OK, so I've had a chance to take a good look through the book and something I noticed is that characters that join scouts/skirmishers gain those abilities. I believe this means we can now scout in Skink and Saurus heroes with our chameleons. May be an interesting option to deal with the deadly war machines that will be out there. Let me know what you think. I may try this tactic Friday against DE, a Scar Vet right next to his crossbow units may make a nice surprise.
sounds like a nasty trick but make shure that the rules apply in the new book or you might end with disaster
sounds like a nasty trick but make shure that the rules apply in the new book or you might end with disaster
Checked all the variables as far as I can tell. Both rules state if a character joins a unit they gain the rule. Under the character section it gives examples of characters joining troops with different size bases. I will check again when I get a chance but I think this is sound.
Isn't there rules reading the opposite though for characters joining flying units at least (or is it fast cavalry rules)? I'm pretty sure that I've seen comments on Skink Chief on Terradon can't join a Terradon unit anymore or else you lose fast cavalry.
Well Chameleons don't fly so not so much a problem in this point. But I did see in another post on this site. The Fast cav. rule comes with the Terradon mount not the chief himself. So if you give him the mount he gets the ability.
Characters joining units of skirmishers gain the "skirmisher" special rule. There is no mention of characters gaining the "Scout" special rule, so I think this isn't a legal move.
As I stated in his army list thread, it doesn't really matter if a character joining a unit gains scout or not. Because during deployment characters are placed before scouting units so can never join a scouting unit during deployment unless they already have the scout rule. And if the character joins a unit after that well the "Scout" rule is irrelevant cause its only helpful during deployment.