Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Vanguard Deployment: This unit can deploy outside the deployment zone.
Ripperdactyl Riders are a Lizardmen flying cavalry unit in Total War: Warhammer II. Each rider fights with aggressive skill, but they pale in comparison to the viciousness of their mounts.
Ripperdactyl Riders are amongst the most fearsome warriors to ever soar across the skies of Lustria. Though Skinks found training Terradons relatively easy, turning Ripperdactyls into sky mounts proved far more difficult. While sustaining many losses, Skinks learned that hatched Ripperdactyls could be bonded with and trained, assuming they weren't eaten alive as soon as the ravenous creature hatched. Skinks who survive bonding with their Ripperdactyls are bold, elite warriors. Once mounted atop their mounts, they forego javelins and blowpipes, for their blood-hungry beasts cannot be stopped from plunging down upon foes. The razor-sharp talons of a Ripperdactyl can decapitate foes - their furious attacks leaving strewn innards and lopped-off limbs behind them.
↑Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
↑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.
↑Frenzy: Units with frenzy cause more damage while their leadership is high.
↑Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
The definition of glass cannon, these riders pack heavy armor piercing, high melee attack, and a bonus vs. infantry that can shred an enemy. That being said, they have few models and diminutive melee defense. Keep them for key engagements and hit and run attacks.