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Skink Skirmishers XlanhuapecXlanhuapec Missile Infantry

Skink Skirmishers

More reliable than others of their class, a blowpipe-primed unit can fell scores of unsuspecting enemies.

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 Skirmishers

Unit Name

Skink Skirmishers

Main Unit Key

wh2_main_lzd_inf_skink_skirmishers_0

Land Unit Key

wh2_main_lzd_inf_skink_skirmishers_0

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

120

Hit Points

6000

├ 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

120

└ Bonus Hit Points

42

Mass

70

└ Man Mass

70.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

48

└ Man Speed

48

Melee Attack

16

Melee Defence

14

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

8

Ammunition

26

Range

70

Missile Strength

13

├ Missile Weapon

wh2_main_lzd_blowpipe

├ Projectile

wh2_main_lzd_blowpipe

Base Missile Damage

6

Armour-Piercing Missile Damage

2

├ 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.
  • 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

  • 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.
  • 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.