Skink CohortThe diligent workforce of the Lizardmen Empire, good for throwing into melee as fodder.
Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen. They are the mass workforce designed by the Old Ones to perform many different roles, and without them, Lizardmen society would quickly collapse. Skinks take up weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. Their skittish nature makes them much more prone to routing than the stoic Saurus. Most commonly, the Skinks advance before the bulk of the main army, harassing the foe's advance with hails of darts. When massed together in a fighting cohort, they can bulk out a Lizardmen battleline. The volleys of javelins and darts that the Skinks can unleash are astoundingly dangerous, for they have learned to coat their weapons with lethal toxins distilled from venomous amphibians, insects and serpents that thrive in the steamy jungle and profuse swamps of Lustria.
Unit NameSkink Cohort
Main Unit Keywh2_main_lzd_inf_skink_cohort_0
Land Unit Keywh2_main_lzd_inf_skink_cohort_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupCudgel Infantry
Naval Unit GroupCudgel Infantry
Custom Battle Cost300
├ Melee Weaponwh2_main_lzd_skink_club
├ Melee Damage Base20
├ Melee Damage Ap5
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence24
└ Shield Defence0
├ Armour Defence30
└ Shield Armour35
├ Man Entitywh2_main_lzd_inf_skink_blood_dismembers
├ Man Speed46
├ Man Health8
└ Bonus Hit Points42
Leadership (Base Morale)55
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.