Left Panel
menu
HomeHome / Total War: WARHAMMER II / Lizardmen / Units / Kroq-Gar (Cold One)
Kroq-Gar (Cold One) LizardmenLizardmen Command

Kroq-Gar (Cold One)

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.

Kroq-Gar (Cold One)

Unit Name

Kroq-Gar (Cold One)

Main Unit Key

wh2_main_lzd_cha_kroq_gar_2

Land Unit Key

wh2_main_lzd_cha_kroq_gar_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Cold One Cavalry

Naval Unit Group

Cold One Cavalry

Soldiers

1

Caste

Lord

Category

Cavalry

Class

Command

Cost

1400

Recruitment Cost

1500

Upkeep Cost

375

Melee Attack

57

Weapon Strength (Weapon Damage)

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

70

Melee Defence

44

├ Base Defence

44

├ Shield

none

└ Shield Defence

0

Armour

110

├ Armour

wh2_main_body_110

├ Armour Defence

110

└ Shield Armour

0

Health

5556

├ Man Entity

wh_main_cavalry_rider_standard_blood_kroq_gar

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

5540

├ 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)

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

  • 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-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.