Stegadon - Unit | Total War: WARHAMMER II Database Stegadon - Unit | Total War: WARHAMMER II Database

Stegadon

ID: wh2_main_lzd_mon_stegadon_1

Unit

Stegadon
Missile Monster
5 1600 400
Armoured
Armour-Piercing
Causes Terror
Poison Attacks
46,020
Armour 110
Leadership 65
Speed 33
Melee Attack 30
Melee Defence 32
Weapon Strength 420
Charge Bonus 70
Ammunition 22
Range 360
Missile Strength 420

About

Unit Description

From atop enormous and reverent Stegadons, their crew fire enormous bolts from giant crossbows, decimating enemy ranks.

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.

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.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

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 Medium
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 30
Melee Defence 32
Charge Bonus 70
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 65
Bonus Hit Points 9196
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Missile Monster
Unit Group Parent Missile Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 1600
Upkeep Cost 400
Unit Size 5
Melee CP 1100
Missile CP 500

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
Missile Weapon
Projectile Number 1
Effective Range 360
Minimum Range 10
Marksmanship Bonus 20
Projectile Spread
Damage 100
Armor-Piercing Damage 300
Base Reload Time 12
Armour
Armour Value 110
Shield
Missile Block Chance 0