Left Panel
menu
HomeHome / Total War: WARHAMMER III / Cult of Sotek / Units / Chameleon Skinks
Chameleon Skinks Cult of SotekCult of Sotek Missile Infantry

Chameleon Skinks

Unseen on the battlefield, but felt when their deadly darts bring down enemies in their droves.

With skin able to mimic the patterns of their surrounding environment, Chameleon Skinks are able to sneak within a few arms' lengths of their enemies. From their ideal ambush position, the well-camouflaged Skinks will loose a hail of blowpipe darts, each tipped with the venomous secretions of a Lustrian tree frog. The poison is so virulent that it can even boil the foul blood in a Daemon's veins. Chameleon Skinks are exceptionally accurate, able to fire with unerring precision. They are aided by their large, protruding eyes which give them the means to focus on two different things independently, and to achieve all-around sight without moving their heads - a vital ability for a creature that stands completely still in order to blend in with its environment. Last, but not least, the Chameleon Skinks' eyes have a telescopic ability, enabling them to zoom their focus upon a target. Even heavily-armoured foes are not safe, as the Chameleon Skinks can aim at the more vulnerable joints or thread a shot straight through a miniscule helmet slit.

Chameleon Skinks

Unit Name

Chameleon Skinks

Main Unit Key

wh2_main_lzd_inf_chameleon_skinks_0

Land Unit Key

wh2_main_lzd_inf_chameleon_skinks_0

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

650

Recruitment Cost

650

Upkeep Cost

163

Number of Units

90

Hit Points

4860

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7_skink_club_and_blowpipe

├ Man Entity

wh2_main_lzd_inf_skink_360_blood_dismembers

├ Man Hit Points

8

├ Num Men

90

└ Bonus Hit Points

46

Mass

70

└ Man Mass

70.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

58

Speed

48

└ Man Speed

48

Melee Attack

20

Melee Defence

22

Weapon Strength

25

├ Melee Weapon

wh2_main_lzd_skink_club_poison

Base Weapon Damage

20

Armour-Piercing Weapon Damage

5

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

10

Ammunition

26

Range

80

Missile Strength

20

├ Missile Weapon

wh2_main_lzd_blowpipe_chamelon_skinks

├ Projectile

wh2_main_lzd_blowpipe_chamelon_skinks

Base Missile Damage

9

Armour-Piercing Missile Damage

3

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

6

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Fire Whilst Moving
    This unit can fire while on the move.
  • Stalk
    This unit can move hidden in any terrain.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Chameleon
    This unit can move hidden in any terrain and is exceptionally hard to target with missile attacks.
  • 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.