Skink Priest (Heavens) (Ancient Stegadon)Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes.
On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Those Skinks attuned to the energies of the world and that show an aptitude for magic are the Skink Priests, the most intelligent of their kind. Their role is to become the personal attendants of the mighty Slann Mage-Priests, and act as the prophets of the Lizardmen, as the only ones capable of interpreting and executing the will of their Slann masters. This is rarely straightforward, as entranced Slann do little more than mumble, yet each utterance, even the most incoherent whisper, might have vast consequences - for of all living creatures, the Slann are the most powerful of mages, and they alone worked under orders from the Old Ones. As it is strictly forbidden to disturb an entranced Slann in any but the direst of times, it is left to a Skink Priest to make many daily decisions for the whole of Lizardmen society. On behalf of their masters, it is their role to ensure that the Great Plan comes to fruition.
Unit NameSkink Priest (Heavens) (Ancient Stegadon)
Main Unit Keywh2_main_lzd_cha_skink_priest_heavens_3
Land Unit Keywh2_main_lzd_cha_skink_priest_heavens_3
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
├ Missile Weaponwh2_main_lzd_mon_stegadon_giant_blowpipe_skink_priest
├ Missile Damage41
├ Missile Ap Damage14
└ Base Reload Time8
Shots Per Minute8.3
├ Melee Weaponwh2_main_lzd_ancient_stegadon
├ Melee Damage Base140
├ Melee Damage Ap340
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry18
├ Base Defence32
└ Shield Defence0
├ Armour Defence130
└ Shield Armour0
├ Man Entitywh2_main_lzd_warbeast_rider_360_hero_blood
├ Man Speed33
├ Man Health8
├ Bonus Hit Points9848
├ Mount Entitywh2_main_lzd_mon_ancient_stegadon_platform
├ Mount Speed50
└ Mount Health8
Leadership (Base Morale)70
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
- 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.
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
This unit can cast spells.
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Causes Terror
This unit can fear themselves.
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.