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 |
Shield |
Missile Block Chance |
0 |