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LIZARDMEN

The following special rules apply to the Lizardmen army:

Cold Blooded: Lizardmen roll all leadership tests on 3D6, discarding the highest dice. Lake, Marsh & River Strider: Skink, Kroxigor, and Salamander Hunting Pack may move through water features without penalty and will additional benefit from soft cover when in such terrain. Scaly Skin: Many Lizardmen have extremely tough scaly hide and receive 5+ armour save that may be combined with armour as normal. Ferocious: Saurus Warriors are designed for fighting and will fight with unbridled ferocity. This gives them +1 attack when in close combat. This includes Brothers of the Tooth. Blowpipe: Range 12, Strength 3, Multiple Shots x 2, they suffer from all normal penalties. Poisoned Attacks: All shooting attacks from skinks (darts and javelins) count as poisoned.

Slann Mage-Priest ____________________________________ Slann Mage-Priest are the leaders of the Lizardmen, and direct all their efforts towards furthering the plans of the Old Ones. Most large scale Lizardmen armies are led by Slann Mage-Priest are often times the personal retinues of Skink Priest. Cold Blooded, Large Target Slann Mage-Priests, Guardians: Treat the Slann and his Temple Guard as one unit. The Mage-Priest is not a foot model, instead he follows the rules for a Large Target. His base is 75mm wide by 50 mm deep. Rank bonuses are counted as if the Mage-Priest were the number of models he takes the space of. Contemplation: Slann Mage-Priest are concerned more with the workings of the far stars than the din of battle, therefore they may never engage in close combat. Their Skink attendee will fight for them. Shield of the Old Ones: Slann are protected by potent magical defenses, engineered millennia before the other races were born, which gives them a 4+ Ward save. Master of Sorcery: Slann Mage-Priest are so ancient and old that they receive 1 free choice and up to four max from the Discipline of the Ancients. The Chosen_________________________________ Saurus leaders who have been chosen by the Gods are known simply as The Chosen. These Saurus have been marked by a specifically for some divine purpose and carry out their task with no fear or emotion. Cold Blooded, Scaly Skin (5+), Ferocious, May not be the armys general. Mighty Warrior: Chosen Saurus are very rare and add an additional 5% to their total Lords & Heroes cost.

Saurus Warriors____________________________
Saurus Warriors were bred millennia ago to form the backbone of the Old Ones armies, as they do today. Cold Blooded, Scaly Skin (5+)

Temple Guard_______________________________
Each Slann Mage-Priest have a special select group of Saurus who protect him while he contemplates the plans of the Old Ones. Cold Blooded, Scaly Skin (5+) Sacred Duty: If a unit of Temple Guard is joined by a Slann Mage-Priest they become infused with power and become Stubborn.

Skink______________________________
Skink are the more intelligent of the Lizardmen races, darting about skirmishing, peppering the foe with hails of darts and javelins. Cold Blooded, AquaticLake, Marsh & River Strider , Skirmisher. Scout: See page 112 of the rulebook, Skinks may deploy hidden within water features as long as they are at least 2 from the edge. Skink characters may also scout if on foot.

Chameleon Skink__________________________
Skink are the more intelligent of the Lizardmen races, darting about in skirmishing hordes, peppering the foe with hails of arrows and javelins. Cold Blooded, Lake, Marsh & River Strider, Skirmisher Chameleon: Chameleon Skinks skin shifts colors to match their background, making them harder to target and even better scouts than their more common skink brothers. This is represented by a -1 to hit when targeted by missile weapons, you may also deploy them as scouts with no minimum range or place them anywhere on the table, even in sight, if at least 12 away.

Brothers of the Claw________________________

Certain Skinks, marked by Itzl with large crests, are able to subdue the quick-footed Clawed Ones and ride them into battle, harassing and crushing their enemies. Cold Blooded, Fast Cavalry. Clawed Ones are: Swift: Clawed Ones ignore penalties for moving in jungle terrain as they are so sure-footed in their natural habitat, they need not slow down at all.

Brothers of the Tooth_______________________


Some Saurus are able to tame the dim-witted Cold Ones and ride them into battle. The Saurus Warriors naturally ferocious nature is a perfect match for the Cold Ones bloodthirsty temper. Cold Blooded, Scaly Skin (5+), Ferocious, Fear, Stupidity Thick-Skinned: Cold Ones give their rider +2 to their armor save as if they were barded, this includes the bonus for being mounted.

Kroxigor_____________________________________
These fearsome relatives of the Saurus share a close affinity to the Skinks than to their relatives. They are commonly used to construct buildings, but when used in war carry great axes, which they wield with tremendous speed. Cold Blooded, Scaly Skin (4+), Fear, Lake, Marsh & River Strider. Skirmisher: Kroxigor units may declare charges through units of skinks, using the knowledge passed back by them as a guide for their charge. A unit of Kroxigor may only charge through a unit of skinks that is not fleeing. For each Kroxigor that charges through the unit roll a d6, for each 6 remove one skink crushed underfoot. Stand and shoot measurements are taken as normal, but begin at the front of the skink unit.

Stegadon___________________________________
Stegadons are ferocious beasts found deep within the jungle. Very rarely, Skinks are able to find the eggs of these tremendous beasts and raise them as beasts of war. Stegadons are treated as ridden monsters with more than one rider. Therefore their unit strength is five plus the number of riders. Cold Blooded, Scaly Skin (3+ for the Stegadon), Terror, Large Target. Howdah: The combined effect of the massive crest, bony plates, and armored howdah gives the skinks riding inside it a 3+ save, which cannot be improved in any way. Mixed Weapons: Skinks inside the howdah have a variety of weapons, which are treated as a Hand Weapon, Shield, and Javelins.

Impact Hits: Stegadons causes D6 impact hits when it charges, like a chariot. Giant Bow: Treat this as a Bolt Thrower with Strength 5 that can move and fire. Check line of sight from the tip of the bow.

Quango_____________________________________
Even deeper within the jungle than the Stegadons live the Quango. The Quango are larger than the Stegadon and even more bloodthirsty. The only warriors able to control them are the Chosen Saurus. Terror, Large Target, Scaly Skin (3+) Ravenous: The Quango are bloodthirsty beyond mortal comprehension, they receive +1 attack when they charge.

Salamanders________________________________
Despite the inherent dangers of prodding beasts which can spit deadly venom, skink runners bring these beasts to battle to rain death upon their enemies. Cold Blooded, Skirmisher, Scaly Skin (5+), Lake, Marsh & River Strider. Spit Venom: Salamanders spit venom up to 24 using their BS as normal and suffering from the normal modifiers. Units struck take d6 Strength 4 hits with no save. Salamanders may not spit as a stand and shoot reaction. If a 1 is rolled to hit with the salamander, one runner is eaten by the ravenous beast. Venom Spray: When charged, the Salamander becomes defensive and sprays the oncoming enemy with venom. The unit must take a fear test immediately, if they pass the entire front rank takes a Strength 3 hit with 1 save. Treat this as the stand and shoot reaction. If the Salamander ever is left without runners, treat it as a ridden beast that has failed its leadership test and roll on the monster reaction table.

Terradon___________________________________
Trained by skinks to carry fearless skink riders into the air, Terradons allow quick and easy communication between cities. The champion windreavers (as Terradon riders are called) may capture a Terradactyl, a particularly vicious species of Terradon. Cold Blooded, Fly Mounted: Skink riding a Terradon receive a 6+ save. Remember, both may shoot their bows during the shooting phase.

Jungle Swarms______________________________
Lizardmen armies are often accompanied by swarms of beasts from the surrounding jungles. For gaming purposes you should have a mixture of snakes and lizards on a 40x40 mm base. Unbreakable, Poisoned Attacks

Lords_______________________________
SLANN MAGE-PRIEST...200 points per model
Name Slann Mage Priest M 4 WS 4 BS 3 S 5 T 5 W 8 I 3 A 4 Ld 9

Equipment: Slann ride palanquins and are guarded by their bearers. Count the bearers weapons as hand weapons. Their attacks are included in the profile of the Slann Mage-Priest himself. Magic: A Slann-Mage Priest counts as a level 4 wizard.

Options:
One Slann Mage-Priest may be upgraded to a Battle Standard Bearer for +25 points. A Battle Standard Bearer may carry any magic banner (no points limit) in addition to his other magic items. A Battle Standard Bearer may also be your army general. May choose magic items from the Lizardmen magic item lists, with a maximum value of 125 points in addition to any magical battle standard.

Special Rules: Large Target, Cold-Blooded, Shield of the Old Ones .

0-1 CHOSEN165 points per model


Name Saurus Chosen Cold One Quango Equipment: Hand Weapon. M 4 7 7 WS 6 3 3 BS S 5 4 6 T 5 4 6 W 3 1 6 I 4 2 3 A 4 1 5 Ld 9 3 8

Options:
May choose either a great weapon (+6 points), spear (+6 points), or halberd (+6 points). Any of these weapons may be poisoned (+10 points).

May wear light armor (+3 points) and may carry a shield (+3 points). May ride a Cold One (+32 points) or a Quango (+320 points, 1 Hero Slot). Must purchase Mark of the Gods. May also choose 50 points of additional magic items from the Lizardmen magic item list.

Special Rules: Scaly Skin (6+), Cold Blooded, Ferocious, May not be the armys general, Unbreakable, Mighty Warrior. Cold Ones Cause Fear, are Thick-Skinned and are subject to Stupidity. Quangos cause Terror, are Ravenous, are Large Targets, and have Scaly Skin (3+)

MUMMIFIED SLANN MAGE PRIEST..315 points per model


Name Mummified Mage Priest M 4 WS 3 BS 0 S 5 T 5 W 8 I 2 A 4 Ld 9

Equipment: Mummified priests ride palanquins and are guarded by their bearers. Count the bearers weaponry as hand weapons. Their attacks are included in the profile of the Priest himself. Magic: A Mummified Mage-Priest is counted as a level 2 wizard, but he may not cast any spells. He rolls his spells as normal, and other Slann Mage-Priests can use these spells as if they themselves had them.

Options:
May choose magic items from the Arcane and Enchanted Items section of the Lizardmen magic item lists, with a maximum value of 75 points. A Mummified Priest may not choose bound spells. Any Mummified Mage-Priest included in the army may be equipped with Glyphs of Potec (+25 points).

Special Rules: Palanquin, Large Target, Cold-Blooded, Shield of the Old Ones, Arcane Warding, Sacred Relic, Glyphs of Potec.

Heroes __________________________________
TOTEM WARRIOR.100 points per model
Name Saurus Totem Warrior Cold One Equipment: Hand Weapon. M 4 7 WS 5 3 BS S 5 4 T 5 4 W 2 1 I 3 2 A 3 1 Ld 8 3

Options:
May choose either a great weapon (+4 points), spear (+4 points), or a halberd (+4 points). Any of these weapons may be poisoned (+10 points). May wear light armor (+2 points) and may carry a shield (+2 points).

May ride a Cold One (+32 points). May choose up to 50 points magic items from the Lizardmen magic item list and/or 1 Mark from the Marks of the Gods.

Special Rules: Scaly Skin (6+), Cold Blooded, Ferocious, Mighty Warrior. Cold Ones Cause Fear, are Thick-Skinned and are subject to Stupidity

PATHFINDER..65 points per model


Name Skink Pathfinder Clawed One Equipment: Hand Weapon. M 6 9 WS 4 3 BS 5 S 4 3 T 3 3 W 2 1 I 5 4 A 3 1 Ld 6 3

Options:
May choose either an additional hand weapon (+4 points), a spear (+4 points), or a halberd (+4 points). Any of these weapons may be poisoned (+10 points). In addition to these, Pathfinders may be armed with either a short bow (+8 points), javelins (+8 points), or throwing knives (+6 points). May wear light armor (+2 points) and may carry a shield (+2 points). May ride a Clawed One (+12 points) or a Stegadon purchased from the Rare Section as normal. May choose up to 50 points magic items from the Lizardmen magic item list and/or 1 Mark from the Marks of the Gods.

Special Rules: Cold Blooded, Aquatic, Scout. Clawed Ones are Swift. Missile Attacks made by pathfinders are considered poisoned.

Skink Priest..65 points per model


Name Skink Priest Clawed One Equipment: Hand Weapon. Magic: A Skink Priest is a Level 1 Wizard. M 6 9 WS 2 3 BS 3 S 3 3 T 2 3 W 2 1 I 4 4 A 1 1 Ld 5 3

Options:
One Skink Priest per 1000 points may be upgraded to Level 2. May ride a Clawed One (+12 points) or a Stegadon purchased from the Rare Section as normal. May choose up to 50 points magic items from the Lizardmen magic item list and/or 1 Mark from the Marks of the Gods.

Special Rules: Cold Blooded, Aquatic, Scout. Clawed Ones are Swift.

Core Units _______________________________


SAURUS WARRIORS...12 points per model
Name Saurus Warrior First Spawn Unit Size: 10+ Equipment: Hand Weapon, Shield. M 4 4 WS 3 3 BS 0 0 S 4 4 T 4 4 W 1 1 I 1 1 A 1 2 Ld 7 7

Options:
Any unit may be upgraded to carry spears (+2 points per model). Promote one Saurus Warrior to a First Spawn (+12 points). Upgrade one Saurus Warrior to Totem Bearer (+12 points). Upgrade one Saurus Warrior to Musician (+6 points). One unit of Saurus Warriors may have their totem bearer carry a magical banner worth up to 25 points.

Special Rules: Cold Blooded, Ferocious, Scaly Skin (6+).

SKINK BARRIO LEVY...4 points per model


Name Skink Warrior First Spawn Unit Size: 10-40 Equipment: Hand Weapon. M 6 6 WS 2 2 BS 3 4 S 3 3 T 2 2 W 1 1 I 4 4 A 1 1 Ld 5 5

Options:
Any unit may carry shields (+1 point per model), or javelins and shields (+4 points per model). Upgrade one Skink Warrior to First Spawn (+4 points). Upgrade one Skink Warrior to a Totem Bearer (+6 points). Upgrade one Skink Warrior to a Musician (+4 points).

Special Rules: Cold Blooded, Aquatic, Skirmish. Missile attacks count as poisoned.

SKINK SKIRMISHERS.....8 points per model


Name Skink Skirmishers Pathmaster Unit Size: 10-20 Equipment: Hand Weapon, Short Bow. M 6 6 WS 2 2 BS 3 4 S 3 3 T 2 2 W 1 1 I 4 4 A 1 1 Ld 5 5

Options:
Any unit may trade their short bows for javelins and shields (+1 point per model). Upgrade one Skink to a Pathmaster (+4 points).

Special Rules: Cold Blooded, Aquatic, Skirmish, Scout. Missile attacks count as poisoned.

JUNGLE SWARMS..45 points per base


Name Jungle Swarm Unit Size: 1-5 M 4 WS 3 BS 0 S 2 T 2 W 5 I 1 A 5 Ld 10

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