Scaly Skin gives 3+ saving throw
Add +1 to be hit for shooting
A creature with this ability may try to regenerate any wound on a 1d6 roll of 4+. Only one attempt may be made on each wound to regenerate it. Troops that are able to can regenerate damage if not too badly hurt. Work this out as follows. When attacked in close combat, shot at, or the target of spells, calculate the number of wounds suffered as normal. Once all attacks for the phase have been made, the creature may try to regenerate. Roll a D6 for each wound suffered during that phase. If a 4 or more is rolled, that wound has regenerated. You may only try to regenerate any single wound once. Any regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are regenerated. The results of combat, panic, etc are worked out after creatures have regenerated (the number of wounds inflicted does not include any that arc regenerated).
Unit causes Terror. Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again. If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear. A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror. A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".
Merwyrms suffer no movement penalties for moving through water based terrain features, instead, their Movement is increased to 10, and they do not count as a Large Target when in the water.
You may take as many Merwyrms as you have Storm Weavers and Mist Mages in the army subject to the restrictions on rare units. Each Merwyrm is 'bound' to a specific mage before deployment (note this on your army list). In any turn in which a Merwyrm fails a roll to Regenerate, it must make a Leadership test, using the Leadership of the mage that has bound it. If the test is failed, roll on the Monster Reaction table (regard result 5-6 as the creature acting really dumb rather than guarding a fallen rider!). Should the mage be slain, the Merwyrm must test on its own Leadership each turn, and if it fails, the effect of the roll on the Monster Reaction table will last until the end of the game.