Kroq-Gar
Kroq-Gar is the last survivor of ruined Xhotl, from a spawning that was always marked for greatness.Kroq-Gar, known as the Last Defender of Xhotl is an ancient Saurus Oldblood, the last of the remaining Saurus warriors from the now ruined temple-city of Xhotl. The spawning that brought Kroq-Gar into the world produced a handful of other Saurus, each marked for greatness. In the instinctive ways of battle-cunning these warriors were unsurpassed by any of their kind, and each possessed an innate dominion over the native beasts of the jungle. Kroq-Gar’s spawning coincided with the rearing of a brood of mighty Carnosaurs, and he claimed the largest and most ferocious as his own. Following the Great Catastrophe, it was none other than the great Lord Mazdamundi, High Slann Mage-Priest of Hexoatl, that summoned Kroq-Gar to his temple-city, choosing him to lead the great Saurus armies that remained. Mazdamundi gifted Kroq-Gar with the ancient artefact known as the Hand of Gods, with which he could sear the flesh from his enemies’ bones. Since that day, Mazdamundi has assigned Kroq-Gar the sacred task of exterminating those creatures not part of the Old Ones’ Great Plan. Over his long existence, Kroq-Gar has fought many wars — leading the armies of Hexoatl, or joining other hosts to aid them in battle. There is no continent upon which Kroq-Gar and Grymloq have not fought, but for the last defenders of Xhotl, the battle is not yet over.
Unit Name Kroq-Gar |
Main Unit Key wh2_main_lzd_cha_kroq_gar_0 |
Land Unit Key wh2_main_lzd_cha_kroq_gar_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Spear Infantry |
Naval Unit Group Spear Infantry |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Cost 1100 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Melee Attack 57 |
440 |
├ Melee Weapon wh2_main_lzd_cha_kroq_gar |
├ Melee Damage Base 130 |
├ Melee Damage Ap 310 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 30 |
└ Bonus vs Infantry 0 |
Charge Bonus 50 |
44 |
├ Base Defence 44 |
├ Shield none |
└ Shield Defence 0 |
95 |
├ Armour wh2_main_body_95 |
├ Armour Defence 95 |
└ Shield Armour 0 |
5136 |
├ Man Entity wh2_main_lzd_inf_saurus_hero_kroq_gar |
├ Man Speed 34 |
├ Man Health 8 |
└ Bonus Hit Points 5128 |
Leadership (Base Morale) 80 |
Abilities
- Cold-Blooded
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle. - Swiftness of Itzl
The speed and agility of the great three-horned ruler is sometimes bestowed upon his subjects. - Sacred Spawning of Xhotl
Kroq-Gar arises once more, born anew to take revenge upon those who stand against him. - Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - 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-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants. - Predatory Senses
These units are natural hunters that can sense prey hiding nearby.