Terradons

(Unit)
Type: unit
Category: Special
Categories: Special, Special
EntryId: 618f-c45e-845e-05af
Hidden: false
Options (2)
Rules (5)
Cold Blooded
For all Leadership tests, Lizardmen units roll 3 dice and choose the lowest 2 scores
Mounted
Skinks riding Terradons get a 6+ armour save
Flying Units
Terradons can fly
Hit-and-Run Attack
On any turn that Terradons charge, work out combat as normal. If the Terradons lose combat or it is a draw, they do not take a break test but automatically fall back (counts as fleeing, does not cause panic in nearby units, and Terradons automatically rally). The enemy cannot puruse.
If the Terradons won combat, they may elect to fall back. Regardless of whether they chose to fall back or not, the enemy must take a Break test as normal. If the Terradons elected to stay then work out the results of the Break and any pursuits as normal.
This special attack may only be used on a the turn that Terradons charge.
Poisoned Attacks
Skink darts and javelins count as Poisoned Attacks (see page 114 Warhammer Rulebook).

Profiles:

Profile MvWSBSSTWIALd
Terradon & Rider

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