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HomeHome / Total War: WARHAMMER III / Celestial Storm / Units / Saurus Oldblood (Cold One)
Saurus Oldblood (Cold One) Celestial StormCelestial Storm Cavalry & Chariots

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.

Saurus Oldblood (Cold One)

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

Hit Points

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

Mass

1100

└ Man Mass

1100.0000

Armour

110

├ Armour

wh2_main_body_110

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

75

Speed

34

└ Man Speed

34

Melee Attack

49

Melee Defence

52

Weapon Strength

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