Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)
Chameleon Skinks unit card

Chameleon Skinks

Missile infantry· Missile Infantry· Tier 2· 90 models at Ultra size

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Chameleon Skinks are Lizardmen missile infantry: 4,860 HP across 90 models, armour 30, melee attack 20, melee defence 22, weapon strength 25, range 80 m, missile damage 1,800 per 10 s for the whole unit. It costs 650 in the campaign and in multiplayer. Unit key wh2_main_lzd_inf_chameleon_skinks_0. Patch 9.0.4, from the game's data tables.

Health

54 per model

4,860

bottom 17% of class

Armour

30

bottom 41% of class

Leadership

58

bottom 41% of class

Speed

48

top 13% of class

Melee attack

20

bottom 31% of class

Melee defence

22

bottom 32% of class

Weapon strength

20 base + 5 armour-piercing

25

bottom 35% of class

Charge bonus

10

top 45% of class

Ranged

Range

80 m

bottom 8% of class

Ammunition

26

top 9% of class

Missile damage

9 base + 3 AP

12

bottom 8% of class

Reload time

6 s

top 6% of class

Damage per 10 s

20

bottom 42% of class

Attributes

  • Vanguard Deployment

    This unit can deploy outside the deployment zone.

  • Fire Whilst Moving

    This unit can fire while on the move.

  • Skink

    A unit with the Skink Attribute will gain the following bonuses if a unit with the Kroxigor Attribute is nearby: Causes Fear

  • Stalk

    This unit can move hidden in any terrain.

  • Strider

    Speed and combat penalties caused by terrain are ignored by this unit.

Abilities

  • Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passive
  • Spawn-KinAugmentpassive

Counters

Good against

Vulnerable to

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

Gold for gold

Match-ups people search for: Chameleon Skinks vs Chameleon Stalkers · Chameleon Skinks vs Skink Skirmishers

Who can field it

  • Lizardmen · Hexoatl

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.

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.