The Cold Ones upon which they ride instinctively recognize the same cold-blooded cunning with the hearts of these consummate warriors
Then with a shocking suddenness, the jungle came alive. The rhythmic beating of drums began as three separate lines of Saurus emerged to form a wall of scaled shields across the invader's path. Tenehuac could distinguish each formation - the stipple-scaled warriors under Tok-Az, the spear legion of Pok-Hopak, and the unbeaten ancients of Scar-Veteran Ul-Chak.
Saurus warriors are formidable fighters, but when mounted atop a Cold One they become a shock force capable of delivering an absolute mauling. Those foes who can muster the courage to stand before the sight of oncoming Cold One cavalry find themselves beset by a whirlwind of biting jaws, slashing talons and jabbing spear thrusts. Those Saurus Warriors blessed by Itzl have an innate aptitude for mounted warfare. They exude a musk not dissimilar to the rank odour produced by the Cold Ones themselves, allowing them to form bonds with the otherwise hostile creatures. The Saurus have dewclaws that are perfect for gripping the thick-scaled hides of their reptilian steed, leaving them free to carry both spears and shields. All such spawning produce a Pack Leader who instinctively leads the group - knowing where to find the Cold Ones and how best to break them in as mounts.
- ↑ Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
- ↑ Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- ↑ Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ↑ Predatory Senses: These units are natural hunters that can sense prey hiding nearby.
This Regiment of Renown do not have primal instincts, meaning they will not rampage, have vanguard deployment, and are immune to psychology. All in all this makes them a much more reliable version of anti-large cavalry for the Lizardmen as they will never be terror routed nor will they rampage. The vanguard deployment is not incredibly useful, but it does allow them to come from unexpected angles or hide for a cheeky flank.