Ancient Stegadon (Engine of the Gods)

ID: wh2_dlc12_lzd_mon_ancient_stegadon_1


Ancient Stegadon (Engine of the Gods)
Support Monster
5 2050 487
Causes Terror
Poison Attacks
Armour 130
Leadership 75
Speed 33
Melee Attack 26
Melee Defence 32
Weapon Strength 480
Charge Bonus 70
Ammunition 80


Unit Description

This great beast has both the temperament and strength to bear the Engines of the Gods to battle and beyond.

Historical Description

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'.


Burning Alignment

A scorching ray of light blasts forth from the sky, putting the foe to flight or screaming, burning death - preferably the latter!

Arcane Configuration

Command of this ability means never again having to run out of the Winds before the fight is well and truly done.

Portent of Warding

Knowing where the trap is - that's the first step in evading it.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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


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.


Armoured units can block damage from any source apart from Armour-Piercing damage.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

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.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 26
Melee Defence 32
Charge Bonus 70
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 75
Bonus Hit Points 9846
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Support Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 2050
Upkeep Cost 487
Unit Size 5
Melee CP 1200
Missile CP 750


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 18
Weapon Damage 140
Weapon AP Damage 340
Building Damage 800
Armour Value 130
Missile Block Chance 0