Skink Cohort (Javelins)

ID: wh2_main_lzd_inf_skink_cohort_1


Skink Cohort (Javelins)
Missile Infantry
160 400 100
Poison Attacks
Armour 30
Leadership 55
Speed 46
Melee Attack 20
Melee Defence 24
Weapon Strength 25
Charge Bonus 10
Ammunition 3
Range 80
Missile Strength 26


Unit Description

These Skinks are trained to hurl javelins true enough to blunt a charging foe.

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.

Poison Attacks

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


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 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 7
Morale 55
Bonus Hit Points 42
Unit Stats
Unit Caste Missile Infantry
Unit Weight Heavy
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 400
Upkeep Cost 100
Unit Size 160
Melee CP 320
Missile CP 80


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 10
Projectile Spread
Damage 12
Armor-Piercing Damage 4
Base Reload Time 10
Armour Value 30
Missile Block Chance 35

Building Requirement

The Gaean Vale


Enslaved Kislev

Occupied Elven Colony

Massif Orcal

Enslaved Couronne



The Pyramid of Nagash

Enslaved Miragliano

Enslaved Karak Eight Peaks


Major Coastal Settlement


Minor Coastal Settlement

Occupied Skavenblight


Occupied Hell Pit


Tor Yvresse

Occupied Elven Colony

Occupied Khemri

Enslaved Karaz-a-Karak

The Awakening

Occupied Lahmia


Minor Settlement

Enslaved Drakenhof


Athel Loren

Province Capital



Enslaved Black Crag


Spawning Chamber