The Chameleon Skink is just...bad. Really bad. But it's a cool concept and I really want to convert one up to add to my WiP Lizardmen, so I'm trying to figure out how to fix it.
For reference in case you don't have the appropriate pdfs:
70gc hire + 15gc upkeep
M6 WS4 BS4 S4 T2 W1 I5 A1 Ld7
Dagger, Blowpipe+poison darts, Buckler
Can take Shooting, Speed, and Lizardmen skills.
All the basic Lizardmen special rules(Scaly Skin, Cold Blooded, Aquatic, Jungle Born)
"Chameleon Skin" - foes half initiative when trying to detect if Hidden, is also -2 to-hit with missile fire.
"Infiltrator" - as per Skaven.
So it's marginally more survivable than the Lizardmen warband's Great Crest Skinks but is still, in the end, a T2 W1 Skink, and is more likely to actually get the chance to use the Blowpipe and darts it has at least once, but still suffers from the fact the Blowpipe is monstrously overpriced(I'm assuming its 25gc cost was factored in when determining his hire fee). Its equipment is also sub-optimal - a Shield to boost its inherent Scaly Skin armour save would be substantially more useful than a Buckler on a model that should only ever be in melee if you screw up.
At the moment I'm leaning towards tweaking with a cost reduction and swapping the Buckler for a Shield, rather than any kind of drastic rewrites - it has an obvious intended role(thinning the herd or attempting to assassinate a key enemy model while having a modest chance to survive), it's just not good enough at that role for the cost, and I don't think making it strong enough in that role to justify the existing cost would make it very fun to play against.
If it was 55gc hire + 15gc upkeep and had the Shield instead of a Buckler, what would you think of it then? Too cheap, not cheap enough?