Skink Chief

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Where he hunts, the air is alive with poison darts, fired seemingly from nowhere at all.

In the Lizardmen chain of command, Skink Priests direct their orders to Skink Chiefs. These are Skinks who have been marked for greatness. While the Priests attend to prophecies, it is left to Skink Chiefs to execute orders. It is they who typically oversee patrols, major construction projects and the messenger system. They are aggressive by Skink standards, sometimes riding to battle atop Terradons. It is not their role to sacrifice themselves in battle, however, but rather to spy out intruders, alert the Saurus and then guide them towards the foe. It is they who interpret the complicated instructions - often passed from Slann Mage-Priest to Skink Priest and finally to themselves. Then, in turn, it is they who give orders to the Saurus and the cold-blooded behemoths that make up the bulk of Lizardmen armies.

Ranged Contact Effects

Skink Chief inflicts the following debuff when hitting an enemy with a missile attack.

Poison! (10 seconds)

  • -20% Armour-Piercing Missile Damage
  • -20% Missile Damage
  • -24% Speed
  • -20% Armour-Piercing Damage
  • -20% Weapon Damage

Attributes

Attribute Description
Can Cause Fear This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Can Cause Terror This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Encourage This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Fire Whilst Moving This unit can fire while on the move.

Abilities

Ability Description
Cold-Blooded

While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.

Slippery

Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…

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