Skink Cohort (Javelins)
These Skinks are trained to hurl javelins true enough to blunt a charging foe.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 Name Skink Cohort (Javelins) |
Main Unit Key wh2_main_lzd_inf_skink_cohort_1 |
Land Unit Key wh2_main_lzd_inf_skink_cohort_1 |
Land Unit Group Parents Missile Infantry |
Land Unit Group Missile Infantry |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 400 |
Recruitment Cost 400 |
Upkeep Cost 100 |
Number of Units 160 |
8000 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7_skink_club_javelin_shield |
├ Man Entity wh2_main_lzd_inf_skink_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 160 |
└ Bonus Hit Points 42 |
90 |
└ Man Mass 90.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 55 |
46 |
└ Man Speed 46 |
Melee Attack 20 |
24 |
25 |
├ Melee Weapon wh2_main_lzd_skink_club |
├ Base Weapon Damage 20 |
├ Armour-Piercing Weapon Damage 5 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 10 |
Ammunition 3 |
Range 80 |
16 |
├ Missile Weapon wh2_main_lzd_javelin |
├ Projectile wh2_main_lzd_javelin |
├ Base Missile Damage 12 |
├ Armour-Piercing Missile Damage 4 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 10 |
Accuracy 10 |
Reload Skill 0 |
Abilities
No Ability
Attributes
-
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Poison Attacks
The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |