Chameleon Skinks

(Unit)
Type: unit
Category: Special
Categories: Faction: Lizardmen, Special, Units
LinkId: b066ea0b-b02751d9
Hidden: false
Options (2)
Command:

Profiles:

Unit Troop TypeUnit Size
Chameleon Skinks

Regular infantry

5+

Special Rule
Cold Blooded:

To other races, the cold blooded Lizardmen seem incapable of emotion.

When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.

Evasive:

Once per turn, when a unit in which the majority of models have this special rule is declared the target during the enemy Shooting phase, it may choose to Fall Back in Good Order, fleeing directly away from the enemy unit shooting at it. Once this unit has completed its move, the enemy unit may continue with its shooting as declared.

Move Through Cover:

Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests.

Scouts:

Units with this special rule may be deployed after all other units from both armies. They can be deployed anywhere on the battlefield that is more than 12" away from an enemy model. If deployed in this way, Scouts cannot declare a charge during their first turn.

If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.

Skirmishers:

A unit consisting of models with this special rule may adopt a Skirmish formation.

Used By (1)
Lizardmen(Catalogue)