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HomeHome / Total War: WARHAMMER III / Cult of Sotek / Units / Feral Stegadon
Feral Stegadon Cult of SotekCult of Sotek Monsters & Beasts

Feral Stegadon

These mighty savages are armed and armoured by design; woe betide any being who encroaches on their territory!

Stegadons are mighty beasts that have dwelt within the primeval jungles since long before the coming of the Old Ones. They are bulky creatures whose heads are covered by armoured crests, out of which project massive horns. With bony scales and spikes shielding their bodies, there are few predators that dare challenge them. Reared by teams of Skinks who stay with them throughout their lifetimes, Stegadons grow to become very protective of those they have known since they were hatchlings. Large howdahs are attached to the beasts' backs, and from this protected vantage point the Skinks hurl a storm of poison-tipped javelins or fire huge arrows from the mounted great bows known to the Skinks as 'Sotek's Curse'.

Feral Stegadon Feral Stegadon
Feral Stegadon

Unit Name

Feral Stegadon

Main Unit Key

wh2_main_lzd_mon_stegadon_0

Land Unit Key

wh2_main_lzd_mon_stegadon_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1050

Recruitment Cost

1100

Upkeep Cost

275

Number of Units

1

Hit Points

9040

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hq1_feral_stegadon

├ Man Entity

wh2_main_lzd_mon_stegadon

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

9032

Mass

4000

└ Man Mass

4000.0000

Armour

110

├ Armour

wh2_main_body_110

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

50

└ Man Speed

50

Melee Attack

30

Melee Defence

32

Weapon Strength

420

├ Melee Weapon

wh2_main_lzd_stegadon

Base Weapon Damage

120

Armour-Piercing Weapon Damage

300

Bonus vs. Large

0

Bonus vs. Infantry

18

Charge Bonus

70

Abilities

  • 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.
  • Rampage
    When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

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.
  • Rampage
    When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.