Skink Cohort (Javelins)

are a missile infantry unit introduced in Total War: Warhammer II.
== Recruitment ==
*
** Unlocked with: Coldblood Commune, Lizardmen Commune, Hexoatl (Coldblood Commune) or Itza (Lizardmen Commune)
*
** Unlocked with: Lower Caste Spawning Chamber
== Description ==
Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen. They are the mass workforce designed by the Old Ones to perform many different roles, and without them, Lizardmen society would quickly collapse. Skinks take up weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. Their skittish nature makes them much more prone to routing than the stoic Saurus. Most commonly, the Skinks advance before the bulk of the main army, harassing the foe's advance with hails of darts. When massed together in a fighting cohort, they can bulk out a Lizardmen battleline. The volleys of javelins and darts that the Skinks can unleash are astoundingly dangerous, for they have learned to coat their weapons with lethal toxins distilled from venomous amphibians, insects and serpents that thrive in the steamy jungle and profuse swamps of Lustria.
== Attributes ==
== Unit Abilities ==
=== Passive Abilities ===
* Primal Instincts
* Spawn-kin
== Strategy ==
Despite their portrait, these Skinks retain the shield of the Skink Cohorts. This means that these Skinks are a straight upgrade to the Skink Cohorts, if one can bear the slight increase in cost. Use this unit on your flanks to screen out cavalry from vulnerable units or from skirmishers trying to get on valuable targets.