
Red Crested Skink Chief
Lord· Lord· 1 model at Ultra size
Comes with The Prophet & The Warlock(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Red Crested Skink Chief is Lizardmen lord: 3,772 HP, armour 50, melee attack 55, melee defence 45, weapon strength 340. It costs 1,000 in the campaign and 600 in multiplayer. It comes with The Prophet & The Warlock. Unit key wh2_dlc12_lzd_cha_skink_chief_red_crested_0. Patch 9.0.4, from the game's data tables.
Health
3,772
Armour
50
Leadership
65
Speed
46
Melee attack
55
Melee defence
45
Weapon strength
120 base + 220 armour-piercing, +30 vs large
340
Charge bonus
40
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- 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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Immune to Contact Effects
Entities with this attribute ignore the effects of enemy contact effects such as Poison
Abilities
- Focus InstinctsAugment (Area)activeFocus InstinctsAugment (Area)Cooldown 90 s · Duration 40 s · Range 35 mBy which the mind is concentrated on the task at hand, allowing it to be carried out effectively whilst keeping passion and abandon firmly in check.
- Warrior's CrestAugment · +40 Melee Attack, +24 Melee DefenceactiveWarrior's CrestAugment+40 Melee Attack+24 Melee DefenceCooldown 90 s · Duration 30 sIt's not just for decoration, you know!
- 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.
- Colossal StrikeAugment · +16 Bonus vs. Large, +25% Armour-Piercing Weapon Damage…activeColossal StrikeAugment+16 Bonus vs. Large+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 32 sThe bigger they are, the harder they fall.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
Counters
Good against
- Large units — bonus vs large 30e.g. Rogue Idol, Khemric Titan, Curs'd Ettin · Lizardmen: Dread Saurian, Feral Dread Saurian
- Heavily armoured units — 220 of 340 weapon strength armour-piercinge.g. Steam Tank, Rotting Leviathan, Rogue Idol · Lizardmen: Blessed Bastiladon (Solar Engine), Blessed Sacred Kroxigor
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Lizardmen: Blessed Salamander Hunting Pack, Blessed Terradon Riders
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
Red Crested Skink Chief skill tree
50 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Red Crested Skink Chief's skills
- Horned OneHorned OneUnlocks at rank 7
- Mount: Horned One
- RipperdactylRipperdactylUnlocks at rank 10
- Mount: Ripperdactyl
- Ancient StegadonAncient StegadonUnlocks at rank 21
- Mount: Ancient Stegadon
- Agility of the LizardAgility of the LizardUnlocks at rank 8
- Missile resistance: 10%
- Protection of the Old OnesProtection of the Old OnesUnlocks at rank 8
- Spell resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Warrior's CrestWarrior's CrestUnlocks at rank 12
- Ability: "Warrior's Crest"
- Jungle PatrolJungle Patrol
- Campaign movement range: +5%
- Casualties captured post-battle: +10%
- Casualty replenishment rate: +5% (Lord's army)
- Dextrous WarriorDextrous Warrior
- Missile resistance: 10% for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)
- Speed: +10% for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)
- Melee defence: +10
- Temple BuilderTemple Builder
- Corruption: -2 (local province)
- Construction cost: -15% for all buildings (local province)
- Control: +4 (local province)
- Beast TamerBeast Tamer
- Charge bonus: +15 for Cold One, Ripperdactyl and Terradon Riders units (Lord's army)
- Recruit rank: +1 for Cold One, Ripperdactyl and Terradon Riders units (Lord's army)
- Upkeep: -20% for Cold One, Ripperdactyl and Terradon Riders units (Lord's army)
- Skink LeaderSkink Leader
- Leadership: +4 for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)
- Melee defence: +10 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Missile strength: +10% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Spawn-BrothersSpawn-Brothers
- Melee attack: +10 for Lords and embedded Heroes (Lord's army)
- Melee defence: +10 for Lords and embedded Heroes (Lord's army)
- Predatory FighterPredatory Fighter
- Charge bonus: +5
- Weapon strength: +10%
- Enforcer of OrderEnforcer of Order2 levelsLevel 1
- Weapon strength: +5% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- Weapon strength: +2%
- Weapon strength: +10% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- Weapon strength: +5%
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Colossal StrikeColossal Strike
- Ability: "Colossal Strike"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Proud WarriorProud Warrior3 levelsLevel 1
- Melee attack: +4 for Saurus units (Lord's army)
- Armour: +3 for Saurus units (Lord's army)
- Melee attack: +4 for Saurus units (Lord's army)
- Armour: +6 for Saurus units (Lord's army)
- Melee attack: +6 for Saurus units (Lord's army)
- SkirmisherSkirmisher3 levelsLevel 1
- Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
- Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)
- Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Swift RiderSwift Rider3 levelsLevel 1
- Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Missile strength: +6% for Terradon Riders units (Lord's army)
- Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Missile strength: +8% for Terradon Riders units (Lord's army)
- Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Sacred GuardianSacred Guardian3 levelsLevel 1
- Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Hunt LeaderHunt Leader3 levelsLevel 1
- Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)
- Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)
- Beast DriverBeast Driver3 levelsLevel 1
- Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Jungle DominionJungle Dominion
- Armour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Spawn-KinSpawn-Kin
- Leadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Soul BoundSoul Bound
- Melee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- EpicentristEpicentrist
- Armour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Geomantic SustenanceGeomantic Sustenance3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- Gifts of the JungleGifts of the Jungle3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
Every version of Red Crested Skink Chief
4 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LizardmenLord | 3,772 | 1 | 50 | 65 | 46 | 55 | 45 | 340 | 40 | 1,000 | 163 | wh2_dlc12_lzd_cha_skink_chief_red_crested_0 |
| LizardmenLord | 4,380 | 1 | 80 | 65 | 78 | 55 | 45 | 380 | 65 | 1,050 | 262 | wh2_dlc12_lzd_cha_skink_chief_red_crested_1 |
| LizardmenLord | 4,380 | 1 | 50 | 65 | 90 | 55 | 45 | 400 | 55 | 1,150 | 287 | wh2_dlc12_lzd_cha_skink_chief_red_crested_2 |
| LizardmenLord | 9,896 | 1 | 130 | 75 | 50 | 26 | 32 | 480 | 70 | 2,200 | 550 | wh2_dlc12_lzd_cha_skink_chief_red_crested_3 |
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.