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Skink Skirmishers Last DefendersLast Defenders Missile Infantry

Skink Skirmishers

More reliable than others of their class, a blowpipe-primed unit can fell scores of unsuspecting enemies.

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.

Skink Skirmishers

Unit Name

Skink Skirmishers

Main Unit Key

wh2_main_lzd_inf_skink_skirmishers_0

Land Unit Key

wh2_main_lzd_inf_skink_skirmishers_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Infantry

Naval Unit Group

Missile Infantry

Soldiers

120

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

400

Recruitment Cost

400

Upkeep Cost

100

Missile Damage

8

├ Missile Weapon

wh2_main_lzd_blowpipe

├ Projectile

wh2_main_lzd_blowpipe

├ Missile Damage

6

├ Missile Ap Damage

2

└ Base Reload Time

6

Accuracy

10

Range

70

Reload

10

Shots Per Minute

11.1

Ammunition

26

Melee Attack

16

Weapon Strength (Weapon Damage)

25

├ Melee Weapon

wh2_main_lzd_skink_club

├ Melee Damage Base

20

├ Melee Damage Ap

5

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

8

Melee Defence

14

├ Base Defence

14

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_body_30

├ Armour Defence

30

└ Shield Armour

0

Health

50

├ Man Entity

wh2_main_lzd_inf_skink_360_blood_dismembers

├ Man Speed

48

├ Man Health

8

└ Bonus Hit Points

42

Leadership (Base Morale)

50

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • 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

  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • 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.
Requires Buildings
Skink Skirmishers Lv. 0 Spawn-Pools of the Braves
Spawn-Pools of the Braves
(wh2_main_lzd_skinks_2)
Level 0
Spawn-Pools of the Chosen
Spawn-Pools of the Chosen
(wh2_main_lzd_skinks_3)
Level 1
Garrison Buildings
Skink Skirmishers x 2 Mystic Barriers
Mystic Barriers
(wh2_main_lzd_defence_major_1)
Level 0
Outpost Garrison
Outpost Garrison
(wh2_main_lzd_defence_norsca_1)
Level 0
Skink Skirmishers x 3 Skink Lookouts
Skink Lookouts
(wh2_main_lzd_defence_minor_1)
Level 0