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.
Unit NameSkink Chief (Ancient Stegadon)
Main Unit Keywh2_main_lzd_cha_skink_chief_3
Land Unit Keywh2_main_lzd_cha_skink_chief_3
Naval Unit Keywh_main_shp_transport
Land Unit GroupMissile Specialist
Naval Unit GroupMissile Specialist
Custom Battle Cost2100
├ Missile Weaponwh2_main_lzd_mon_stegadon_giant_blowpipe_skink_chief
├ Missile Damage41
├ Missile Ap Damage14
└ Base Reload Time7
Shots Per Minute9.5
├ 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 Defence140
└ 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)75
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
- 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
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.
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 effects a large area.
- Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage.