Feral Bastiladon

ID: wh2_main_lzd_mon_bastiladon_0


Feral Bastiladon
1 650 162
Armour-Piercing Melee
Causes Terror
Armour 140
Leadership 60
Speed 40
Melee Attack 22
Melee Defence 28
Weapon Strength 250
Charge Bonus 34


Unit Description

Mighty, hulking reptiles, these 'Living Bastions' are wild and untamed. Better watch out!

Historical Description

Bastiladons, sometimes known as Living Bastions, are a mighty and hulking species of armoured reptiles whose heavily-armoured shell is perhaps one of the strongest within the continent of Lustria. It is a walking fortress, a living bastion covered in a rock-hard bony skin, and then further protected by massive iron-like plates – a natural armour so dense that it can, sometimes, thwart the bite of the mighty Carnosaur. Even those blows that crack the outermost armour plates cannot penetrate deeply into the beast due to the Bastiladon’s alternating layers of thick leathery skin and additional scales.


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.


When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

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


When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

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 Very Large
Unit Type Giant
Hit Points 8
Walk Speed 1.60
Run Speed 4.00
Acceleration 3.00
Deceleration 6.00
Charge Speed 6.50
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 42.00
Ch. Dist. to Pick Target 30.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 22
Melee Defence 28
Charge Bonus 34
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 7690
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 650
Upkeep Cost 162
Unit Size 1
Melee CP 775
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 15
Weapon Damage 90
Weapon AP Damage 160
Building Damage 500
Armour Value 140
Missile Block Chance 0