Kroxigors

ID: wh2_main_lzd_mon_kroxigors_nakai

Unit

Kroxigors
Monstrous Infantry
16 1000 260
Armoured
Armour-Piercing
Predatory Senses
Primal Instincts
8,160
Armour 100
Leadership 70
Speed 46
Melee Attack 26
Melee Defence 26
Weapon Strength 95
Charge Bonus 22

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
Armour
Armour Value 100
Shield
Missile Block Chance 0