![Skink Skirmishers](gen_images/unit_icon/warhammer3/wh2_dlc12_lzd_cult_of_sotek/wh2_main_lzd_inf_skink_skirmishers_0.png)
![Cult of Sotek](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh2_dlc12_lzd_cult_of_sotek/mon_256.png)
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.
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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 ![]() |
Land Unit Group ![]() |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 400 |
Recruitment Cost 400 |
Upkeep Cost 100 |
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├ 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 |
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└ Man Mass 70.0000 |
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├ Armour wh2_main_body_30 |
├ Shield none |
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└ Man Speed 48 |
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├ Melee Weapon wh2_main_lzd_skink_club |
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├ Missile Weapon wh2_main_lzd_blowpipe |
├ Projectile wh2_main_lzd_blowpipe |
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├ Number of Projectiles 1 |
├ Shots per volley 1 |
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Abilities
No Ability
Attributes
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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.
Faction Availability | |
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Immortal Empires | |
The Realm of Chaos |