About
Unit Description
This ancient, revered beast is a fearsome sight on the battlefield - their giant blowpipes causing much destruction.
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'.
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.
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
Armour-Piercing Melee
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.
Fire Whilst Moving
This unit can fire while on the move.
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 |
Missile Monster |
Unit Group Parent |
Missile Monsters & Beasts |
Recruitment Turns |
3 |
Recruitment Cost |
1950 |
Upkeep Cost |
487 |
Unit Size |
5 |
Melee CP |
1200 |
Missile CP |
750 |
Equipment
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 |
Missile Weapon |
Projectile Number |
1 |
Effective Range |
115 |
Minimum Range |
12 |
Marksmanship Bonus |
25 |
Projectile Spread |
|
Damage |
41 |
Armor-Piercing Damage |
14 |
Base Reload Time |
8 |
Shield |
Missile Block Chance |
0 |