unit
Core
Faction: Lizardmen - Renegades v2, Core, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')
149e-d6cf-4d80-8816
true
| Unit | Troop Type | Unit Size |
|---|---|---|
| Temple Guard | Heavy infantry | 10+ |
| Special Rule |
|---|
| Close Order: A unit consisting of models with this special rule may adopt a Close Order formation. |
| Cold Blooded: To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Leadership or Break Test, models with this special rule may roll an extra D6 and discard the highest result. |
| Guardians: Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that contains a Slann Mage-Priest can issue and accept challenges in the same manner as a character. |
| Obsidian Blades: Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. |
| Predatory Fighter: A model with this special rule (but not its mount) generates one additional Attack on any natural roll of a 6 made when rolling To Hit in close combat. Roll To Hit and To Wound for this additional Attack as normal. Additional Attacks generated by this special rule cannot themselves generate further Attacks. |
| Armoured Hide: The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule. Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value. |
| Shieldwall: Once per game, during a turn in which it was charged, a unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may Give Ground rather than Fall Back in Good Order. |
| Stubborn: The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn. |
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