Cohort of Huatl (Sacred Kroxigor)
The City of Reawakening spawns the most dedicated warriors, eager to slaughter the beligerent, usurping younger races.Kroxigor form one of the core species of the Lizardmen race, created by the Old Ones to be strong, obedient construction workers, labourers and powerful warriors. In all practicality, they are essentially a larger and far more powerful relative of the Saurus. Hulking creatures, their bodies consist of slabs of rock-hard muscle and their massive jaws bristle with razor-sharp teeth. They move in silence, save for the heavy thumping tread of their feet. When enraged, they unleash their only form of speech — a blood-curdling roar that reverberates across the jungle.
Unit Name Cohort of Huatl (Sacred Kroxigor) |
Main Unit Key wh2_dlc13_lzd_mon_sacred_kroxigors_ror_0 |
Land Unit Key wh2_dlc13_lzd_mon_sacred_kroxigors_ror_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1600 |
Recruitment Cost 1600 |
Upkeep Cost 400 |
Number of Units 16 |
8992 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7c_dlc13_kroxigor_gauntlets |
├ Man Entity wh2_dlc13_lzd_mon_kroxigor_sacred_ror |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 554 |
1400 |
└ Man Mass 1400.0000 |
100 |
├ Armour wh2_main_body_100 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 85 |
46 |
└ Man Speed 46 |
Melee Attack 45 |
41 |
120 |
├ Melee Weapon wh2_dlc13_lzd_sacred_kroxigor_ror |
├ Base Weapon Damage 36 |
├ Armour-Piercing Weapon Damage 84 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 24 |
Abilities
-
Primal Instincts
When under pressure, the primal instincts of these natural predators take over - they may then go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Charge Bonus x 115%
Melee Attack +10
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +5
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. -
Perfect Vigour
Even when performing the most fatiguing actions, this unit never loses vigour. -
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-Sundering
The [[img:ui/battle ui/ability_icons/wh_dlc06_unit_contact_sundered_armour.png]]armour-splitting attacks of this unit can significantly weaken the target's armour. - 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. - Predatory Senses
These units are natural hunters that can sense prey hiding nearby.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |