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

Skink Priest (Heavens) (Stegadon)

Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes.

On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Those Skinks attuned to the energies of the world and that show an aptitude for magic are the Skink Priests, the most intelligent of their kind. Their role is to become the personal attendants of the mighty Slann Mage-Priests, and act as the prophets of the Lizardmen, as the only ones capable of interpreting and executing the will of their Slann masters. This is rarely straightforward, as entranced Slann do little more than mumble, yet each utterance, even the most incoherent whisper, might have vast consequences - for of all living creatures, the Slann are the most powerful of mages, and they alone worked under orders from the Old Ones. As it is strictly forbidden to disturb an entranced Slann in any but the direst of times, it is left to a Skink Priest to make many daily decisions for the whole of Lizardmen society. On behalf of their masters, it is their role to ensure that the Great Plan comes to fruition.

Skink Priest (Heavens) (Stegadon)

Unit Name

Skink Priest (Heavens) (Stegadon)

Main Unit Key

wh2_main_lzd_cha_skink_priest_heavens_2

Land Unit Key

wh2_main_lzd_cha_skink_priest_heavens_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

5

Caste

Hero

Category

War Beast

Class

Command

Custom Battle Cost

1900

Recruitment Cost

1900

Upkeep Cost

475

Missile Damage

400

├ Missile Weapon

wh2_main_lzd_mon_stegadon_crossbow_skink_priest

├ Projectile

wh2_main_lzd_mon_stegadon_crossbow_skink_priest

├ Missile Damage

100

├ Missile Ap Damage

300

└ Base Reload Time

12

Accuracy

10

Range

360

Reload

10

Shots Per Minute

5.6

Ammunition

22

Melee Attack

30

Weapon Strength (Weapon Damage)

420

├ Melee Weapon

wh2_main_lzd_stegadon

├ Melee Damage Base

120

├ Melee Damage Ap

300

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

15

Charge Bonus

70

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh2_main_body_120

├ Armour Defence

120

└ Shield Armour

0

Health

9212

├ Man Entity

wh2_main_lzd_warbeast_rider_360_hero_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

9196

├ Mount

wh2_main_lzd_mnt_stegadon

├ Mount Entity

wh2_main_lzd_mon_stegadon_platform

├ Mount Speed

50

└ 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.

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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • 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.