Feral Stegadon

ID: wh2_main_lzd_mon_stegadon_0

Unit

Feral Stegadon
Monster
1 1100 275
Armoured
Armour-Piercing
Causes Terror
Rampage
9,040
Armour 110
Leadership 60
Speed 50
Melee Attack 30
Melee Defence 32
Weapon Strength 420
Charge Bonus 76

About

Unit Description

These mighty savages are armed and armoured by design; woe betide any being who encroaches on their territory!

Historical Description

Stegadons are mighty beasts that have dwelt within the primeval jungles since long before the coming of the Old Ones. They are bulky creatures whose heads are covered by armoured crests, out of which project massive horns. With bony scales and spikes shielding their bodies, there are few predators that dare challenge them. Reared by teams of Skinks who stay with them throughout their lifetimes, Stegadons grow to become very protective of those they have known since they were hatchlings. Large howdahs are attached to the beasts' backs, and from this protected vantage point the Skinks hurl a storm of poison-tipped javelins or fire huge arrows from the mounted great bows known to the Skinks as 'Sotek's Curse'.

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.

Rampage!

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

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.

Rampage

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 5.00
Acceleration 3.00
Deceleration 6.00
Charge Speed 9.00
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 30
Melee Defence 32
Charge Bonus 76
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 9032
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1100
Upkeep Cost 275
Unit Size 1
Melee CP 1100
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 18
Weapon Damage 120
Weapon AP Damage 300
Building Damage 600
Armour
Armour Value 110
Shield
Missile Block Chance 0