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.
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 |
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 |
70 |
└ Man Mass 70.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 58 |
48 |
└ Man Speed 48 |
Melee Attack 20 |
22 |
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 |
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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |