Skink Chief
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 |
Main Unit Key wh2_main_lzd_cha_skink_chief_0 |
Land Unit Key wh2_main_lzd_cha_skink_chief_0 |
Land Unit Group Parents Heroes |
Land Unit Group Missile Specialist |
Caste Hero |
Category Missile Infantry |
Class Command |
Custom Battle Cost 400 |
Recruitment Cost 400 |
Upkeep Cost 100 |
Number of Units 1 |
3572 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7_skink_club_and_blowpipe |
├ Man Entity wh2_main_lzd_inf_skink_chief_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3564 |
160 |
└ Man Mass 160.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
46 |
└ Man Speed 46 |
Melee Attack 33 |
36 |
310 |
├ Melee Weapon wh2_main_lzd_skink_chief_hero |
├ Base Weapon Damage 230 |
├ Armour-Piercing Weapon Damage 80 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 16 |
Ammunition 82 |
Range 100 |
375 |
├ Missile Weapon wh2_main_lzd_blowpipe_skink_chief |
├ Projectile wh2_main_lzd_blowpipe_skink_chief |
├ Base Missile Damage 115 |
├ Armour-Piercing Missile Damage 35 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 4 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
Cold-Blooded
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Leadership +16 -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Slippery
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
Speed x 125%
Melee Defence +24
Attributes
-
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
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
- 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. - Fire whilst moving
This unit can fire while on the move.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |