Terradon Riders (Fireleech Bolas) - Unit | Total War: WARHAMMER II Database Terradon Riders (Fireleech Bolas) - Unit | Total War: WARHAMMER II Database

Terradon Riders (Fireleech Bolas)

ID: wh2_main_lzd_cav_terradon_riders_1

Unit

Terradon Riders (Fireleech Bolas)
Flying Missile Cavalry
10 750 187
Anti-Infantry
Vanguard Deployment
Fire Whilst Moving
Death from Above
3,640
Armour 15
Leadership 55
Speed 48
Melee Attack 26
Melee Defence 22
Weapon Strength 65
Charge Bonus 16
Ammunition 22
Range 80
Missile Strength 25

About

Unit Description

These Lizardmen riders swoop down upon the enemy lines to harass them from above.

Historical Description

Terradons are large flying reptiles that have haunted the skies above Lustria since time immemorial. They are dangerous predators with sharp talons and pointed beaks that are filled with needle-like teeth. Many creatures fear to see the ominous shadow of their wide wingspan or to hear the shrill and piercing cries of their hunting packs. Skinks have mastered the art of riding Terradons by capturing their hatchlings at a young enough age that the beasts bond with their future riders - no easy matter considering the height and precariousness of Terradon lairs. There is a great demand for Terradon Riders as messengers and scouts, and they are exceptionally useful in battle. There, they streak ahead of the main Lizardmen force, the Skinks clinging to the flying reptiles' backs, launching poison-tipped javelins or slinging deadly fireleech bolas. Veteran riders, known as Sky Leaders, know to harass larger units, whittling them down to size before flying into combat to finish them off.

Abilities

Drop Rocks

Crude though it may be, swiftly swooping in low to pepper the foe with rocks remains a most effective tactic.

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.

Guerilla Deployment

Fire Whilst Moving

This unit can fire while on the move.

Strengths & Weaknesses

Anti-Infantry

Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.

Death from Above

While airborne, this unit can use a special attack to damage enemies below.

Fire Whilst Moving

This unit can fire while on the move.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.70
Run Speed 4.80
Acceleration 5.00
Deceleration 5.50
Charge Speed 5.20
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 260
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Missile Cavalry
Move Action Points 2100
Melee Attack 26
Melee Defence 22
Charge Bonus 16
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 2
Morale 55
Bonus Hit Points 356
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Flying Missile Cavalry
Unit Group Parent Missile Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 750
Upkeep Cost 187
Unit Size 10
Melee CP 120
Missile CP 480

Equipment

Melee Weapon
Weapon Size Small
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 52
Weapon AP Damage 13
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 80
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 11
Armor-Piercing Damage 4
Base Reload Time 8
Armour
Armour Value 15
Shield
Missile Block Chance 0