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.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'.
Unit Name Ancient Stegadon (Engine of the Gods) |
Main Unit Key wh2_dlc12_lzd_mon_ancient_stegadon_1_nakai |
Land Unit Key wh2_dlc12_lzd_mon_ancient_stegadon_1 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Support Monster |
Caste Monster |
Category War Beast |
Class Melee Infantry |
Custom Battle Cost 2000 |
Recruitment Cost 2050 |
Upkeep Cost 513 |
Number of Units 5 |
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 |
100 |
└ Man Mass 100.0000 |
130 |
├ Armour wh2_main_body_130 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 75 |
33 |
└ Man Speed 33 |
Melee Attack 26 |
32 |
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 |
Abilities
No Ability
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. - Poison Attacks
The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]poisonous attacks of this unit weaken the target's speed and damage.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |