Chameleon Skinks

ID: wh2_main_lzd_inf_chameleon_skinks_0


Chameleon Skinks
Missile Infantry
90 600 150
Vanguard Deployment
Fire Whilst Moving
Armour 30
Leadership 58
Speed 48
Melee Attack 20
Melee Defence 24
Weapon Strength 25
Charge Bonus 10
Ammunition 26
Range 80
Missile Strength 32


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.


Guerilla Deployment

Fire Whilst Moving

This unit can fire while on the move.


This unit can move hidden in any terrain.


This unit ignores speed and combat penalties caused by terrain and can move through trees.

Strengths & Weaknesses


Whereas some units struggle to fight and move in shallow water, aquatic units excel.


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


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
Armour Value 30
Missile Block Chance 0