Skink Cohort - Unit | Total War: WARHAMMER II Database Skink Cohort - Unit | Total War: WARHAMMER II Database

Skink Cohort

ID: wh2_main_lzd_inf_skink_cohort_0

Unit

Skink Cohort
Cudgel Infantry
160 300 75
Shielded
Aquatic
8,000
Armour 30
Leadership 55
Speed 46
Melee Attack 20
Melee Defence 24
Weapon Strength 25
Charge Bonus 10

About

Unit Description

The diligent workforce of the Lizardmen Empire, good for throwing into melee as fodder.

Historical Description

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.

Attributes

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Aquatic

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

Shielded

Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

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 Melee Infantry
Unit Class Melee 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 7
Morale 55
Bonus Hit Points 42
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Cudgel Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 300
Upkeep Cost 75
Unit Size 160
Melee CP 200
Missile CP 100

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
Armour
Armour Value 30
Shield
Missile Block Chance 35

Building Requirement

The Gaean Vale

Spawning Chamber

Occupied Khemri

Lothern

Occupied Hell Pit

Enslaved Karak Eight Peaks

Major Coastal Settlement

Massif Orcal

Occupied Lahmia

Minor Coastal Settlement

Enslaved Couronne

Occupied Skavenblight

The Awakening

Itza

Minor Settlement

Athel Loren

Enslaved Drakenhof

Altdorf

Occupied Elven Colony

Itza

Enslaved Black Crag

Occupied Elven Colony

Sartosa

Enslaved Karaz-a-Karak

The Pyramid of Nagash

Province Capital

Outpost

Tor Yvresse

Outpost

Naggarond

Enslaved Miragliano

Outpost

Enslaved Kislev

Hexoatl

Hexoatl

Outpost