Razordon Packs

(Unit)
Type: unit
Category: Rare
Categories: Faction: Lizardmen, Rare, Salamander or Razordon Pack
LinkId: fe674de1-cd4c79b7
Hidden: false
Options (2)

Profiles:

Unit Unit Size
Razordon Packs

3+/1+*

Regular infantry (Skink handlers), War beasts (Razordons)

Special Rule
Aquatic:

Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land.

Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This 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.

Beast Handlers:

Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers.

When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.

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.

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.

Skirmishers:

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

Used By (1)
Lizardmen(Catalogue)