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Ancient Stegadon (Engine of the Gods) | |
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Support Monster |
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5 | ![]() |
2050 | ![]() |
487 |
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Armoured |
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Armour-Piercing |
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Causes Terror |
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Poison Attacks |
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Armour | 130 | ||
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Leadership | 75 | ||
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Speed | 33 | ||
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Melee Attack | 26 | ||
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Melee Defence | 32 | ||
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Weapon Strength | 480 | ||
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Charge Bonus | 70 | ||
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Ammunition | 80 |
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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'.
A scorching ray of light blasts forth from the sky, putting the foe to flight or screaming, burning death - preferably the latter!
Command of this ability means never again having to run out of the Winds before the fight is well and truly done.
Knowing where the trap is - that's the first step in evading it.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
This unit can fire while on the move.
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.
The poisonous attacks of this unit weaken the target's speed and damage.
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.
Battle Entity Stats | |
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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 | |
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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 | |
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Unit Caste | Monster |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 3 |
Recruitment Cost | 2050 |
Upkeep Cost | 487 |
Unit Size | 5 |
Melee CP | 1200 |
Missile CP | 750 |
Melee Weapon | |
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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 | |
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Armour Value | 130 |
Shield | |
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Missile Block Chance | 0 |