Saurus Oldblood (Cold One)Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike.
The most powerful of their kind, Saurus leaders are more than eight feet of savage reptilian muscle. The highest rank given is the title Oldblood, while those beneath them are known as Scar-Veterans. They are perfectly designed killing machines, their martial prowess further enhanced by battle experience. To their foes, be they ancient nemeses or simply those who trespass upon the sovereign territory of their masters, the Saurus are nothing less than the vengeance of the Old Ones made manifest. Some Saurus leaders are marked for greatness, bearing a different pattern or crest to the rest of their brethren. Those with pale or albino skin tones are always revered - for they are the favoured of the Old Ones and destined to become mighty heroes. Yet a Saurus need not be different from his comrades to gain veteran status; he need only survive.
Unit NameSaurus Oldblood (Cold One)
Main Unit Keywh2_main_lzd_cha_saurus_old_blood_1
Land Unit Keywh2_main_lzd_cha_saurus_old_blood_1
Naval Unit Keywh_main_shp_transport
Land Unit GroupCold One Cavalry
Naval Unit GroupCold One Cavalry
├ Melee Weaponwh2_main_lzd_cha_cold_one_lord
├ Melee Damage Base130
├ Melee Damage Ap320
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence52
└ Shield Defence0
├ Armour Defence110
└ Shield Armour35
├ Man Entitywh2_main_lzd_inf_saurus_hero_blood_dismembers
├ Man Speed34
├ Man Health8
├ Bonus Hit Points5212
├ Mount Entitywh2_main_lzd_cavalry_cold_one_hero_blood
├ Mount Speed68
└ Mount Health8
Leadership (Base Morale)75
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
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.
- Predatory Senses
These units are natural hunters that can sense prey hiding nearby.
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