Bastiladon (Revivification Crystal) - Unit | Total War: WARHAMMER II Database Bastiladon (Revivification Crystal) - Unit | Total War: WARHAMMER II Database

Bastiladon (Revivification Crystal)

ID: wh2_main_lzd_mon_bastiladon_1

Unit

Bastiladon (Revivification Crystal)
Support Monster
4 1000 250
Revivification Crystal
Armoured
Armour-Piercing Melee
Causes Terror
30,792
Armour 140
Leadership 65
Speed 40
Melee Attack 22
Melee Defence 28
Weapon Strength 250
Charge Bonus 34
Ammunition 70

About

Unit Description

Carried atop the mightiest of beasts, the Revivification Crystal regenerates and heals combat-damaged units.

Historical Description

Known to the Skinks as the Bastiladon, this hulking quadruped is perhaps the most heavily-armoured beast in Lustria. It is a walking fortress, a living bastion covered in 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. Their incredibly thick and armoured hides allow them to carry devices which other beasts, even the revered Stegadon, steadfastly refuse. These revered and holy objects are mounted upon the great beast's back so that they might be activated to smite any who dare set foot in sacred Lustria.

Abilities

Revivification Crystal

The crystal protects those who worship the Serpent God, healing wounds and bringing supplicants back from the point of death.

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.

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.

Revivification Crystal

The crystal protects those who worship the Serpent God, healing wounds and bringing supplicants back from the point of death.

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 War Beast
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 65
Bonus Hit Points 7690
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Support Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 4
Melee CP 1000
Missile CP

Equipment

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
Armour Value 140
Shield
Missile Block Chance 0