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HomeHome / Total War: WARHAMMER III / Sacred Host of Tepok / Units / Red Crested Skink Chief (Ancient Stegadon)
Red Crested Skink Chief (Ancient Stegadon) Sacred Host of TepokSacred Host of Tepok Lords

Red Crested Skink Chief (Ancient Stegadon)

Marked for greatness amidst an already-blessed spawning, these Skink Chiefs are the leaders of their red-crested legions.

Within Lizardmen society, the quick-witted, swift-moving Skinks are the administrators and craftsmen – the workers, you might say. As is common among the Slann, certain spawnings are – for reasons unclear – faster, stronger, sharper and brighter than their peers. Such is the case of the Red Crested Skinks, who first emerged at the temple-city of Chaqua before it was attacked and overrun by a particularly vicious horde of plague-bearing Skaven, and it was the Red Crested Skinks who subsequently heeded Tehenhauin’s call and flocked to the Prophet’s banner in service of the coming Serpent-God, Sotek. As the survivors of the slaughter and the plague that followed it fanned out across Lustria, they brought word of the Prophecy of Sotek to all Lizardmen, urging them on to total war against Skavenkind and proclaiming that the sacrifice of any rat spawn would invoke the Serpent-God and hasten his blessed arrival.

Red Crested Skink Chief (Ancient Stegadon)

Unit Name

Red Crested Skink Chief (Ancient Stegadon)

Main Unit Key

wh2_dlc12_lzd_cha_skink_chief_red_crested_3

Land Unit Key

wh2_dlc12_lzd_cha_skink_chief_red_crested_3

Land Unit Group Parents

Lords

Land Unit Group

Cavalry

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

2150

Recruitment Cost

2200

Upkeep Cost

550

Number of Units

5

Hit Points

49280

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7_dlc12_skink_chief_2h_greatweapon

├ Man Entity

wh2_main_lzd_warbeast_rider_360_hero_blood

├ Man Hit Points

8

├ Num Men

5

└ Bonus Hit Points

9848

Mass

100

└ Man Mass

100.0000

Armour

130

├ Armour

wh2_main_body_130

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

33

└ Man Speed

33

Melee Attack

26

Melee Defence

32

Weapon Strength

480

├ Melee Weapon

wh2_main_lzd_ancient_stegadon

Base Weapon Damage

140

Armour-Piercing Weapon Damage

340

Bonus vs. Large

0

Bonus vs. Infantry

18

Charge Bonus

70

Ammunition

10

Range

115

Missile Strength

550

├ Missile Weapon

wh2_main_lzd_mon_stegadon_giant_blowpipe_skink_chief

├ Projectile

wh2_main_lzd_mon_stegadon_giant_blowpipe_skink_chief

Base Missile Damage

41

Armour-Piercing Missile Damage

14

├ Number of Projectiles

1

├ Shots per volley

8

Reload Time

8

Accuracy

10

Reload Skill

0

Abilities

  • Focus Instincts
    By which the mind is concentrated on the task at hand, allowing it to be carried out effectively whilst keeping passion and abandon firmly in check.
  • Warrior's Crest
    It's not just for decoration, you know!
    Melee Attack +40
    Melee Defence +24
  • 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%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%

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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • 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.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • Armour-Piercing Melee
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • 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.
  • Fire whilst moving
    This unit can fire while on the move.
Faction Availability
The Realm of Chaos