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HomeHome / Total War: WARHAMMER II / Last Defenders / Units / Red Crested Skink Chief (Ripperdactyl)
Red Crested Skink Chief (Ripperdactyl) Last DefendersLast Defenders Command

Red Crested Skink Chief (Ripperdactyl)

Marked for greatness amidst an already-blessed spawning, these Skink Chiefs are the leaders of their red-crested legions.

Within Lizardmen society, the quick-witted, swift-moving Skinks are the administrators and craftsmen – the workers, you might say. As is common among the Slann, certain spawnings are – for reasons unclear – faster, stronger, sharper and brighter than their peers. Such is the case of the Red Crested Skinks, who first emerged at the temple-city of Chaqua before it was attacked and overrun by a particularly vicious horde of plague-bearing Skaven, and it was the Red Crested Skinks who subsequently heeded Tehenhauin’s call and flocked to the Prophet’s banner in service of the coming Serpent-God, Sotek. As the survivors of the slaughter and the plague that followed it fanned out across Lustria, they brought word of the Prophecy of Sotek to all Lizardmen, urging them on to total war against Skavenkind and proclaiming that the sacrifice of any rat spawn would invoke the Serpent-God and hasten his blessed arrival.

Red Crested Skink Chief (Ripperdactyl)

Unit Name

Red Crested Skink Chief (Ripperdactyl)

Main Unit Key

wh2_dlc12_lzd_cha_skink_chief_red_crested_2

Land Unit Key

wh2_dlc12_lzd_cha_skink_chief_red_crested_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Flying Cavalry

Naval Unit Group

Flying Cavalry

Soldiers

1

Caste

Lord

Category

Cavalry

Class

Command

Cost

1150

Recruitment Cost

1150

Upkeep Cost

287

Melee Attack

55

Weapon Strength (Weapon Damage)

400

├ Melee Weapon

wh2_dlc12_lzd_ripperdactyl_hero

├ Melee Damage Base

120

├ Melee Damage Ap

280

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

20

Charge Bonus

55

Melee Defence

45

├ Base Defence

45

├ Shield

none

└ Shield Defence

0

Armour

50

├ Armour

wh2_main_body_50

├ Armour Defence

50

└ Shield Armour

0

Health

4380

├ Man Entity

wh2_main_lzd_warbeast_rider_360_hero_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

4364

├ Mount

wh2_dlc12_lzd_mnt_ripperdactyl_hero

├ Mount Entity

wh2_dlc12_lzd_ripperdactyl_hero_blood

├ Mount Speed

60

└ Mount Health

8

Leadership (Base Morale)

65

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.
  • Warrior's Crest
    It's not just for decoration, you know!
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
  • 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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Frenzy
    Units with leadership is high.
  • 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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage.