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Skink Chief Last DefendersLast Defenders Command

Skink Chief

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

Unit Name

Skink Chief

Main Unit Key

wh2_main_lzd_cha_skink_chief_0

Land Unit Key

wh2_main_lzd_cha_skink_chief_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Specialist

Naval Unit Group

Missile Specialist

Soldiers

1

Caste

Hero

Category

Missile Infantry

Class

Command

Cost

350

Recruitment Cost

350

Upkeep Cost

87

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_hero

├ 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

16

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

3572

├ Man Entity

wh2_main_lzd_inf_skink_chief_blood_dismembers

├ Man Speed

46

├ Man Health

8

└ Bonus Hit Points

3564

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.
  • Slippery
    Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…

Attributes

  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
  • Fire Whilst Moving
    This unit can fire while on the move.