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Kroxigors are giant crocodilian relatives of the Saurus. They are hulking creatures, their bodies consisting of slabs of rock-hard muscle and massive jaws bristling with razor-sharp teeth. When enraged, they unleash their only form of speech - a blood-curdling roar that reverberates across the jungle. During times of war, units of Kroxigors are used as shock troops to batter enemy battlelines. In combat, formations of Kroxigors and Skinks prove unusually effective, with the Skinks able to pepper foes with poison-tipped javelins before crashing headlong into combat, where they are backed up by the crushing power provided by the mighty Kroxigors. Because of their massive frames, Kroxigors can easily reach over any intervening Skinks, allowing the reptilian giants to pulp more than their share of any foe.
Kroxigors form the working class in Lizardmen society. Their huge, muscular bodies were designed by the Old Ones to have Kroxigors act as the main beasts of burden when constructing their ancient Temple cities. Like most Lizardmen, they are born through the spawning pools according to the plans of the Old Ones. Kroxigors lack any sort of complex thinking, relying on the Skinks to order them around and provide leadership. Kroxigors and Skink Cohorts often fight together - while the Skinks lure unsuspecting enemies into lower waters, the Kroxigors lure just below the surface before erupting and crushing them without mercy. Kroxigors are soothed by Skink presence, defending them against all harm and following them even into the midst of battle. In peacetime, they build and keep the Temple cities intact. In war, they take up weapons to defend them.
In battle, Kroxigors often carry large stone hammers and maces which even the strongest Saurus could not attempt to lift. They fight with a savage strength and are often overcome by their predatory instincts. Sometimes Skinks have to chain their heavy weapons to themselves for the Kroxigors, once angered, often drop them and start ripping apart enemies with teeth and claws or crushing them with savage blows. Kroxigors seldom wear any armor, instead they rely upon their natural defenses like so many Lizardmen.
- ↑ 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.
- ↑ Predatory Senses: These units are natural hunters that can sense prey hiding nearby.
- ↑ Armour-Sundering: The armour-splitting attacks of this unit can significantly weaken the target's armour.
This Regiment of Renown comes with 15% physical resistance and the Sunder Armour Contact Effect. Monstrous infantry are always vulnerable to being surrounded by normal infantry and taken down or peppered down by archers. 15% Physical resistance can go a long way towards making them more tanky. Given the already good armour-piercing values of this unit, sunder armour does not help them so much as it helps other Lizardmen units trying to hit the same target. Overall, this unit is useful in conjunction with others.
Huatl, the City of Reawakening is a rare example of a Temple-City that is in the process of being refounded, having stood ruined and nigh-empty for millennia. Three decades ago, a delegation of Mage-Priests from the nearby City of Mists agreed that the furtherance of the Great Plan required that Huati be reawakened, and set out at the head of a mighty column of Skink artisans and Kroxigor workers to do so. To date, the city's reconstruction is at an early stage, yet the Great Temple has been rebuilt, and its Star Chamber now houses a Mage-Priest for the first time in an age. The jungle resonates to the sound of Skink artisans carving intricate stone reliefs. The ground trembles as huge stone blocks, borne upon the backs of Kroxigors, are dropped into place with incongruous precision.