Saurus Oldblood (Cold One)
Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike.The most powerful of their kind, Saurus leaders are more than eight feet of savage reptilian muscle. The highest rank given is the title Oldblood, while those beneath them are known as Scar-Veterans. They are perfectly designed killing machines, their martial prowess further enhanced by battle experience. To their foes, be they ancient nemeses or simply those who trespass upon the sovereign territory of their masters, the Saurus are nothing less than the vengeance of the Old Ones made manifest. Some Saurus leaders are marked for greatness, bearing a different pattern or crest to the rest of their brethren. Those with pale or albino skin tones are always revered - for they are the favoured of the Old Ones and destined to become mighty heroes. Yet a Saurus need not be different from his comrades to gain veteran status; he need only survive.
Unit Name Saurus Oldblood (Cold One) |
Main Unit Key wh2_main_lzd_cha_saurus_old_blood_1 |
Land Unit Key wh2_main_lzd_cha_saurus_old_blood_1 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Cold One Cavalry |
Caste Lord |
Category Cavalry |
Class Command |
Custom Battle Cost 1300 |
Recruitment Cost 1300 |
Upkeep Cost 325 |
Number of Units 1 |
5220 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7b_saurus_rp3_cold_one_club_and_shield |
├ Man Entity wh2_main_lzd_inf_saurus_hero_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 5212 |
1100 |
└ Man Mass 1100.0000 |
110 |
├ Armour wh2_main_body_110 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 75 |
34 |
└ Man Speed 34 |
Melee Attack 49 |
52 |
450 |
├ Melee Weapon wh2_main_lzd_cha_cold_one_lord |
├ Base Weapon Damage 130 |
├ Armour-Piercing Weapon Damage 320 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 55 |
Abilities
-
Cold-Blooded
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Leadership +16 -
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% -
Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Speed x 125% -
Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
Melee Defence +24
Leadership +16
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. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - 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.
Faction Availability | |
---|---|
Immortal Empires |