Skink Chief (Terradon)
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 Name Skink Chief (Terradon) |
Main Unit Key wh2_main_lzd_cha_skink_chief_1 |
Land Unit Key wh2_main_lzd_cha_skink_chief_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Specialist |
Naval Unit Group Missile Specialist |
Soldiers 1 |
Caste Hero |
Category Cavalry |
Class Command |
Cost 800 |
Recruitment Cost 750 |
Upkeep Cost 187 |
150 |
├ Missile Weapon wh2_main_lzd_blowpipe_skink_chief |
├ Projectile wh2_main_lzd_blowpipe_skink_chief |
├ Missile Damage 115 |
├ Missile Ap Damage 35 |
└ Base Reload Time 4 |
Accuracy 10 |
Range 100 |
Reload 10 |
Shots Per Minute 16.7 |
Ammunition 82 |
Melee Attack 33 |
310 |
├ Melee Weapon wh2_main_lzd_skink_chief_terradon |
├ Melee Damage Base 230 |
├ Melee Damage Ap 80 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 26 |
36 |
├ Base Defence 36 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh2_main_body_30 |
├ Armour Defence 30 |
└ Shield Armour 0 |
4008 |
├ Man Entity wh2_dlc16_lzd_warbeast_rider_360_hero_blood_low_kb_resist |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 3992 |
├ Mount wh2_main_lzd_mnt_terradon_hero |
├ Mount Entity wh2_main_lzd_terradon_hero_blood |
├ Mount Speed 60 |
└ Mount Health 8 |
Leadership (Base Morale) 60 |
Abilities
- Drop Rocks
Crude though it may be, swiftly swooping in low to pepper the foe with rocks remains a most effective tactic. - 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. - 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
- Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage. - Fire Whilst Moving
This unit can fire while on the move. - Death from Above
While airborne, this unit can use a special attack to damage enemies below.