Skink Chief [LIZARDMEN]

(Entry)
Type:

unit

EntryId:

3bdea342-9efe-43c8-961d-f93bdde52a4b

Hidden:

false

Costs: 55 pts

Constraints:

max: 1
Options (7)
Armour:
Weapons:
Ranged Weapons:
Rules (3)
Aquatic
Skinks can move over marsh, rivers, lakes, or any other water features without penalty, and will benefit from soft cover while in such terrain.
Cold Blooded
For all Leadership tests, Lizardmen units roll 3 dice and choose the lowest 2 scores
Poisoned Attacks
Skink darts and javelins count as Poisoned Attacks (see page 114 Warhammer Rulebook).

Profiles:

Profile MvWSBSSTWIALdSvSv+USBase
Skink Chief

6

4

4

4

3

2

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3

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7

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