8th Ed. Skink Chief on Terradon...

Discussion in 'Lizardmen Discussion' started by Caeldan, Jul 15, 2010.

  1. Caeldan
    Saurus

    Caeldan New Member

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    Curious.. I've seen it stated that the chief on a terradon joining a unit will have them lose their fast cavalry rules. I'm not certain why this is.

    Based on the errata, the fast cavalry rule is specific to the terradon, not to the rider - so by mounting on it, he'll have all the same rules as a rider unit would.

    What am I missing?
     
  2. n810
    Slann

    n810 First Spawning

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    Nothing, I an pretty sure they just like they did before.
    The Terradons definitely have all of the rules and not the riders.
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    That could be my fault. I had read that when a character takes a mount and joins fast cav, that the unit loses fast cav unless the character has the rule. Since in this case, it comes from the Terradon, I guess our rule book overrides it.

    I am actually relieved, I love running a skink chief with my Terradons.
     
  4. venom_x51
    Saurus

    venom_x51 New Member

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    I normally run one with the Staff of the Lost Sun and the Bane Head for sniping out lone characters, but I'm thinking of trying one with the Terrifying Mask of EEE!, maybe with Glittering Scale armour (-1 to hit).

    A flying unit causing terror for less than 150 pts? Flank/rear charges on those pesky night goblins and watch them flee...
     
  5. boreas
    Saurus

    boreas New Member

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    Definitely!! That item was made for the skinks, with the funny name and all... Great to chase those cannons/mortars off the table!

    Phil
     
  6. Gor-rok
    Terradon

    Gor-rok Member

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    Hey, this might make a great synergy with the Doom & Darkness spell. Only trouble is, if they pass their terror check and hold, you're tied up in combat, and the terradons might have a hard time of it.

    It won't work on war machines, though. Now, if they fail the test they will hide under the machine instead of fleeing, and you'll still have to kill them in hand to hand. It's kind of weird how they've done now; the crew are basically just wound counters for the war machine.
     
  7. boreas
    Saurus

    boreas New Member

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    Hum, kinda wierd... If forced to flee before a charge, the warmachine is dead (warmachine, movement phase, p.110). A terror-causing unit charge causes a panic that, if failed, will force the charged unit to flee (Run for your lives! p.78). But, warmachines are "immune" to panic so won't get bad effects from getting charged by terror-causing units... (warmachines and panic, p.110).

    Phil
     
  8. Caneghem
    Carnasaur

    Caneghem New Member

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    War machines are not immune to panic, but rather hide under their machine for a turn and can't shoot.

    Also failing terror is separate from failing panic. Different rules for each one.
     
  9. boreas
    Saurus

    boreas New Member

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    But the warmachine crew still wouldn't run from a failed terror test, right?

    Phil
     
  10. Gor-rok
    Terradon

    Gor-rok Member

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    The rules for Terror (page 78) specifically say that you take a Panic check when charged by a terror causing enemy, so it's no different than any other kind of panic. Since war machine crews don't flee from failed panic tests, they aren't fleeing from terror, either.

    If the crew breaks from combat, though, the machine is removed entirely.
     
  11. boreas
    Saurus

    boreas New Member

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    I understand! Thanks!

    Phil
     
  12. Caneghem
    Carnasaur

    Caneghem New Member

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    I guess I glossed over that bit, terror in now a panic check. Sorry for misleading.
     
  13. Gor-rok
    Terradon

    Gor-rok Member

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    No worries, we're all still learning the new rules and it's tough to un-learn stuff from earlier editions.

    If it wasn't for this forum, I'd still be trying to give the EotG it's own magic lore to cast for Arcane Configuration- oh, the problems that led to...
     
  14. jmg101
    Saurus

    jmg101 New Member

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    terror only effects a unit when its is charged by terror causing monster. also note that anything with random
    movement does not cause terror to the unit (ie hellpit) . one more thing everyone needs to be aware if not already you cannot make a charge reaction against a unit with random movement.
     

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