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

Skink Skirmishers

ID: wh2_main_lzd_inf_skink_skirmishers_0

Unit

Skink Skirmishers
Missile Infantry
120 400 100
Vanguard Deployment
Poison Attacks
Aquatic
Fire Whilst Moving
6,000
Armour 30
Leadership 50
Speed 48
Melee Attack 16
Melee Defence 14
Weapon Strength 25
Charge Bonus 8
Ammunition 26
Range 70
Missile Strength 18

About

Unit Description

More reliable than others of their class, a blowpipe-primed unit can fell scores of unsuspecting enemies.

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

Guerilla Deployment

Hide (forest)

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

Fire Whilst Moving

This unit can fire while on the move.

Strengths & Weaknesses

Aquatic

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

Fire Whilst Moving

This unit can fire while on the move.

Poison Attacks

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

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 16
Melee Defence 14
Charge Bonus 8
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 50
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 120
Melee CP 40
Missile CP 360

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 70
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 6
Armor-Piercing Damage 2
Base Reload Time 6
Armour
Armour Value 30
Shield
Missile Block Chance 0