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HomeHome / Total War: WARHAMMER II / Hexoatl / Units / Skink Chief (Terradon)
Skink Chief (Terradon) HexoatlHexoatl Command

Skink Chief (Terradon)

Where he hunts, the air is alive with poison darts, fired seemingly from nowhere at all.

In the Lizardmen chain of command, Skink Priests direct their orders to Skink Chiefs. These are Skinks who have been marked for greatness. While the Priests attend to prophecies, it is left to Skink Chiefs to execute orders. It is they who typically oversee patrols, major construction projects and the messenger system. They are aggressive by Skink standards, sometimes riding to battle atop Terradons. It is not their role to sacrifice themselves in battle, however, but rather to spy out intruders, alert the Saurus and then guide them towards the foe. It is they who interpret the complicated instructions - often passed from Slann Mage-Priest to Skink Priest and finally to themselves. Then, in turn, it is they who give orders to the Saurus and the cold-blooded behemoths that make up the bulk of Lizardmen armies.

Skink Chief (Terradon)

Unit Name

Skink Chief (Terradon)

Main Unit Key

wh2_main_lzd_cha_skink_chief_1

Land Unit Key

wh2_main_lzd_cha_skink_chief_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Specialist

Naval Unit Group

Missile Specialist

Soldiers

1

Caste

Lord

Category

Cavalry

Class

Command

Custom Battle Cost

800

Recruitment Cost

750

Upkeep Cost

187

Missile Damage

150

├ Missile Weapon

wh2_main_lzd_blowpipe_skink_chief

├ Projectile

wh2_main_lzd_blowpipe_skink_chief

├ Missile Damage

115

├ Missile Ap Damage

35

└ Base Reload Time

4

Accuracy

10

Range

100

Reload

10

Shots Per Minute

16.7

Ammunition

82

Melee Attack

33

Weapon Strength (Weapon Damage)

310

├ Melee Weapon

wh2_main_lzd_skink_chief_terradon

├ Melee Damage Base

230

├ Melee Damage Ap

80

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

26

Melee Defence

36

├ Base Defence

36

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_body_30

├ Armour Defence

30

└ Shield Armour

0

Health

4008

├ Man Entity

wh2_main_lzd_warbeast_rider_360_hero_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

3992

├ Mount

wh2_main_lzd_mnt_terradon_hero

├ Mount Entity

wh2_main_lzd_terradon_hero_blood

├ Mount Speed

60

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

  • Cold-Blooded
    While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
  • Drop Rocks
    Crude though it may be, swiftly swooping in low to pepper the foe with rocks remains a most effective tactic.
  • Slippery
    Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…

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.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage.
  • Fire whilst moving
    This unit can fire while on the move.
  • Death from Above
    While airborne, this unit can use a special attack to damage enemies below.