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HomeHome / Total War: WARHAMMER II / Cult of Sotek / Units / Tehenhauin (Ancient Stegadon (Engine of the Gods))
Tehenhauin (Ancient Stegadon (Engine of the Gods)) Cult of SotekCult of Sotek Command

Tehenhauin (Ancient Stegadon (Engine of the Gods))

The Prophet seeks to deliver Lustria from its beleaguerment by way of the only tribute acceptable to Sotek – prodigious sacrifice!

The greatest of the Red Crested Skinks, Tehenhauin has a zeal for slaughtering Skaven very rarely seen among the ranks of the dispassionate Lizardmen. It seems impossible for a short-lived Skink to attain such a lifespan, but it is whispered that as a snake sheds its skin and is renewed, so too does Sotek’s Chosen. On the battlefield, he triumphantly grasps the Plaque of Sotek as he leads his apostles into the fray, commonly attacking in the manner of his twin-tailed deity: forked assaults. A serpent strikes quickly and so too does Tehenhauin, focusing his army’s venomous energy on the enemy’s weak points.

Tehenhauin (Ancient Stegadon (Engine of the Gods))

Unit Name

Tehenhauin (Ancient Stegadon (Engine of the Gods))

Main Unit Key

wh2_dlc12_lzd_cha_tehenhauin_3

Land Unit Key

wh2_dlc12_lzd_cha_tehenhauin_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monster

Naval Unit Group

Monster

Soldiers

5

Caste

Lord

Category

War Beast

Class

Command

Cost

2200

Recruitment Cost

2100

Upkeep Cost

525

Melee Attack

26

Weapon Strength (Weapon Damage)

480

├ Melee Weapon

wh2_main_lzd_ancient_stegadon

├ Melee Damage Base

140

├ Melee Damage Ap

340

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

18

Charge Bonus

70

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

130

├ Armour

wh2_main_body_130

├ Armour Defence

130

└ Shield Armour

0

Health

10084

├ Man Entity

wh2_main_lzd_inf_skink_chief_blood_only

├ Man Speed

46

├ Man Health

8

├ Bonus Hit Points

10068

├ Mount

wh2_dlc12_lzd_mnt_stegadon_ancient_engine_gods

├ Mount Entity

wh2_dlc12_lzd_mon_ancient_stegadon_platform_engine_gods

├ Mount Speed

50

└ Mount Health

8

Leadership (Base Morale)

85

Abilities

  • Focus Instincts
    By which the mind is concentrated on the task at hand, allowing it to be carried out effectively whilst keeping passion and abandon firmly in check.
  • Burning Alignment
    A scorching ray of light blasts forth from the sky, putting the foe to flight or screaming, burning death - preferably the latter!
  • Arcane Configuration
    Command of this ability means never again having to run out of the Winds before the fight is well and truly done.
  • Portent of Warding
    Knowing where the trap is - that's the first step in evading it.
  • 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.
  • Stand Your Ground!
    On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!

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.
  • 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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Causes Terror
    This unit can fear themselves.
  • 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.