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Spirit of the Jungle Units
Units
- Lords (1)
- Heroes (7)
- Infantry (12)
- Missile Infantry (3)
- Cavalry & Chariots (8)
- Monsters & Beasts (20)
- Missile Monsters & Beasts (14)
Lords | ||||||||||||||||||||||
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No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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1 |
Lords /
Wizard / wh2_main_lzd_cha_slann_mage_priest_high_0 Slann Mage-Priest (High) These Slann mystics bring ruin to the foe's armies and devastation to its cities. |
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650 | 1000 | 250 | 1 | 7552 | 2600 | 45 | 85 | 34 | 24 | 32 | 320 | 14 | ||||||||||
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Heroes | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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2 |
Heroes /
Wizard / wh2_dlc17_lzd_cha_skink_oracle_troglodon_0 Skink Oracle The future is written for those with the knowledge to read it. |
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1900 | 2150 | 538 | 1 | 7120 | 100 | 95 | 65 | 33 | 39 | 46 | 415 | 50 | 20 | 120 | 800 | |||||||
3 |
Heroes /
Melee Specialist / wh2_main_lzd_cha_saurus_scar_veteran_0 Saurus Scar-Veteran Armed with spears and carrying bronze shields, these veteran warriors are the best warriors the Al Saurim have to offer. |
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700 | 1000 | 200 | 1 | 4168 | 1100 | 85 | 75 | 34 | 38 | 47 | 380 | 32 | ||||||||||
4 |
Heroes /
Melee Specialist / wh2_main_lzd_cha_saurus_scar_veteran_1 Saurus Scar-Veteran (Cold One) Armed with spears and carrying bronze shields, these veteran warriors are the best warriors the Al Saurim have to offer. |
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1000 | 1000 | 275 | 1 | 4628 | 100 | 100 | 75 | 33 | 43 | 42 | 400 | 52 | ||||||||||
5 |
Heroes /
Melee Specialist / wh2_main_lzd_cha_saurus_scar_veteran_2 Saurus Scar-Veteran (Carnosaur) Armed with spears and carrying bronze shields, these veteran warriors are the best warriors the Al Saurim have to offer. |
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1850 | 1900 | 475 | 1 | 7544 | 100 | 95 | 75 | 33 | 41 | 40 | 420 | 50 | ||||||||||
6 |
Heroes /
Missile Specialist / wh2_main_lzd_cha_skink_chief_0 Skink Chief Where he hunts, the air is alive with poison darts, fired seemingly from nowhere at all. |
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400 | 400 | 100 | 1 | 3572 | 160 | 30 | 60 | 46 | 33 | 36 | 310 | 16 | 82 | 100 | 375 | |||||||
7 |
Heroes /
Wizard / wh2_main_lzd_cha_skink_priest_beasts_0 Skink Priest (Beasts) Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes. |
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250 | 600 | 150 | 1 | 3256 | 250 | 30 | 55 | 46 | 22 | 26 | 280 | 10 | ||||||||||
8 |
Heroes /
Wizard / wh2_main_lzd_cha_skink_priest_heavens_0 Skink Priest (Heavens) Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes. |
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250 | 600 | 150 | 1 | 3256 | 250 | 30 | 55 | 46 | 22 | 26 | 280 | 10 | ||||||||||
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Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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9 |
Infantry /
Cudgel Infantry / wh2_main_lzd_inf_skink_cohort_0 Skink Cohort The diligent workforce of the Lizardmen Empire, good for throwing into melee as fodder. |
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300 | 300 | 75 | 160 | 8000 | 90 | 30 | 55 | 46 | 20 | 24 | 25 | 10 | ||||||||||
10 |
Infantry /
Great Axe Infantry / wh2_dlc12_lzd_inf_skink_red_crested_0 Red Crested Skinks These Skinks are differentiated by their impressive red crests, but are also stronger and cleverer than their lesser cousins. |
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575 | 575 | 144 | 120 | 8040 | 80 | 30 | 62 | 46 | 26 | 19 | 24 | 21 | ||||||||||
11 |
Infantry /
Shock Infantry / wh2_dlc17_lzd_inf_chameleon_stalkers_0 Chameleon Stalkers The forces of Chaos cannot defend against what they cannot see. |
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650 | 675 | 169 | 90 | 5940 | 70 | 40 | 65 | 48 | 22 | 36 | 25 | 25 | 2 | 50 | 67 | |||||||
12 |
Infantry /
Spear Infantry / wh2_main_lzd_inf_saurus_spearmen_0 Saurus Spears The charge will fall upon them and be repelled by resolute hands bearing resolute polearms. |
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750 | 750 | 188 | 100 | 10200 | 190 | 60 | 75 | 31 | 24 | 32 | 42 | 10 | ||||||||||
13 |
Infantry /
Mace Infantry / wh2_main_lzd_inf_saurus_warriors_0 Saurus Warriors The standard, hardy warriors of the Lizardmen battleline. Their clubs are inelegant, but effective. |
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750 | 750 | 188 | 100 | 10200 | 190 | 60 | 75 | 31 | 29 | 28 | 52 | 16 | ||||||||||
14 |
Infantry /
Spear Infantry / wh2_main_lzd_inf_saurus_spearmen_1 Saurus Spears (Shields) Watch as the foe throws itself upon these warriors' spears. Those who survive must then face shield and claw. |
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800 | 800 | 200 | 100 | 10200 | 190 | 60 | 75 | 31 | 24 | 38 | 42 | 10 | ||||||||||
15 |
Infantry /
Mace Infantry / wh2_main_lzd_inf_saurus_warriors_1 Saurus Warriors (Shields) Holding the line against the enemy charge, braced with shields and fierce with primordial determination. |
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800 | 800 | 200 | 100 | 10200 | 190 | 60 | 75 | 31 | 29 | 34 | 52 | 16 | ||||||||||
16 |
Infantry /
Halberd Infantry / wh2_main_lzd_inf_temple_guards Temple Guards The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds. |
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1200 | 1200 | 300 | 100 | 10700 | 210 | 85 | 85 | 31 | 31 | 38 | 42 | 14 | ||||||||||
17 |
Infantry /
Halberd Infantry / wh2_main_lzd_inf_temple_guards_nakai Temple Guards The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds. |
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1200 | 1200 | 300 | 100 | 10700 | 210 | 85 | 85 | 31 | 31 | 38 | 42 | 14 | ||||||||||
18 |
Infantry /
Spear Infantry / wh2_dlc12_lzd_inf_saurus_warriors_ror_0 Legion of Chaqua (Saurus Spears) Ignominious defeat at perfidious Skaven hands has only strengthened the already-steely resolve of Chaqua's surviving Saurus. |
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1100 | 1100 | 275 | 100 | 10200 | 190 | 75 | 85 | 31 | 31 | 48 | 42 | 10 | ||||||||||
19 |
Infantry /
Great Axe Infantry / wh2_dlc12_lzd_inf_skink_red_crested_ror_0 Cohort of Sotek (Red Crested Skinks) Having survived the Skaven onslaught that destroyed their home, now they follow the Serpent-God, to the very End Times if necessary. |
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825 | 825 | 206 | 120 | 8040 | 80 | 30 | 100 | 46 | 33 | 25 | 24 | 21 | ||||||||||
20 |
Infantry /
Halberd Infantry / wh2_dlc12_lzd_inf_temple_guards_ror_0 Star Chamber Guardians (Temple Guard) Only the strongest spawnings, in both mind and body, are fit to guard the Old Ones' Star Chambers. |
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1550 | 1550 | 388 | 100 | 10700 | 210 | 85 | 95 | 31 | 39 | 48 | 42 | 14 | ||||||||||
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Missile Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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21 |
Missile Infantry /
Missile Infantry / wh2_main_lzd_inf_skink_cohort_1 Skink Cohort (Javelins) These Skinks are trained to hurl javelins true enough to blunt a charging foe. |
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400 | 400 | 100 | 160 | 8000 | 90 | 30 | 55 | 46 | 20 | 24 | 25 | 10 | 3 | 80 | 16 | |||||||
22 |
Missile Infantry /
Missile Infantry / wh2_main_lzd_inf_skink_skirmishers_0 Skink Skirmishers More reliable than others of their class, a blowpipe-primed unit can fell scores of unsuspecting enemies. |
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400 | 400 | 100 | 120 | 6000 | 70 | 30 | 50 | 48 | 16 | 14 | 25 | 8 | 26 | 70 | 13 | |||||||
23 |
Missile Infantry /
Missile Infantry / wh2_main_lzd_inf_chameleon_skinks_0 Chameleon Skinks Unseen on the battlefield, but felt when their deadly darts bring down enemies in their droves. |
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650 | 650 | 163 | 90 | 4860 | 70 | 30 | 58 | 48 | 20 | 22 | 25 | 10 | 26 | 80 | 20 | |||||||
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Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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24 |
Cavalry & Chariots /
Cold One Cavalry / wh2_main_lzd_cav_cold_ones_feral_0 Feral Cold Ones Untamed Cold Ones are far too unpredictable to be ridden into battle; simply point them at the foe and stay out of their way! |
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450 | 450 | 113 | 32 | 5024 | 700 | 90 | 55 | 70 | 25 | 24 | 46 | 28 | ||||||||||
25 |
Cavalry & Chariots /
Cold One Cavalry / wh2_main_lzd_cav_cold_ones_1 Cold One Riders Those able to ride Cold Ones charge headlong into enemy lines, thrashing with crude but effective clubs. |
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850 | 850 | 213 | 48 | 6096 | 100 | 90 | 75 | 33 | 31 | 28 | 50 | 32 | ||||||||||
26 |
Cavalry & Chariots /
Cold One Spear Cavalry / wh2_main_lzd_cav_cold_one_spearmen_1 Cold One Spear-Riders A pack of Cold Ones, ridden with skill, can charge powerfully into melee and remain there for some time. |
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1000 | 1000 | 250 | 48 | 6096 | 100 | 90 | 75 | 33 | 26 | 28 | 48 | 32 | ||||||||||
27 |
Cavalry & Chariots /
Flying Cavalry / wh2_dlc12_lzd_cav_ripperdactyl_riders_0 Ripperdactyl Riders Each rider fights with aggressive skill, but they pale in comparison to the viciousness of their mounts! |
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1100 | 1150 | 288 | 10 | 6170 | 70 | 45 | 65 | 48 | 44 | 25 | 126 | 52 | ||||||||||
28 |
Cavalry & Chariots /
Cavalry / wh2_main_lzd_cav_horned_ones_0 Horned Ones Much rarer than other Cold Ones, these virtually-extinct Lustrian warriors fight with preternatural swiftness that belies their size. |
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1500 | 1500 | 375 | 48 | 7056 | 100 | 100 | 85 | 33 | 45 | 31 | 60 | 43 | ||||||||||
29 |
Cavalry & Chariots /
Cavalry / wh2_main_lzd_cav_horned_ones_0_nakai Horned Ones Much rarer than other Cold Ones, these virtually-extinct Lustrian warriors fight with preternatural swiftness that belies their size. |
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1500 | 1500 | 375 | 48 | 7056 | 100 | 100 | 85 | 33 | 45 | 31 | 60 | 43 | ||||||||||
30 |
Cavalry & Chariots /
Cold One Spear Cavalry / wh2_dlc12_lzd_cav_cold_one_spearriders_ror_0 Pok-Hopak Cohort (Cold One Spear-Riders) The Cold Ones upon which they ride instinctively recognise the same cold-blooded cunning within the hearts of these consummate warriors. |
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1300 | 1300 | 325 | 48 | 6096 | 100 | 90 | 85 | 33 | 34 | 36 | 48 | 32 | ||||||||||
31 |
Cavalry & Chariots /
Flying Cavalry / wh2_dlc12_lzd_cav_ripperdactyl_riders_ror_0 Colossadon Hunters (Ripperdactyl Riders) The most experienced riders atop some of the least controllable beasts in existence? Prepare to meet your death! |
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1400 | 1400 | 350 | 10 | 6170 | 70 | 45 | 75 | 48 | 54 | 32 | 126 | 52 | ||||||||||
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Monsters & Beasts | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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32 |
Monsters & Beasts /
Monster / wh2_main_lzd_mon_bastiladon_0 Feral Bastiladon Mighty, hulking reptiles, these 'Living Bastions' are wild and untamed. Better watch out! |
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650 | 650 | 163 | 1 | 7698 | 4000 | 140 | 60 | 40 | 22 | 28 | 250 | 34 | ||||||||||
33 |
Monsters & Beasts /
Monstrous Infantry / wh2_main_lzd_mon_kroxigors Kroxigor The perfect shock troop smashes into enemy lines, devastating their confidence by inflicting many casualties. |
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1000 | 1000 | 250 | 16 | 8160 | 1400 | 100 | 70 | 46 | 30 | 32 | 100 | 22 | ||||||||||
34 |
Monsters & Beasts /
Monstrous Infantry / wh2_main_lzd_mon_kroxigors_nakai Kroxigor The perfect shock troop smashes into enemy lines, devastating their confidence by inflicting many casualties. |
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1000 | 1000 | 250 | 16 | 8160 | 1400 | 100 | 70 | 46 | 30 | 32 | 100 | 22 | ||||||||||
35 |
Monsters & Beasts /
Support Monster / wh2_dlc12_lzd_mon_bastiladon_3 Bastiladon (Ark of Sotek) This 'Living Bastion' has few predators save the terrain it must traverse, making it the ideal conveyor for the Ark of Sotek itself. |
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1000 | 1000 | 250 | 4 | 30792 | 4000 | 140 | 65 | 40 | 22 | 28 | 250 | 34 | ||||||||||
36 |
Monsters & Beasts /
Support Monster / wh2_dlc12_lzd_mon_bastiladon_3_nakai Bastiladon (Ark of Sotek) This 'Living Bastion' has few predators save the terrain it must traverse, making it the ideal conveyor for the Ark of Sotek itself. |
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1000 | 1000 | 250 | 4 | 30792 | 4000 | 140 | 65 | 40 | 22 | 28 | 250 | 34 | ||||||||||
37 |
Monsters & Beasts /
Support Monster / wh2_main_lzd_mon_bastiladon_1 Bastiladon (Revivification Crystal) Carried atop the mightiest of beasts, the Revivification Crystal regenerates and heals combat-damaged units. |
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1000 | 1000 | 250 | 4 | 30792 | 4000 | 140 | 65 | 40 | 22 | 28 | 250 | 34 | ||||||||||
38 |
Monsters & Beasts /
Monster / wh2_main_lzd_mon_stegadon_0 Feral Stegadon These mighty savages are armed and armoured by design; woe betide any being who encroaches on their territory! |
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1050 | 1100 | 275 | 1 | 9040 | 4000 | 110 | 60 | 50 | 30 | 32 | 420 | 70 | ||||||||||
39 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc13_lzd_mon_sacred_kroxigors_0 Sacred Kroxigor These enormous, revered lizards are almost silent despite their size – causing great surprise among the foe, briefly, before they are ripped to shreds. |
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1250 | 1250 | 313 | 16 | 8992 | 1400 | 100 | 75 | 46 | 36 | 32 | 120 | 24 | ||||||||||
40 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc13_lzd_mon_sacred_kroxigors_0_nakai Sacred Kroxigor These enormous, revered lizards are almost silent despite their size – causing great surprise among the foe, briefly, before they are ripped to shreds. |
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1250 | 1250 | 313 | 16 | 8992 | 1400 | 100 | 75 | 46 | 36 | 32 | 120 | 24 | ||||||||||
41 |
Monsters & Beasts /
Monster / wh2_main_lzd_mon_carnosaur_0 Feral Carnosaur First come the vibrations; next the distant sound of destruction; finally, carnage is unleashed. Good luck. |
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1550 | 1600 | 400 | 1 | 7544 | 4000 | 95 | 60 | 75 | 45 | 40 | 420 | 50 | ||||||||||
42 |
Monsters & Beasts /
Monstrous Beasts / wh2_dlc16_wef_mon_zoats Zoats Its origins and purpose are a mystery, but a Zoat’s legendary strength and innate power are known by all who share its battlefield. |
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1700 | 1700 | 425 | 16 | 8416 | 1700 | 60 | 75 | 64 | 30 | 40 | 100 | 28 | ||||||||||
43 |
Monsters & Beasts /
Flying Support Monster / wh2_dlc17_lzd_mon_coatl_0 Coatl Death and magic often linger among the clouds. |
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1700 | 1850 | 463 | 1 | 7620 | 2500 | 70 | 80 | 46 | 40 | 48 | 395 | 40 | ||||||||||
44 |
Monsters & Beasts /
Monster / wh2_dlc17_lzd_mon_carnosaur_ror_0 Geltblöm's Terror (Feral Carnosaur) All fear to tread where the apex predator lurks. |
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1950 | 2000 | 500 | 1 | 7544 | 4000 | 95 | 70 | 75 | 55 | 50 | 420 | 50 | ||||||||||
45 |
Monsters & Beasts /
Support Monster / wh2_dlc12_lzd_mon_ancient_stegadon_1 Ancient Stegadon (Engine of the Gods) This great beast has both the temperament and strength to bear the Engines of the Gods to battle and beyond. |
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2000 | 2050 | 513 | 5 | 49270 | 100 | 130 | 75 | 33 | 26 | 32 | 480 | 70 | ||||||||||
46 |
Monsters & Beasts /
Support Monster / wh2_dlc12_lzd_mon_ancient_stegadon_1_nakai Ancient Stegadon (Engine of the Gods) This great beast has both the temperament and strength to bear the Engines of the Gods to battle and beyond. |
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2000 | 2050 | 513 | 5 | 49270 | 100 | 130 | 75 | 33 | 26 | 32 | 480 | 70 | ||||||||||
47 |
Monsters & Beasts /
Flying Support Monster / wh2_dlc17_lzd_mon_coatl_ror_0 Spirit of Tepok (Coatl) On feathered wings of victory and vengeance. |
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1950 | 2100 | 525 | 1 | 7620 | 2500 | 70 | 90 | 46 | 50 | 59 | 395 | 40 | ||||||||||
48 |
Monsters & Beasts /
Colossal Monster / wh2_dlc13_lzd_mon_dread_saurian_0 Feral Dread Saurian A reverberation of the past maybe, but one which brings resounding terror and screaming death, right now, to those unlucky enough to face them. |
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2300 | 2300 | 575 | 1 | 14992 | 12000 | 100 | 60 | 60 | 52 | 28 | 750 | 30 | ||||||||||
49 |
Monsters & Beasts /
Colossal Monster / wh2_dlc13_lzd_mon_dread_saurian_1 Dread Saurian This colossal predator is made all the more lethal by the team of blowpipe-wielding Skinks it carries atop its massive body. |
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3100 | 3100 | 775 | 12 | 179904 | 100 | 100 | 70 | 33 | 52 | 28 | 750 | 30 | ||||||||||
50 |
Monsters & Beasts /
Colossal Monster / wh2_dlc13_lzd_mon_dread_saurian_ror_0 The Shredder of Lustria (Dread Saurian) The Old Ones' enemies shall be torn to ribbons by this mighty predator and his Skink companions. |
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3700 | 3700 | 925 | 12 | 179904 | 100 | 100 | 80 | 33 | 64 | 36 | 750 | 30 | ||||||||||
51 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc13_lzd_mon_sacred_kroxigors_ror_0 Cohort of Huatl (Sacred Kroxigor) The City of Reawakening spawns the most dedicated warriors, eager to slaughter the beligerent, usurping younger races. |
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1600 | 1600 | 400 | 16 | 8992 | 1400 | 100 | 85 | 46 | 45 | 41 | 120 | 24 | ||||||||||
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Missile Monsters & Beasts | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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52 |
Missile Monsters & Beasts /
Flying Missile Cavalry / wh2_main_lzd_cav_terradon_riders_0 Terradon Riders These Lizardmen riders swoop down upon the enemy lines to harass them from above. |
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600 | 600 | 150 | 10 | 3640 | 70 | 15 | 55 | 48 | 26 | 22 | 65 | 16 | 26 | 90 | 67 | |||||||
53 |
Missile Monsters & Beasts /
Flying Missile Cavalry / wh2_main_lzd_cav_terradon_riders_1 Terradon Riders (Fireleech Bolas) These Lizardmen riders swoop down upon the enemy lines to harass them from above. |
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750 | 750 | 188 | 10 | 3640 | 70 | 15 | 55 | 48 | 26 | 22 | 65 | 16 | 22 | 80 | 66 | |||||||
54 |
Missile Monsters & Beasts /
Monstrous Missile Beasts / wh2_dlc13_lzd_mon_razordon_pack_0 Razordon Hunting Pack Just one Razordon is a deadly proposition; if there's a pack of them you should probably run away... now! |
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800 | 800 | 200 | 32 | 4160 | 700 | 90 | 55 | 70 | 20 | 29 | 46 | 20 | 18 | 100 | 96 | |||||||
55 |
Missile Monsters & Beasts /
Monstrous Missile Beasts / wh2_dlc12_lzd_mon_salamander_pack_0 Salamander Hunting Pack Almost too much lizard for their Skink handlers to handle, there's almost no holding these natural predators back! |
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850 | 850 | 213 | 32 | 4160 | 700 | 80 | 55 | 70 | 25 | 22 | 46 | 28 | 18 | 140 | 95 | |||||||
56 |
Missile Monsters & Beasts /
Missile Monster / wh2_dlc12_lzd_mon_ancient_salamander_0 Ancient Salamander Moving just as swiftly on land as in the water, these giant, predatory reptiles spit corrosive venom before closing in for the kill. |
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1050 | 1050 | 263 | 1 | 6168 | 2000 | 95 | 65 | 75 | 32 | 29 | 365 | 30 | 25 | 160 | 378 | |||||||
57 |
Missile Monsters & Beasts /
Artillery Monster / wh2_main_lzd_mon_bastiladon_2 Bastiladon (Solar Engine) The Solar Engine can disintegrate enemies with a beam of pure sunlight. |
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1200 | 1200 | 300 | 4 | 30792 | 4000 | 140 | 65 | 40 | 22 | 28 | 250 | 34 | 20 | 240 | 363 | |||||||
58 |
Missile Monsters & Beasts /
Artillery Monster / wh2_main_lzd_mon_stegadon_1 Stegadon From atop enormous and reverent Stegadons, their crew fire enormous bolts from giant crossbows, decimating enemy ranks. |
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1500 | 1550 | 388 | 5 | 46020 | 100 | 110 | 65 | 33 | 30 | 32 | 420 | 70 | 22 | 360 | 333 | |||||||
59 |
Missile Monsters & Beasts /
Missile Monster / wh2_dlc17_lzd_mon_troglodon_0 Feral Troglodon Even the most feral of creatures can be of service to the Great Plan. |
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1600 | 1700 | 425 | 1 | 7120 | 3500 | 95 | 60 | 75 | 39 | 46 | 415 | 50 | 20 | 120 | 800 | |||||||
60 |
Missile Monsters & Beasts /
Missile Monster / wh2_main_lzd_mon_ancient_stegadon Ancient Stegadon This ancient, revered beast is a fearsome sight on the battlefield - their giant blowpipes causing much destruction. |
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1900 | 1950 | 488 | 5 | 49270 | 100 | 130 | 75 | 33 | 26 | 32 | 480 | 70 | 10 | 115 | 550 | |||||||
61 |
Missile Monsters & Beasts /
Missile Monster / wh2_dlc17_lzd_mon_troglodon_ror_0 The Pale Death (Feral Troglodon) Here lie the feral jaws of death. |
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1900 | 2000 | 500 | 1 | 7120 | 3500 | 95 | 70 | 75 | 49 | 57 | 415 | 50 | 20 | 120 | 976 | |||||||
62 |
Missile Monsters & Beasts /
Flying Missile Cavalry / wh2_dlc12_lzd_cav_terradon_riders_ror_0 Pahaux Sentinels (Terradon Riders) The keenest eyes, the sharpest reflexes, the coldest of hearts. |
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850 | 850 | 213 | 10 | 3640 | 70 | 15 | 65 | 48 | 34 | 29 | 65 | 16 | 26 | 90 | 81 | |||||||
63 |
Missile Monsters & Beasts /
Missile Monster / wh2_dlc12_lzd_mon_ancient_stegadon_ror_0 The Thunderous One (Ancient Stegadon) Unfeasably large, even for an Ancient Stegadon, fear and dread accompanies this enormous specimen's ground-shaking stomp. |
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2400 | 2450 | 613 | 5 | 49270 | 100 | 130 | 85 | 33 | 34 | 41 | 480 | 70 | 10 | 115 | 671 | |||||||
64 |
Missile Monsters & Beasts /
Monstrous Missile Beasts / wh2_dlc12_lzd_mon_salamander_pack_ror_0 The Umbral Tide (Salamander Hunting Pack) This shadowy tide of poisonous, scaly reptiles rarely tire and are always hungry. Always. |
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1100 | 1100 | 275 | 32 | 4160 | 700 | 80 | 65 | 70 | 32 | 29 | 46 | 28 | 18 | 140 | 116 | |||||||
65 |
Missile Monsters & Beasts /
Monstrous Missile Beasts / wh2_dlc13_lzd_mon_razordon_pack_ror_0 Amaxon Barbs (Razordon Hunting Pack) Hailing from deep within the Amaxon Basin, these reptiles instinctively hunt in a co-ordinated fashion, creating a savage synergy. |
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1075 | 1075 | 269 | 32 | 4160 | 700 | 90 | 65 | 70 | 27 | 37 | 46 | 20 | 18 | 100 | 117 | |||||||
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