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===Special Units=== * '''Temple Guard:''' Saurus with +1 WS, I, LD, a 3+ save, Halberds and are stubborn. They get better when Bunkering for a Slann, protecting him in the second rank and gaining Immunity (Psychology). These big guys are now 17 points, and they now lose any option for magical weapons. * '''Cold One Riders:''' Temple Guard riding a Saurus Warrior with stupidity. 26 points with spears as default. They occasionally lose control, but they can really [[rip and tear]]. They are designed to rush into enemies before the rest of the army. COR excels when serving as a delivery system for one or several Scar Veterans or Old Bloods armed to the teeth with magic weapons. They are solid enough to hit hard and soak up damage, and mounted Saurus characters are terrifying. They also provide a flanking unit that can withstand damage. *'''Horned One Rider:''' Skinks that ride Horned Ones. They are a controllable, 21ppm fast cavalry. They are not as good of a fighter as Cold One Riders (They still have attacks from the Horned One), but they are better at flanking. Cold Ones are faster infantry, while Horned Ones are proper all-purpose cavalry. * '''Kroxigors:''' Your Big Alligator with a Sledgehammer, a Min size unit, will Deal 3 S7-6 attacks plus more from Predatory Fighters. Knights will feel it when they get flanked by them. * '''Chameleon Skinks:''' Extra stealthy and accurate Skink Blowpipe scouts, getting +1 to hit with Missles and -2 to be hit back. With Skinks getting shortbows, these guys aren't as mandatory for shooting things, though their price drop makes them welcome support. * '''Terradon Riders:''' Fly(9) Skink bombers. Flying Fast Cavalry is now Slightly cheaper than before. They will do Flyby Missle harassing. Excellent for harassment tactics: hunting Warmachine crews, isolated models, and skirmishers. Their ability to drop rocks is also handy for softening up something tough before the Saurus or TG can deal the real damage. The choice between default poison javelins or swap to their special Fireleech Bolas depends on whether the target takes Poisoned or Flaming Attacks worse. (fire against Animated constructs and low armored animals, poison for monsters and everything else). * '''Ripperdactyl Riders:''' Melee version of the Terradon. Same as above, 8 points cheaper and now count as cavalry. The killing power comes from the Ripperdactyl mount, having 2 attacks + Frenzy, S4, AP(1), Killing Blow, and Toad Rage lets you pick an enemy for each Ripperdactyl unit you bring, and they get even more attacks and reroll hits against them. Not only can they harass, but they rip apart archers. Thier job is to pick soft targets and rocket at them before anyone can stop them like a pitbull in an orphanage. Otherwise, they are glass cannons. * '''Razordon Hunting Pack:''' Act as living artillery, more mobile and Defend themselves better than most warmachines. Razordons Shoot barbs like Cannon Grapeshots can fire on the move and reroll the artillery dice when charged. Effectively the same as before, though the Razors are 5 points cheaper than before at 60 points per unit. Razordon takes the roll of tuning units that think they can shield-wall through blowdarts into pincushions. * '''Salamander Hunting Pack:''' Paying more for 80 points per unit, Salamanders act as Flamethrowers. Salamander is more offensive-oriented than Razordon, Preferring to get into CC range to cover a unit with Templates.
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