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HomeHome / Total War: WARHAMMER III / Cult of Sotek / Units / Skink Chief
Skink Chief Cult of SotekCult of Sotek Heroes

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.

Skink Chief

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

Hit Points

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

Mass

160

└ Man Mass

160.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

46

└ Man Speed

46

Melee Attack

33

Melee Defence

36

Weapon Strength

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

Missile Strength

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.