Left Panel
menu
HomeHome / Total War: WARHAMMER III / Cult of Sotek / Units / The Thunderous One (Ancient Stegadon)
The Thunderous One (Ancient Stegadon) Cult of SotekCult of Sotek Missile Monsters & Beasts

The Thunderous One (Ancient Stegadon)

Unfeasably large, even for an Ancient Stegadon, fear and dread accompanies this enormous specimen's ground-shaking stomp.

The eldest Stegadons are the strongest of their kind. Over the ages, some of their fiery temper has cooled and, as they often outlive their Skink crews, they gradually become more accepting of new handlers. Each new team honours their beast and elder Stegadons are widely venerated. Many crews will hammer bronze or gold plates covered with glyphs into their gnarled hide, more to mark a beast's status than to provide additional protection. Likewise, on the eldest of beasts, reinforced masks are set over the creature's headcrest, and ornamental bracelets or sharp metal tips are commonly seen to cover its horns. Ancient Stegadons frequently carry fearsome blowpipes in their fighting howdahs. Each fires a cluster of darts that separates in flight to create a hail of poisoned death. It is for good reason that the Skinks name these fearsome weapons 'Sotek's String'.

The Thunderous One (Ancient Stegadon)

Unit Name

The Thunderous One (Ancient Stegadon)

Main Unit Key

wh2_dlc12_lzd_mon_ancient_stegadon_ror_0

Land Unit Key

wh2_dlc12_lzd_mon_ancient_stegadon_ror_0

Land Unit Group Parents

Missile Monsters & Beasts

Land Unit Group

Missile Monster

Caste

Monster

Category

War Beast

Class

Melee Infantry

Custom Battle Cost

2400

Recruitment Cost

2450

Upkeep Cost

613

Number of Units

5

Hit Points

49270

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7_skink_hq1_stegadon_wb_javelin

├ Man Entity

wh_main_infantry_rider

├ Man Hit Points

8

├ Num Men

5

└ Bonus Hit Points

9846

Mass

100

└ Man Mass

100.0000

Armour

130

├ Armour

wh2_main_body_130

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

33

└ Man Speed

33

Melee Attack

34

Melee Defence

41

Weapon Strength

480

├ Melee Weapon

wh2_main_lzd_ancient_stegadon

Base Weapon Damage

140

Armour-Piercing Weapon Damage

340

Bonus vs. Large

0

Bonus vs. Infantry

18

Charge Bonus

70

Ammunition

10

Range

115

Missile Strength

671

├ Missile Weapon

wh2_main_lzd_mon_stegadon_blowpipe

├ Projectile

wh2_main_lzd_mon_stegadon_giant_blowpipe

Base Missile Damage

41

Armour-Piercing Missile Damage

14

├ Number of Projectiles

1

├ Shots per volley

8

Reload Time

6.56

Accuracy

33

Reload Skill

18

Abilities

  • Judgement of the Uxmac
    The final word of the Old Ones to those not part of the Great Plan – short, clear and extremely deadly!
  • 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
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%

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.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • 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.
  • Fire whilst moving
    This unit can fire while on the move.
Recuitment Requirement
Maximum Number 1