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==ABILITIES== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! NAME !! EFFECT |- | *Aquatic || If this unit has the INFANTRY keyword it treats terrain features like rivers and lakes as open ground during the Movement and Charge phase. While within a terrain feature of this kind this model benefits from light cover if it has the INFANTRY keyword. |- | *Arcane Vassal || When a SLANN from your army attempts to manifests a '''Witchfire''' psychic power they may choose this model from your army to cast through if this model has not already been used as a medium this phase. Draw line of sight and range from this model instead of the SLANN if the power is manifested. This model suffers 1 mortal wound if the SLANN suffers Perils of the Warp while using this model as a medium. |- | *Bloodroar || Add 1 to the Attacks characteristic of units from your army with the Frenzy ability within 6" of this unit. |- | *Chameleon || Subtract 1 from the Ballistic Skill characteristic of enemy units while they are shooting at a unit with this ability. |- | *Frenzy || This unit cannot fall back. |- | *Guardians || While a LIZARDMEN INFANTRY CHARACTER unit from your army is within 3" of this unit, enemy units cannot target that unit with ranged weapons. |- | *Herald of Cosmic Events || Roll a D6 at the start of each friendly Psychic phase. On a roll of 1, add 1 to all attempts to Deny the Witch your opponent makes until the end of the phase. On a roll of 2+, subtract 1 from all attempts to Deny the Witch your opponent makes until the end of the phase. |- | *Infiltrate || During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. |- | *M3/4/5 || If this unit has less than 25%/50% of its wounds remaining this unit's Move characteristic is reduced to 3/4. |- | *M4/6/8 || If this unit has less than 25%/50% of its wounds remaining this unit's Move characteristic is reduced to 4/6. |- | *Mage-Priest Palanquin || Increase the Leadership characteristic of units from your army within 9" to 10. |- | *Magic (Skink) || This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. |- | *Magic (Slann) || This model can attempt to manifest two psychic powers in your Psychic phase, and attempt to deny two psychic powers in your opponent’s Psychic phase. |- | *Magic (Tehenhauin) || This model can attempt to manifest two psychic powers in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. |- | *Master of Skies || Units from your army with the FLY keyword within 6" of this unit gain a 6+ invulnerable save. |- | *Master Predator || Using the following Stratagems for this unit costs 0CP: Fire Overwatch, The Prophecy Comes True. |- | *Monstrous Reaction || When this unit is destroyed, roll one D6 before removing it from play. On a 6 it becomes enraged, and each unit within 6" suffers D3 mortal wounds. |- | *Prophet of Sotek || Each time a melee attack is made by a SKINK unit from your army within 6" of this unit you can re-roll the hit roll. |- | *Resilient || Halve the Damage characteristic of attacks made against this unit (rolling a 5 for a D6 Damage weapon would inflict 3 wounds). |- | *Sacred Duty || While it is within 3" of a SLANN from your army this unit is eligible to perform Heroic Interventions as if it was a CHARACTER. |- | *Saurus Leader || At the end of the Deploy Armies step, select up to one LIZARDMEN unit from your army and redeploy it. |- | *Skink Leader || Ignore the Frenzy ability for units from your army within 6" of this unit. |} <br style="clear: both; height: 0px;" />
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