model
Monstrous Creature, MAYHAVEARMOUR
4fa6-9f98-e83c-afb5
false
| Model | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Troglodon | 8 | 3 | - | 5 | 5 | 5 | 2 | 3 | - |
| Base |
|---|
| Base (50x100): 50x100 |
| Special Rule |
|---|
| Arcane Vassal: Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 24" of this model may ‘channel’ a spell through this model. If they do, the range (including the range to dispel unless it is a vortex), targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model. |
| 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. |
| Aquatic: Models with this special rule treat terrain designated as a ‘water feature’ as Open Ground. In addition, as long as at least 50% of the models in the unit are within a ‘water feature’ they benefit from partial cover. ‘Water features’ might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature. |
| 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. |
| Immune To Psychology: If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction. Note that this special rule does not make a unit immune to any test made against Leadership not stated here. |
| Large Target: Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill. |
| Lore Of Lustria v2: A Wizard with the ‘Lore of Lustria v2’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below: • Apotheosis v2 • Monsoon v2 |
| 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. |
| Primeval Roar: Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units with the Predatory Fighter special rule within 8" of this model gain an additional attack on any successful To Hit roll of a 5 or a 6 until the end of the turn. |
| Skink Riders: Attacks made against this unit are resolved against the weapon skill of the rider, the crew, or monster, whichever is higher. |
| Stomp Attacks: The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice. Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them. |
| 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. |
| Terror: Models with this special rule cause Terror. Models that cause Terror also cause Fear:
Note that if a charged unit cannot choose to Flee, it does not make this Leadership test. Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does. |
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