About
Unit Description
Unseen on the battlefield, but felt when their deadly darts bring down enemies in their droves.
Historical Description
With skin able to mimic the patterns of their surrounding environment, Chameleon Skinks are able to sneak within a few arms' lengths of their enemies. From their ideal ambush position, the well-camouflaged Skinks will loose a hail of blowpipe darts, each tipped with the venomous secretions of a Lustrian tree frog. The poison is so virulent that it can even boil the foul blood in a Daemon's veins. Chameleon Skinks are exceptionally accurate, able to fire with unerring precision. They are aided by their large, protruding eyes which give them the means to focus on two different things independently, and to achieve all-around sight without moving their heads - a vital ability for a creature that stands completely still in order to blend in with its environment. Last, but not least, the Chameleon Skinks' eyes have a telescopic ability, enabling them to zoom their focus upon a target. Even heavily-armoured foes are not safe, as the Chameleon Skinks can aim at the more vulnerable joints or thread a shot straight through a miniscule helmet slit.
Attributes
Guerilla Deployment
Fire Whilst Moving
This unit can fire while on the move.
Stalk
This unit can move hidden in any terrain.
Strider
This unit ignores speed and combat penalties caused by terrain and can move through trees.
Strengths & Weaknesses
Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Chameleon
This unit can move hidden in any terrain and is exceptionally hard to target with missile attacks.
Fire Whilst Moving
This unit can fire while on the move.
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.
Detailed Stats
Battle Entity Stats |
Unit Size |
Small |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.70 |
Run Speed |
4.80 |
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 |
Missile Infantry |
Move Action Points |
2100 |
Melee Attack |
20 |
Melee Defence |
24 |
Charge Bonus |
10 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
6 |
Morale |
58 |
Bonus Hit Points |
46 |
Unit Stats |
Unit Caste |
Missile Infantry |
Unit Weight |
Heavy |
Unit Group |
Missile Infantry |
Unit Group Parent |
Missile Infantry |
Recruitment Turns |
1 |
Recruitment Cost |
600 |
Upkeep Cost |
150 |
Unit Size |
90 |
Melee CP |
120 |
Missile CP |
480 |
Equipment
Melee Weapon |
Weapon Size |
|
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
20 |
Weapon AP Damage |
5 |
Building Damage |
10 |
Missile Weapon |
Projectile Number |
1 |
Effective Range |
80 |
Minimum Range |
|
Marksmanship Bonus |
20 |
Projectile Spread |
|
Damage |
9 |
Armor-Piercing Damage |
3 |
Base Reload Time |
6 |
Shield |
Missile Block Chance |
0 |