Feral Dread Saurian

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Feral Dread Saurian
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Overview
FactionLizardmen
CategoryMonster
Unit size1
Recruitment
Icon treasury.png Cost (MP): 2300 (2300)
Icon hourglass.png Turns:
Icon income.png Upkeep: 575
Statistics
Icon stat health.png Health: 11244
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 60
Icon stat attack.png Melee attack: 52
Icon stat defence.png Melee defence: 26
Icon stat charge bonus.png Charge Bonus: 30
Resistance missile.png Damage Resist Missiles: 15
Weapons
Melee
Icon stat damage.png Weapon Damage: 220
Modifier icon armour piercing.png Armour-Piercing Damage: 530
Icon stat speed.png Melee Interval: 4 s
Protection
Icon stat armour.png
Armor:
75%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png 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.

Feral Dread Saurian is a Lizardmen Monster unit.

Description[edit | edit source]

Immense creatures, larger than the towering Carnosaur, Dread Saurians are few in number and sacred to the Lizardmen, and the fury of each that prowls the fetid jungles is moderated only by the arcane power of the ceremonial armour that bedecks them. Without this precaution, even the power of the Slann could not hold them in check when they are unleashed.[1a]

When a Dread Saurian lets out a triumphant cry, its roaring echos can be heard within the titled plazas of the Lizardmen cities as well as Lustria's deep jungles; a roar that all predatory reptiles both fear and respect. Protected by large armoured plates of gold and jewels inscribed with ancient prophecies, these mighty reptilian beasts often live within mountainous temples dedicated to the Old Ones. From here, they are kept in lavishly decorated chambers that are befit for a king, where the Skink Priests give up offerings of sacrifice to these mighty demi-gods. These ceremonial titans carry the most precious relics of ancient days, items of power left behind by the Old Ones. With these artifacts in their possession, the Dread Saurian are near indestructible when unleashed upon the enemy.[1a]

When the Winds of Magic rise and a great storm draws close, the Slann Mage-Priests will stir and chant the ancient rituals of binding, shackling the captive Dread Saurians to their will, their legendary might being coveted by the sorcerers and wizards of younger races. Let loose upon the battlefield these reptilian monstrosities wreck terrible havoc upon the foe with both their fang-lined jaws and the divine blessing of the Old Ones.[1]

Attributes[edit | edit source]

  • 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.
  • 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 and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Strategy[edit | edit source]

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This is the Feral variant of the unit, which means less Leadership and no howdah to shoot missiles from its back. That being said the raw combat strength of the Saurian is undeniable. Its leadership and rampage can also be compensated for through use of Cold-Blooded.