
Skink Chief
Hero· Missile Specialist· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Skink Chief is Lizardmen hero: 3,572 HP, armour 30, melee attack 33, melee defence 36, weapon strength 310, range 100 m, missile damage 375 per 10 s for the whole unit. It costs 400 in the campaign and in multiplayer. Unit key wh2_main_lzd_cha_skink_chief_0. Patch 9.0.4, from the game's data tables.
Health
3,572
Armour
30
Leadership
60
Speed
46
Melee attack
33
Melee defence
36
Weapon strength
230 base + 80 armour-piercing
310
Charge bonus
16
Ranged
Range
100 m
Ammunition
82
Missile damage
115 base + 35 AP
150
Reload time
4 s
Damage per 10 s
375
Attributes
- 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.
- Fire Whilst Moving
This unit can fire while on the move.
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.
- 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.
- 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.
- SlipperyAugment · +25% Speed, +24 Melee DefenceactiveSlipperyAugment+25% Speed+24 Melee DefenceCooldown 60 s · Duration 25 sThose who are "slippery" cannot be cornered or pinned - they simply "slip" away…
Counters
Good against
- Lightly armoured units without shields — 375 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
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Stormfiends (Warpfire Projectors) · Lizardmen: Chameleon Stalkers, Blessed Chameleon Stalkers
- Heavy large units — infantry-sized, mass 160e.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
Skink Chief skill tree
36 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.
- TerradonTerradonUnlocks at rank 10
- Mount: Terradon
- StegadonStegadonUnlocks at rank 18
- Mount: Stegadon
- Ancient StegadonAncient StegadonUnlocks at rank 21
- Mount: Ancient Stegadon
- Guerrilla FighterGuerrilla FighterUnlocks at rank 7
- Attribute: Vanguard Deployment
- Speed: +10%
- Natural CamouflageNatural CamouflageUnlocks at rank 15
- Attribute: Stalk
- Speed: +10%
- 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%
- ImmortalityImmortalityUnlocks at rank 20
- When normally killed in action, this Hero will be wounded instead
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character will share +15% of experience earned between all other active Heroes of the same type
- Character will share +30% of experience earned between all other active Heroes of the same type
- Character will share +50% of experience earned between all other active Heroes of the same type
- Fated ChiefFated ChiefUnlocks at rank 10
- Armour: +10
- Leadership aura size: +20%
- Primeval AcuityPrimeval AcuityUnlocks at rank 12
- Bonus vs Large: +10
- Melee defence: +5
- Commanding ShriekCommanding ShriekUnlocks at rank 15
- Ability "Restock!"
- Range: +5% for Skink units (own army)
- Skilful InterpreterSkilful InterpreterUnlocks at rank 18
- Unit mass: +10%
- Attribute: Charge Defence vs Large for Skink units (own army)
- Minor Blessing of ChotecMinor Blessing of Chotec
- Enables flaming attacks
- Hit points: +5%
- Minor Blessing of QuetzlMinor Blessing of Quetzl
- Upkeep: -5% for Saurus Infantry and Temple Guard units (own army)
- Armour: +5
- Minor Blessing of TepokMinor Blessing of Tepok
- Upkeep: -5% for Flying units (own army)
- Spell resistance: 5% (own army)
- Minor Blessing of HuanchiMinor Blessing of Huanchi
- Diplomatic relations: -2 with Dark Elves
- Double experience gain when fighting against Dark Elves (Hero's army)
- Ambush defence chance: +5% (own army)
- Minor Blessing of TlazcotlMinor Blessing of Tlazcotl
- Wound recovery time: -1 turns
- Control: +1 (local province)
- Minor Blessing of ItzlMinor Blessing of Itzl
- Upkeep: -5% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (own army)
- Dance of DeathDance of Death
- Melee attack: +4
- Melee defence: +4
- Gutter FighterGutter Fighter3 levelsLevel 1
- Melee attack: +3
- Melee attack: +7
- Melee attack: +12
- Piercing ShotsPiercing Shots3 levelsLevel 1
- Missile strength: +4%
- Missile strength: +9%
- Missile strength: +15%
- PrecisePrecise3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Weapon strength: +20%
- SurvivalistSurvivalist3 levelsLevel 1
- Hit points: +3%
- Hit points: +8%
- Hit points: +15%
- Jungle ToxinsJungle Toxins
- Enables poison attacks
- Fleet-FootedFleet-Footed3 levelsLevel 1
- Speed: +3%
- Speed: +8%
- Speed: +15%
- OpportunistOpportunist3 levelsLevel 1
- Charge bonus: +4
- Charge bonus: +9
- Charge bonus: +15
- Bottomless QuiverBottomless Quiver3 levelsLevel 1
- Ammunition: +6%
- Ammunition: +16%
- Ammunition: +30%
- Bloody BladeBloody Blade
- Weapon strength: +10%
- SlipperySlippery
- Ability: "Slippery"
- Replenish TroopsReplenish Troops3 levelsLevel 1
- Replenish Troops action: Replenishment rate is increased by an additional 3%
- Replenish Troops action: Replenishment rate is increased by an additional 6%
- Replenish Troops action: Replenishment rate is increased by an additional 9%
- Boost IncomeBoost Income3 levelsLevel 1
- Boost Income action: Income is modified by an additional 2%
- Boost Income action: Income is modified by an additional 4%
- Boost Income action: Income is modified by an additional 6%
- Damage WallsDamage Walls3 levelsLevel 1
- Damage Walls action: 1 additional wall breaches
- Damage Walls action: 2 additional wall breaches
- Damage Walls action: 3 additional wall breaches
- AssassinateAssassinate3 levelsLevel 1
- Assassinate action: Additional 3% success chance
- Assassinate action: Additional 8% success chance
- Assassinate action: Additional 15% success chance
- Hinder ReplenishmentHinder Replenishment3 levelsLevel 1
- Hinder Replenishment action: Replenishment is modified by an additional -10%
- Hinder Replenishment action: Replenishment is modified by an additional -20%
- Hinder Replenishment action: Replenishment is modified by an additional -40%
- SpecialistSpecialist3 levelsLevel 1
- Hero action cost: -10%
- Hero action success chance: +1%
- Hero action cost: -20%
- Hero action success chance: +3%
- Hero action cost: -40%
- Hero action success chance: +6%
Every version of 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LizardmenMissile Specialist | 3,572 | 1 | 30 | 60 | 46 | 33 | 36 | 310 | 16 | 400 | 100 | wh2_main_lzd_cha_skink_chief_0 |
| LizardmenMissile Specialist | 4,008 | 1 | 30 | 60 | 90 | 33 | 36 | 310 | 26 | 750 | 187 | wh2_main_lzd_cha_skink_chief_1 |
| LizardmenMissile Specialist | 9,244 | 1 | 110 | 65 | 50 | 30 | 32 | 420 | 70 | 1,800 | 450 | wh2_main_lzd_cha_skink_chief_2 |
| LizardmenMissile Specialist | 9,896 | 1 | 130 | 75 | 50 | 26 | 32 | 480 | 70 | 2,100 | 525 | wh2_main_lzd_cha_skink_chief_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.