Skink Chief

ID: wh2_main_lzd_cha_skink_chief_0


Skink Chief
Missile Specialist
1 350 87
Poison Attacks
Fire Whilst Moving
Armour 30
Leadership 60
Speed 46
Melee Attack 33
Melee Defence 36
Weapon Strength 310
Charge Bonus 16
Ammunition 82
Range 100
Missile Strength 250


Unit Description

Where he hunts, the air is alive with poison darts, fired seemingly from nowhere at all.

Historical Description

In the Lizardmen chain of command, Skink Priests direct their orders to Skink Chiefs. These are Skinks who have been marked for greatness. While the Priests attend to prophecies, it is left to Skink Chiefs to execute orders. It is they who typically oversee patrols, major construction projects and the messenger system. They are aggressive by Skink standards, sometimes riding to battle atop Terradons. It is not their role to sacrifice themselves in battle, however, 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 Lizardmen armies.



While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.


Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…



This unit provides a leadership 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)

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


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.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.70
Run Speed 4.60
Acceleration 5.00
Deceleration 5.50
Charge Speed 5.20
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 260
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 33
Melee Defence 36
Charge Bonus 16
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 3564
Unit Stats
Unit Caste Hero
Unit Weight Medium
Unit Group Missile Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 350
Upkeep Cost 87
Unit Size 1
Melee CP 50
Missile CP 300


Melee Weapon
Weapon Size Medium
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 230
Weapon AP Damage 80
Building Damage 150
Missile Weapon
Projectile Number 1
Effective Range 100
Minimum Range
Marksmanship Bonus 100
Projectile Spread
Damage 115
Armor-Piercing Damage 35
Base Reload Time 4
Armour Value 30
Missile Block Chance 0