These Skinks are trained to hurl javelins true enough to blunt a charging foe.
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.
Ranged Contact Effects
Skink Cohort (Javelins) 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
|Hide (forest)||This unit can hide in forests until enemy units get too close.|
|Cavalry & Chariots|
|Monsters & Beasts|
|Missile Monsters & Beasts|