
Blessed Skink Cohort (Javelins)
Missile infantry· Missile Infantry· Tier 1· 160 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Blessed Skink Cohort (Javelins) are Lizardmen missile infantry: 8,960 HP across 160 models, armour 30, melee attack 20, melee defence 24, weapon strength 25, range 80 m, missile damage 2,560 per 10 s for the whole unit. It costs 450 in multiplayer. Unit key wh2_main_lzd_inf_skink_cohort_1_blessed. Patch 9.0.4, from the game's data tables.
Health
56 per model
8,960
Armour
shield blocks 35% of small-arms missiles from the front (not artillery)
30
Leadership
55
Speed
46
Melee attack
20
Melee defence
24
Weapon strength
20 base + 5 armour-piercing
25
Charge bonus
10
Ranged
Range
80 m
Ammunition
6
Missile damage
0 base + 16 AP
16
Reload time
10 s
Damage per 10 s
16
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Skink
A unit with the Skink Attribute will gain the following bonuses if a unit with the Kroxigor Attribute is nearby: Causes Fear
Abilities
- Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passivePrimal InstinctsAugment+15% Charge Bonus+5 Melee Attack+5% Physical ResistancePassiveWhen under pressure, the primal instincts of these natural predators take over, improving their potential in combat.
- Spawn-KinAugmentpassiveSpawn-KinAugmentPassiveSkinks tend to swarm around Kroxigor, encouraged by their awesome power. Kroxigor are likewise attracted to masses of Skinks, whose energetic movement and high-pitched sounds fuel their own battle-rage.
Counters
Good against
- Heavily armoured units — 16 of 16 missile damage armour-piercinge.g. Steam Tank, Rotting Leviathan, Rogue Idol · Lizardmen: Blessed Bastiladon (Solar Engine), Blessed Sacred Kroxigor
- Lightly armoured units without shields — 2,560 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Lizardmen: Red Crested Skinks, Blessed Skink Skirmishers
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Lizardmen: Blessed Salamander Hunting Pack, Blessed Terradon Riders
- Heavy large units — infantry-sized, mass 90e.g. Dread Maw, Thunderbarge, Steam Tank · Lizardmen: Dread Saurian, Feral Dread Saurian
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Who can field it
- Lizardmen · Hexoatl · extended roster
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.