Lord Kroak
The eldest of the fabled First Generation and the original Relic Priest, Kroak labours tirelessly to further the Great Plan.Lord Kroak may have been the eldest of the fabled First Generation. The mysterious Old Ones taught Kroak about the Winds of Magic and shared the secrets to unwinding time’s delicate threads. So ancient are they that it was Kroak and his peers who taught the first Elves to wield magic. These things and more has Kroak seen; he is fated to endure until the universe’s very last moment. Making the most profound of sacrifices during the Great Catastrophe, his indomitable spirit simply would not concede defeat. In the wake of Itza’s defence, Kroak’s loyal Skink attendants lamented their master’s death. His body was scattered far and wide, so they diligently collected every last scrap of that ravaged body and, with great reverence, the remains were swathed in resin-soaked wrappings; thus was created the first Relic Priest…
Unit Name Lord Kroak |
Main Unit Key wh2_dlc12_lzd_lzd_cha_kroak_0 |
Land Unit Key wh2_dlc12_lzd_lzd_cha_kroak_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Hero |
Category War Machine |
Class Command |
Cost 1450 |
Recruitment Cost 1600 |
Upkeep Cost 0 |
0 |
├ Engine wh2_dlc12_lzd_lord_kroak_platform |
├ Missile Weapon |
├ Projectile |
├ Missile Damage |
├ Missile Ap Damage |
└ Base Reload Time |
Accuracy 10 |
Range |
Reload 0 |
Shots Per Minute |
Ammunition 0 |
Melee Attack 26 |
450 |
├ Melee Weapon wh2_dlc12_lzd_cha_lord_kroak |
├ Melee Damage Base 330 |
├ Melee Damage Ap 120 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 4 |
12 |
├ Base Defence 12 |
├ Shield none |
└ Shield Defence 0 |
45 |
├ Armour wh2_main_body_45 |
├ Armour Defence 45 |
└ Shield Armour 0 |
7194 |
├ Man Entity wh2_dlc12_lzd_lord_kroak |
├ Man Speed 34 |
├ Man Health 8 |
└ Bonus Hit Points 7186 |
Leadership (Base Morale) 100 |
Abilities
- Supreme Shield of the Old Ones
More than just a shield, this one channels the visceral power of the Old Ones to protect its bearer from magical attack. - Cold-Blooded
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle. - Greater Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Strider
This unit ignores speed and combat penalties caused by terrain and can move through trees. - Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |