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HomeHome / Total War: WARHAMMER III / Hexoatl / Units / Cohort of Sotek (Red Crested Skinks)
Cohort of Sotek (Red Crested Skinks) HexoatlHexoatl Infantry

Cohort of Sotek (Red Crested Skinks)

Having survived the Skaven onslaught that destroyed their home, now they follow the Serpent-God, to the very End Times if necessary.

Within Lizardmen society, the quick-witted, swift-moving Skinks are the administrators and craftsmen – the workers, you might say. As is common among the Slann, certain spawnings are – for reasons unclear – faster, stronger, sharper and brighter than their peers. Such is the case of the Red Crested Skinks, who first emerged at the temple-city of Chaqua before it was attacked and overrun by a particularly vicious horde of plague-bearing Skaven, and it was the Red Crested Skinks who subsequently heeded Tehenhauin’s call and flocked to the Prophet’s banner in service of the coming Serpent-God, Sotek. As the survivors of the slaughter and the plague that followed it fanned out across Lustria, they brought word of the Prophecy of Sotek to all Lizardmen, urging them on to total war against Skavenkind and proclaiming that the sacrifice of any rat spawn would invoke the Serpent-God and hasten his blessed arrival.

Cohort of Sotek (Red Crested Skinks)

Unit Name

Cohort of Sotek (Red Crested Skinks)

Main Unit Key

wh2_dlc12_lzd_inf_skink_red_crested_ror_0

Land Unit Key

wh2_dlc12_lzd_inf_skink_red_crested_ror_0

Land Unit Group Parents

Infantry

Land Unit Group

Great Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

825

Recruitment Cost

825

Upkeep Cost

206

Number of Units

120

Hit Points

8040

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7_dlc12_skink_2h_greatweapon

├ Man Entity

wh2_dlc12_lzd_inf_red_crested_skink_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

59

Mass

80

└ Man Mass

80.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

100

Speed

46

└ Man Speed

46

Melee Attack

33

Melee Defence

25

Weapon Strength

24

├ Melee Weapon

wh2_dlc12_lzd_skink_great_club

Base Weapon Damage

5

Armour-Piercing Weapon Damage

19

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

21

Abilities

  • Refuse to Die
    The surprising ability to hold back death despite some seriously heavy opposition…
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

  • Frenzy
    Units with [[img:ui/battle ui/ability_icons/wh_main_unit_passive_frenzy.png]]frenzy cause more damage while their leadership is high.
  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Recuitment Requirement
Maximum Number 1