predatory Senses
These units are natural hunters that can sense prey hiding nearby.