For all Leadership tests, Lizardmen units roll 3 dice and choose the lowest 2 scores
Temple Guard, Saurus Oldbloods, Saurus Scar-Veterans, and Salamanders have a Scaly Skin Save of 5+
Any shooting against the Salamanders unit will hit the Salamanders on a roll of 1-4 and the Skinks on a 5-6. If all Skink Handlers are slain, then the Salamanders must take a leadership test. If they fail this test, they must roll on the Monster Reaction table (pg 105 Warhammer Rulebook).
Range of 15". Roll an Artillery dice fo each Salamander. This is the number of hits that the target suffer. Hits are resolved at Strength 3, although they reduce the target's armour save by -1. Note that Salamanders cannot stand & shoot, though they may move and shoot as normal. On the roll of a Misfire, D3 of the Skink Handlers are removed as casualties, and the Salamander does not spout flames that Shooting phase. If there are no Skinks left then the shot is discounted.
Unit causes Fear
Skinks can move over marsh, rivers, lakes, or any other water features without penalty, and will benefit from soft cover while in such terrain.
Unit are skirmishers
6
3
5
4
2
1