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Unseen on the battlefield, but felt when their deadly darts bring down enemies in their droves.

Chameleon Skinks are a Lizardmen Lizardmen missile infantry unit introduced in Total War: Warhammer II.

Recruitment[ | ]

Description[ | ]

With skin able to mimic the patterns of their surrounding environment, Chameleon Skinks are able to sneak within a few arms' lengths of their enemies. From their ideal ambush position, the well-camouflaged Skinks will loose a hail of blowpipe darts, each tipped with the venomous secretions of a Lustrian tree frog. The poison is so virulent that it can even boil the foul blood in a Daemon's veins. Chameleon Skinks are exceptionally accurate, able to fire with unerring precision. They are aided by their large, protruding eyes which give them the means to focus on two different things independently, and to achieve all-around sight without moving their heads - a vital ability for a creature that stands completely still in order to blend in with its environment. Last, but not least, the Chameleon Skinks' eyes have a telescopic ability, enabling them to zoom their focus upon a target. Even heavily-armoured foes are not safe, as the Chameleon Skinks can aim at the more vulnerable joints or thread a shot straight through a miniscule helmet slit.

Attributes[ | ]

  • Wh2 main lzd missile infantry blowpipe Missile Infantry
  • Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Chameleon: This unit can move hidden in any terrain and is exceptionally hard to target with missile attacks.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
  • Fire Whilst Moving: This unit can fire while on the move.

Strategy[ | ]

Chameleon Skinks are the more elite version of Skink Skirmishers. Everything Skirmishers do, Chameleon Skinks do a little better. They are very fast for infantry, inflict poison with their missiles, can fire whilst moving, and have 40% missile resistance. This makes them excellent skirmishers who can out trade every other skirmish unit in a missile fight. In melee, they are also not bad for ranged units. Most units they fight will also be poisoned, reducing the gap in melee stats.

Their own damage output is rather poor, particularly against heavily armored foes. They can be useful for kiting and distracting enemy cavalry or supporting your front line by pelting the enemy with poisoned darts from behind.

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