Skink Cohort

ID: wh2_main_lzd_inf_skink_cohort_0


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


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.


Hide (forest)

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

Strengths & Weaknesses


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


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


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 Value 30
Missile Block Chance 35

Building Requirement

The Gaean Vale

Spawning Chamber

Occupied Khemri


Occupied Hell Pit

Enslaved Karak Eight Peaks

Major Coastal Settlement

Massif Orcal

Occupied Lahmia

Minor Coastal Settlement

Enslaved Couronne

Occupied Skavenblight

The Awakening


Minor Settlement

Athel Loren

Enslaved Drakenhof


Occupied Elven Colony


Enslaved Black Crag

Occupied Elven Colony


Enslaved Karaz-a-Karak

The Pyramid of Nagash

Province Capital


Tor Yvresse



Enslaved Miragliano


Enslaved Kislev