Unit | Troop Type | Unit Size |
---|---|---|
Jungle Swarms | Swarms | 3+ |
Special Rule |
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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. |
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. |
Loner:
A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule. |
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. |
Poisoned Attacks:
If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, that hit will wound automatically. Unless otherwise stated, a model with this special rule may use it when making both shooting and combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons. Note that if an attack needs a To Hit roll of 7+, or hits automatically, this special rule cannot be used. |
Skirmishers:
A unit consisting of models with this special rule may adopt a Skirmish formation. |
Unbreakable:
If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa. |
Vanguard:
After deployment, units with this special rule may make a Vanguard move. A unit making a Vanguard move moves as described in the Basic Movement rules. It may manoeuvre normally but cannot march. If both armies contain Vanguard units, a roll-off determines who moves first. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. |