Left Panel
menu
HomeHome / Total War: WARHAMMER III / Cult of Sotek / Units / Skink Oracle
Skink Oracle Cult of SotekCult of Sotek Heroes

Skink Oracle

The future is written for those with the knowledge to read it.

Riding into battle on the backs of the fearsome Troglodon, the Skink Oracles keep foes at a distance with the venomous spit of their mounts. Blessed with a small fraction of the Slann's foresight, they sense danger mere moments before it descends, riding instantly to combat it. Unleashing the full force of their magic, they cast their protection over allies, and rain devastating strikes of mystical energy down upon their foes.

Skink Oracle

Unit Name

Skink Oracle

Main Unit Key

wh2_dlc17_lzd_cha_skink_oracle_troglodon_0

Land Unit Key

wh2_dlc17_lzd_cha_skink_oracle_troglodon_0

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

War Beast

Class

Command

Custom Battle Cost

1900

Recruitment Cost

2150

Upkeep Cost

538

Number of Units

1

Hit Points

7120

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7_dlc17_rp3b_wb_oracle_club

├ Man Entity

wh2_dlc17_lzd_warbeast_rider_60_hero_blood_low_kb_resist

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7112

Mass

100

└ Man Mass

100.0000

Armour

95

├ Armour

wh2_main_body_95

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

33

└ Man Speed

33

Melee Attack

39

Melee Defence

46

Weapon Strength

415

├ Melee Weapon

wh2_dlc17_lzd_feral_troglodon

Base Weapon Damage

115

Armour-Piercing Weapon Damage

300

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

50

Ammunition

20

Range

120

Missile Strength

800

├ Missile Weapon

wh2_dlc17_lzd_troglodon_spit

├ Projectile

wh2_dlc17_lzd_troglodon_spit

Base Missile Damage

100

Armour-Piercing Missile Damage

320

Base Explosive Damage

140.0000

Armour-Piercing Explosive Damage

80.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

8

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%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%

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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • 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
    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.