Lord Mazdamundi (Zlaaq)
With singular determination, Mazdamundi will enact the Great Plan - the complete extermination of the unfit races!Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. At the Dawn of Creation he was instructed by none other than Lord Kroak himself. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his way and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Slann has fully bestirred himself, shaking off the lethargy that has afflicted so many of his kind. In the last few centuries he has become the most proactive of all the Mage-Priests. When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy.
Unit Name Lord Mazdamundi (Zlaaq) |
Main Unit Key wh2_main_lzd_cha_lord_mazdamundi_1 |
Land Unit Key wh2_main_lzd_cha_lord_mazdamundi_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 3 |
Caste Lord |
Category War Beast |
Class Command |
Cost 1800 |
Recruitment Cost 1800 |
Upkeep Cost 450 |
Melee Attack 26 |
480 |
├ Melee Weapon wh2_main_lzd_ancient_stegadon |
├ Melee Damage Base 140 |
├ Melee Damage Ap 340 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 18 |
Charge Bonus 70 |
32 |
├ Base Defence 32 |
├ Shield none |
└ Shield Defence 0 |
130 |
├ Armour wh2_main_body_130 |
├ Armour Defence 130 |
└ Shield Armour 0 |
10084 |
├ Man Entity wh2_main_lzd_infantry_standard_mazdamundi_rider |
├ Man Speed 30 |
├ Man Health 8 |
├ Bonus Hit Points 10068 |
├ Mount wh2_main_lzd_mnt_stegadon_zlaaq |
├ Mount Entity wh2_main_lzd_mon_stegadon_platform_zlaaq |
├ Mount Speed 50 |
└ Mount Health 8 |
Leadership (Base Morale) 85 |
Abilities
- Cold-Blooded
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle. - Shield of the Old Ones
The resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them. - Greater Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause. - The Ruination of Cities
The Lord unleashes a force of seismic power like no other, causing the tectonic plates themselves to shift and buckle at his behest. - Banishment
Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.
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. - Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Armour-Piercing Melee
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.