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HomeHome / Total War: WARHAMMER III / Ghosts of Pahuax / Units / Skink Cohort (Javelins)
Skink Cohort (Javelins) Ghosts of PahuaxGhosts of Pahuax Missile Infantry

Skink Cohort (Javelins)

These Skinks are trained to hurl javelins true enough to blunt a charging foe.

Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen. They are the mass workforce designed by the Old Ones to perform many different roles, and without them, Lizardmen society would quickly collapse. Skinks take up weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. Their skittish nature makes them much more prone to routing than the stoic Saurus. Most commonly, the Skinks advance before the bulk of the main army, harassing the foe's advance with hails of darts. When massed together in a fighting cohort, they can bulk out a Lizardmen battleline. The volleys of javelins and darts that the Skinks can unleash are astoundingly dangerous, for they have learned to coat their weapons with lethal toxins distilled from venomous amphibians, insects and serpents that thrive in the steamy jungle and profuse swamps of Lustria.

Skink Cohort (Javelins)

Unit Name

Skink Cohort (Javelins)

Main Unit Key

wh2_main_lzd_inf_skink_cohort_1

Land Unit Key

wh2_main_lzd_inf_skink_cohort_1

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

400

Recruitment Cost

400

Upkeep Cost

100

Number of Units

160

Hit Points

8000

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7_skink_club_javelin_shield

├ Man Entity

wh2_main_lzd_inf_skink_blood_dismembers

├ Man Hit Points

8

├ Num Men

160

└ Bonus Hit Points

42

Mass

90

└ Man Mass

90.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

55

Speed

46

└ Man Speed

46

Melee Attack

20

Melee Defence

24

Weapon Strength

25

├ Melee Weapon

wh2_main_lzd_skink_club

Base Weapon Damage

20

Armour-Piercing Weapon Damage

5

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

10

Ammunition

3

Range

80

Missile Strength

16

├ Missile Weapon

wh2_main_lzd_javelin

├ Projectile

wh2_main_lzd_javelin

Base Missile Damage

12

Armour-Piercing Missile Damage

4

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

10

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Shielded
    Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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.