About
Unit Description
Watch as the foe throws itself upon these warriors' spears. Those who survive must then face shield and claw.
Historical Description
When the Lizardmen march to battle, it is the Saurus who make up the hardened core of the fighting forces. This is no surprise, for the Saurus were created solely for the purpose of war and protection. The Old Ones cultivated this race of reptilian warriors, although whether they created them entirely, or raised them up from some primordial life form of the jungles, is not clear. What is assured, however, is their role and function. In the prehistory of the world, a time before the coming of Elves or Dwarfs, it was the Saurus who pacified the lands, fighting great battles and exterminating entire species in accordance with the Old Ones' plans. Although unable to master more complicated devices, Saurus use simple weapons to devastating effect - wielding obsidian-tipped spears and heavy clubs spiked with jagged stones. Using their great strength, Saurus can leave the roads and hack through the dense jungles of Lustria using brute force alone.
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
Charge Defence vs. Large
When bracing, this unit negates the
charge bonus of any large attacker.
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a
damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Charge Defence Against Large Foes
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's
charge bonus.
Predatory Senses
These units are natural hunters that can sense prey hiding nearby.
Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Detailed Stats
Battle Entity Stats |
Unit Size |
Small |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.50 |
Run Speed |
3.10 |
Acceleration |
2.00 |
Deceleration |
4.00 |
Charge Speed |
3.80 |
Ch. Dist. to Commence Run |
30.00 |
Ch. Dist. to Adopt Pose |
25.00 |
Ch. Dist. to Pick Target |
25.00 |
Turn Speed |
120 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
Melee Infantry |
Unit Class |
Melee Infantry |
Move Action Points |
2100 |
Melee Attack |
24 |
Melee Defence |
38 |
Charge Bonus |
10 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
160 |
Spot Scrub Distance |
160 |
Rank Depth |
7 |
Morale |
75 |
Bonus Hit Points |
94 |
Unit Stats |
Unit Caste |
Melee Infantry |
Unit Weight |
Heavy |
Unit Group |
Spear Infantry |
Unit Group Parent |
Infantry |
Recruitment Turns |
1 |
Recruitment Cost |
800 |
Upkeep Cost |
200 |
Unit Size |
100 |
Melee CP |
800 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
|
Weapon Type |
Spear |
Bonus vs Cavalry |
|
Bonus vs Large |
15 |
Bonus vs Infantry |
|
Weapon Damage |
30 |
Weapon AP Damage |
12 |
Building Damage |
10 |
Shield |
Missile Block Chance |
35 |