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HomeHome / Total War: WARHAMMER II / Last Defenders / Units / Saurus Scar-Veteran (Cold One)
Saurus Scar-Veteran (Cold One) Last DefendersLast Defenders Command

Saurus Scar-Veteran (Cold One)

Armed with spears and carrying bronze shields, these veteran warriors are the best warriors the Al Saurim have to offer.

Saurus Scar-Veterans, also known simply as Saurus Leaders, are the most powerful of their savage kind. More than simply eight feet of savage reptilian muscle, Scar-Veterans are perfectly designed killing machines, their martial prowess further enhanced by battle experience. To their foes, be they ancient nemesis or simply those who trespass upon the sovereign territory of their masters, the Saurus leaders are nothing less than the vengeance of the Old Ones made manifest. All Saurus Warriors are spawned with the knowledge of how to fight, and the longer each lives, the more battles he survives. The longer he survives, the more he understands the needs not just of a lone warrior, but also of an entire army. While a Scar-Veteran cannot explain the meaning of a refused flank, he will know how to launch such a manoeuvre. A Saurus Scar-Veteran could not express why he chose a defence in depth to defeat a foe, yet he will inexorably recognise when such situations are called for and react accordingly. With only a low, grumbling growl and a final bellow, a Scar-Veteran can set an entire Lizardmen battleline in order. Once combat begins, Scar-Veterans hurl themselves into the fray with merciless efficiency. Each stroke, bite or thrust dispatches a foe, often with the enemy literally torn limb from limb by the ferocity of the attack.

Saurus Scar-Veteran (Cold One)

Unit Name

Saurus Scar-Veteran (Cold One)

Main Unit Key

wh2_main_lzd_cha_saurus_scar_veteran_1

Land Unit Key

wh2_main_lzd_cha_saurus_scar_veteran_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Melee Specialist

Naval Unit Group

Melee Specialist

Soldiers

1

Caste

Hero

Category

Cavalry

Class

Command

Cost

1000

Recruitment Cost

1000

Upkeep Cost

275

Melee Attack

43

Weapon Strength (Weapon Damage)

400

├ Melee Weapon

wh2_main_lzd_cha_cold_one_hero

├ Melee Damage Base

120

├ Melee Damage Ap

280

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

30

└ Bonus vs Infantry

0

Charge Bonus

52

Melee Defence

42

├ Base Defence

42

├ Shield

wh_missile_block_30_wood

└ Shield Defence

0

Armour

130

├ Armour

wh2_main_body_100

├ Armour Defence

100

└ Shield Armour

30

Health

4636

├ Man Entity

wh2_main_lzd_warbeast_rider_360_hero_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

4620

├ Mount

wh2_main_lzd_mnt_cold_one_hero

├ Mount Entity

wh2_main_lzd_cavalry_cold_one_hero_blood

├ Mount Speed

68

└ Mount Health

8

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.
  • 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.
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

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 & 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.
  • 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.