Skink Cohort (Javelins)

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Skink Cohort
Wh2 main lzd inf skink cohort javelins.png
Unit cat icon wh2 main missile infantry javelin.png
Overview
FactionLizardmen
CategoryLizardmen missile infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 400 (400)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 100
Statistics
Icon stat health.png Health: 42
Icon stat morale.png Leadership: 55
Icon stat speed.png Speed: 46
Icon stat attack.png Melee attack: 20
Icon stat defence.png Melee defence: 24
Icon stat charge bonus.png Charge Bonus: 10
Weapons
Melee
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 5
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Ranged
Icon stat ranged damage.png Missile Damage: 12
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 4
Icon stat ammo.png Reload Time: 9
Icon stat ammo.png Ammunition: 3
Icon stat range.png Range: 80
Modifier icon poison.png Poison Attacks: Yes
Protection
Icon stat armour.png
Armor:
22.5%
Shielded units will block the following percentage of missile damage from the front Shield: 35%
Attributes
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Skink Cohort (Javelins) is a Lizardmen missile infantry unit in Total War: Warhammer II. These Skinks are trained to hurl javelins true enough to blunt a charging foe.

Description[edit | edit source]

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 the 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.

Abilities[edit | edit source]

  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
  • Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Strategy[edit | edit source]

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