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HomeHome / Total War: WARHAMMER II / Last Defenders / Units / Skink Chief (Ancient Stegadon)
Skink Chief (Ancient Stegadon) Last DefendersLast Defenders Command

Skink Chief (Ancient Stegadon)

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 (Ancient Stegadon)

Unit Name

Skink Chief (Ancient Stegadon)

Main Unit Key

wh2_main_lzd_cha_skink_chief_3

Land Unit Key

wh2_main_lzd_cha_skink_chief_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Specialist

Naval Unit Group

Missile Specialist

Soldiers

5

Caste

Hero

Category

War Beast

Class

Command

Cost

2100

Recruitment Cost

2100

Upkeep Cost

525

Missile Damage

55

├ Missile Weapon

wh2_main_lzd_mon_stegadon_giant_blowpipe_skink_chief

├ Projectile

wh2_main_lzd_mon_stegadon_giant_blowpipe_skink_chief

├ Missile Damage

41

├ Missile Ap Damage

14

└ Base Reload Time

8

Accuracy

10

Range

115

Reload

10

Shots Per Minute

8.3

Ammunition

80

Melee Attack

26

Weapon Strength (Weapon Damage)

480

├ Melee Weapon

wh2_main_lzd_ancient_stegadon

├ Melee Damage Base

140

├ Melee Damage Ap

340

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

18

Charge Bonus

70

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

130

├ Armour

wh2_main_body_130

├ Armour Defence

130

└ Shield Armour

0

Health

9864

├ Man Entity

wh2_dlc16_lzd_warbeast_rider_360_hero_blood_low_kb_resist

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

9848

├ Mount

wh2_main_lzd_mnt_stegadon_ancient

├ Mount Entity

wh2_main_lzd_mon_ancient_stegadon_platform

├ Mount Speed

50

└ Mount Health

8

Leadership (Base Morale)

75

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

  • 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.
  • 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

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Causes Terror
    This unit can fear themselves.
  • 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.