About
Unit Description
The perfect shock troop smashes into enemy lines, devastating their confidence by inflicting many casualties.
Historical Description
Kroxigors are giant crocodilian relatives of the Saurus. They are hulking creatures, their bodies consisting of slabs of rock-hard muscle and massive jaws bristling with razor-sharp teeth. When enraged, they unleash their only form of speech - a blood-curdling roar that reverberates across the jungle. During times of war, units of Kroxigors are used as shock troops to batter enemy battlelines. In combat, formations of Kroxigors and Skinks prove unusually effective, with the Skinks able to pepper foes with poison-tipped javelins before crashing headlong into combat, where they are backed up by the crushing power provided by the mighty Kroxigors. Because of their massive frames, Kroxigors can easily reach over any intervening Skinks, allowing the reptilian giants to pulp more than their share of any foe.
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
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.
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Armour-Piercing
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.
Predatory Senses
These units are natural hunters that can sense prey hiding nearby.
Primal Instincts
When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Detailed Stats
Battle Entity Stats |
Unit Size |
Large |
Unit Type |
Giant |
Hit Points |
8 |
Walk Speed |
2.00 |
Run Speed |
4.60 |
Acceleration |
4.00 |
Deceleration |
5.00 |
Charge Speed |
7.80 |
Ch. Dist. to Commence Run |
45.00 |
Ch. Dist. to Adopt Pose |
30.00 |
Ch. Dist. to Pick Target |
30.00 |
Turn Speed |
80 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
Melee Infantry |
Unit Class |
Melee Infantry |
Move Action Points |
2100 |
Melee Attack |
26 |
Melee Defence |
26 |
Charge Bonus |
22 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
160 |
Spot Scrub Distance |
160 |
Rank Depth |
3 |
Morale |
70 |
Bonus Hit Points |
502 |
Unit Stats |
Unit Caste |
Monstrous Infantry |
Unit Weight |
Heavy |
Unit Group |
Monstrous Infantry |
Unit Group Parent |
Monsters & Beasts |
Recruitment Turns |
1 |
Recruitment Cost |
1000 |
Upkeep Cost |
260 |
Unit Size |
16 |
Melee CP |
1000 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Medium |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
20 |
Weapon Damage |
25 |
Weapon AP Damage |
70 |
Building Damage |
100 |
Shield |
Missile Block Chance |
0 |