Skink Chief

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Skink Chief
Lzd skink chief campaign 01 0.png
Overview
FactionLizardmen
CategoryLizardmen missile hero
Unit size1
Recruitment
Icon treasury.png Cost (MP): 450 (450)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 112
Statistics
Icon stat health.png Health: 3564
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 46
Icon stat attack.png Melee attack: 33
Icon stat defence.png Melee defence: 36
Icon stat charge bonus.png Charge Bonus: 16
Icon stat ammo.png Ammunition 100
Resistance missile.png Damage Resist Missiles: 15
Weapons
Melee
Icon stat damage.png Weapon Damage: 230
Modifier icon armour piercing.png Armour-Piercing Damage: 80
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Ranged
Icon stat ranged damage.png Missile Damage: 115
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 35
Icon stat ammo.png Reload Time: 3.6
Icon stat ammo.png Ammunition: 82
Icon stat range.png Range: 100
Modifier icon poison.png Poison Attacks: Yes
Protection
Icon stat armour.png
Armor:
22.5%
Attributes
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Mounted fire move.png Fire Whilst Moving: This unit can fire when mounted and moving.

Skink Chief is a Lizardmen hero in Total War: Warhammer II. Where he hunts, the air is alive with poison darts, fired seemingly from nowhere at all.

Description[edit | edit source]

On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Of these, some show an aptitude for magic and become Skink Priests. Those that do not become Skink Chiefs, second in command to the priests. While the the priests attend to prophecies, it is left to the Skink Chiefs to execute orders. It is they who typically oversee patrols, major construction projects and the messenger system. It is not their role to sacrifice themselves in battle, but rather to spy out intruders, alert the Saurus and then guide them towards the foe. It is they who interpret the complicated instructions — often passed from Slann Mage-Priest to Skink Priest and finally to themselves. Then, in turn, it is they who give orders to the Saurus and the cold-blooded behemoths that make up the bulk of the Lizardmen armies.

Abilities[edit | edit source]

  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
  • Fire whilst moving: This unit can fire while on the move.
  • Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.

Gallery[edit | edit source]

Strategy[edit | edit source]

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