Sacred Kroxigor

ID: wh2_dlc13_lzd_mon_sacred_kroxigors_0

Unit

Sacred Kroxigor
Monstrous Infantry
16 1250 325
Armoured
Armour-Piercing
Predatory Senses
Primal Instincts
8,512
Armour 100
Leadership 75
Speed 46
Melee Attack 36
Melee Defence 26
Weapon Strength 120
Charge Bonus 24

About

Unit Description

These enormous, revered lizards are almost silent despite their size - causing great surprise among the foe, briefly, before they are ripped to shreds.

Historical Description

Kroxigor form one of the core species of the Lizardmen race, created by the Old Ones to be strong, obedient construction workers, labourers and powerful warriors. In all practicality, they are essentially a larger and far more powerful relative of the Saurus. Hulking creatures, their bodies consist of slabs of rock-hard muscle and their massive jaws bristle with razor-sharp teeth. They move in silence, save for the heavy thumping tread of their feet. When enraged, they unleash their only form of speech — a blood-curdling roar that reverberates across the jungle.

Abilities

Primal Instincts

When under pressure, the primal instincts of these natural predators take over - they may then go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Attributes

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.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

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.

Armoured

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

Predatory Senses

These units are natural hunters that can sense prey hiding nearby.

Primal Instincts

When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.00
Run Speed 4.60
Acceleration 4.00
Deceleration 5.00
Charge Speed 7.80
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 80
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 36
Melee Defence 26
Charge Bonus 24
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 160
Spot Scrub Distance 160
Rank Depth 3
Morale 75
Bonus Hit Points 524
Unit Stats
Unit Caste Monstrous Infantry
Unit Weight Heavy
Unit Group Monstrous Infantry
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 1250
Upkeep Cost 325
Unit Size 16
Melee CP 1250
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 36
Weapon AP Damage 84
Building Damage 100
Armour
Armour Value 100
Shield
Missile Block Chance 0