unit
Special
Faction: Lizardmen - Renegades v2, Special, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')
7ebf284e-a4658658
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| Unit | Troop Type | Unit Size |
|---|---|---|
| Ripperdactyl Riders | Monstrous cavalry | 3+ |
| Special Rule |
|---|
| 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. |
| Cleaving Blow: If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted |
| 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. |
| Counter Charge: This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by an enemy unit whose troop type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter Charge’ charge reaction: Counter Charge: The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead. Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1" directly towards the enemy unit. Both units are considered to have charged during this turn. Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn, even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will then Hold against the other charging units. |
| Fear: Models with this special rule cause Fear: • If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal. • If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit. A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does. |
| Fly: Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:
Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa. |
| 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. |
| Impetuous: If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, it must make a Leadership test. If this test is failed, the unit must declare a charge. If this test is passed, the unit may act as normal. |
| Skirmishers: A unit consisting of models with this special rule may adopt a Skirmish formation. |
| Swiftstride: A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result. |
| Toad Rage: Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1), and the Hatred (blot toad marker) special rules |
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