Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Lizardmen (Abridged)*
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Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:04

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Lizardmen

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:04

Army Special Rules

This section describes all the different units used in a Lizardmen army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Lizardmen units, and these are detailed here.

Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest result.

Whenever a model with this special rule rolls a 6 To Hit in close combat, it immediately makes another Attack; roll To Hit and To Wound as normal. Attacks generated by the Predatory Fighter special rule do not generate further Attacks. This applies to all fighting models in the unit, including models making supporting attacks. In addition, a unit that contains one or more models with this special rule can never test to restrain pursuit.

Lords

Slann Mage-Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Slann Mage-Priest413345109
Skink Attendant-233--41-

Troop Type: Monstrous Infantry (Character)

Magic: Slann Mage-Priest is a Level 4 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow, the Lore of Death or the Lore of High Magic.

Hand weapon.

  • May take Disciplines of the Old Ones up to a total of 100 pts

  • May take magic items up to a total of 100 pts

  • One Slann Mage-Priest, Saurus Scar-Veteran, or Skink Chief in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts. A Slann Mage-Priest, however, may have a magic standard (up to 50 pts) as well as having his normal access of up to 100 pts of magic items. A Slann Mage-Priest with the battle standard can still be your army’s General.

Mage-Priest Palanquin, Cold-blooded, Telepathic Confabulation

The Palanquin gives the Slann Mage-Priest a Ward Save (4+) and the Strider special rule. Additionally, while they have the troop type Monstrous Infantry, they are never considered to be ‘models on foot' for the purposes of spells, magic items and special rules.

At the start of each friendly Magic phase, before dice are rolled to determine the strength of the Winds of Magic, you may pick two friendly Wizards with this special rule anywhere on the battlefield and they may exchange a single spell with each other. In subsequent turns, a different pairing of Wizards with this special rule may be chosen.

Saurus Oldblood. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Saurus Oldblood460553358

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (6 pts)

    • Great weapon (10 pts)

    • Spear (5 pts)

    • Polearm (10 pts)

  • May take light armour (3 pts)

  • May take a shield (3 pts)

  • May be mounted upon one of the following:

    • Cold One (30 pts)

    • Horned One (42 pts)

    • Carnosaur (175 pts)

  • May take Blessed Spawnings and magic items up to a total of 100 pts

Cold-blooded, Natural Armour (4+), Predatory Fighter

Heroes

Saurus Scar-Veteran. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Saurus Scar-Veteran450552348

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

    • Spear (4 pts)

    • Polearm (8 pts)

  • May take light armour (2 pts)

  • May take a shield (2 pts)

  • May be mounted upon one of the following:

    • Cold One (20 pts)

    • Horned One (28 pts)

  • May take Blessed Spawnings and magic items up to a total of 50 pts

  • One Slann Mage-Priest, Saurus Scar-Veteran, or Skink Chief in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Cold-blooded, Natural Armour (4+), Predatory Fighter

Skink Chief. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts

MWSBSSTWIALd
Skink Chief645432636

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Spear (3 pts)

  • May be armed with one of the following:

    • Blowpipe (4 pts)

    • Javelin (with Poisoned Attacks) (4 pts)

    • Short bow (with Poisoned Attacks) (4 pts)

  • May take a shield 2 pts

  • May be mounted upon one of the following:

    • Horned One (24 pts)

    • Terradon (30 pts)

    • Ripperdactyl (35 pts)

    • Troglodon (150 pts)

    • Stegadon (replacing one of the crew)( 215 pts)

  • May take Blessed Spawnings and magic items up to a total of 50 pts

  • One Slann Mage-Priest, Saurus Scar-Veteran, or Skink Chief in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Aquatic, Cold-blooded, Natural Armour (6+)

Skink Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Skink Priest623322415

Troop Type: Infantry (Character)

Magic: Skink Priest is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Light, the Lore of Heavens, the Lore of Life or the Lore of Beasts.

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Terradon (30 pts)

    • Troglodon (150 pts)

    • Coatl (270 pts)

    • Ancient Stegadon with an Engine of the Gods (replacing one of the crew) (270 pts)

  • May take Blessed Spawnings and magic items up to a total of 50 pts

Aquatic, Arcane Vassal, Cold-blooded, Natural Armour (6+)

A Slann Mage-Priest can choose to cast any magic missile or direct damage spell through a model with this special rule within 24" of him. If he does so, measure the spell's range from the Arcane Vassal and use that model's forward arc and line of sight for the purposes of casting the spell. If using an Arcane Vassal, a Slann Mage-Priest can cast magic missiles, even if his own unit is engaged in close combat (provided that the Arcane Vassal's is not). If a spell cast through an Arcane Vassal is miscast, the result of the miscast is applied to the Slann Mage-Priest, but the Arcane Vassal suffers a Strength 3 hit due to the magical feedback.

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Cold One730441223
Horned One830441323
Terradon230432213
Ripperdactyl230432323
Carnosaur740655245
Troglodon734555235

Troop Type (Cold One): War Beast

Troop Type (Horned One): War Beast

Troop Type (Terradon): War Beast (Animal)

Troop Type (Ripperdactyl): War Beast

Troop Type (Carnosaur): Monster

Troop Type (Troglodon): Monster

Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused by this beast's Terror special rule.

A model with this upgrade has the +1 Movement.

Fear, Natural Armour (6+), Stupidity

Bestial Roar, Fear, Mount of Itzl, Natural Armour (6+)

If a character mounted on a Horned One joins a unit of Cold Ones, all Cold Ones gain the Hatred special rule as long as the Horned One remains in the unit.

A character must have the Blessed Spawning of Itzl (see Sacred Spawnings) in order to ride a Horned One.

Drop Rocks, Fear, Fly (9), Forest Strider

Once per game, during the Remaining Moves sub-phase, models with this special rule may drop rocks unless they are fleeing or have declared a charge that turn. All models in a unit must drop rocks at the same time. To drop rocks, select one unengaged enemy unit that the Terradons moved over in that turn. That target immediately suffers D3 Strength 4 hits for each Terradon in the unit, distributed as for shooting attacks.

Armour Piercing (1), Fear, Fly (9), Frenzy, Killing Blow, Toad Rage

Before the game starts, but after Scouts have been deployed, a Lustrian blot toad marker can be placed for each unit of Ripperdactyl Riders in your army. A single blot toad marker can be placed on any enemy unit on the tabletop, this marker remains throughout the battle.

When fighting in close combat against a unit with a blot toad marker, the Ripperdactyl's Frenzy grants it D3+1 extra Attacks, instead of just 1 (roll once for the whole unit) and the Ripperdactyls re-roll all failed To Hit rolls.

Blood Frenzy, Multiple Wounds (D3), Natural Armour (4+)

Once the Carnosaur has inflicted an unsaved Wound, it immediately becomes subject to Frenzy. Furthermore, the Carnosaur never loses its Frenzy.

Aquatic, Natural Armour (4+), Poisoned Attacks, Predatory Fighter, Primeval Roar, Spit Venom

Once per battle, at the start of any friendly Close Combat phase, a Troglodon can unleash its Primeval Roar. This affects the Troglodon, and all friendly units within 12". All models in these units that have the Predatory Fighter special rule gain an additional Attack on any successful To Hit roll of a 5 or 6 (instead of just a 6) until the end of the phase.

A Troglodon can spit its venom as a shooting attack with the following profile:

RangeStrengthSpecial Rules
18"5-

Core Units

Saurus Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Saurus Warrior430441128
Spawn Leader430441138

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Saurus Warrior to a Spawn Leader (10 pts)

  • May upgrade one Saurus Warrior to a musician (10 pts)

  • May upgrade one Saurus Warrior to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take spears (1 pt per model)

  • The entire unit may take a Blessed Spawning (1 pt per model)

Cold-blooded, Natural Armour (5+), Predatory Fighter

Skink Cohort. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Skink623321415
Skink Brave623321425
Kroxigor630543137

Unit Size: 10+

Troop Type (Skink): Infantry

Troop Type (Kroxigor): Monstrous Infantry

Hand weapon, shield.

Great weapon.

  • May upgrade one Skink to a Skink Brave (10 pts)

  • May upgrade one Skink to a musician (10 pts)

  • May upgrade one Skink to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • All Skinks in the unit may take one of the following:

    • Spears (½ pt per model)

    • Javelins (with Poisoned Attacks) (3 pts per model)

    • Replace shields with shortbows (with Poisoned Attacks) (3 pts per model)

  • The unit may add one Kroxigor for every eight Skinks in the unit (46 pts per model)

  • The entire unit may take a Blessed Spawning (1 pt per Skink/3 pts per Kroxigor)

Aquatic, Cold-blooded, Natural Armour (6+), Spawn-kin

Skink Cohorts may include a number of Kroxigor as upgrades to form a mixed unit. When a mixed unit deploys or reforms, these Kroxigor must be placed in the unit's second rank, displacing Skink models as necessary to the back rank. When deploying or reforming a mixed unit, the width of the unit's front rank cannot be less than that of its second rank. If no more Kroxigor can fit in the unit's second rank, place the remaining Kroxigor in subsequent ranks. If the unit's front rank is ever reduced so that its width is less than the width of the second rank, a Kroxigor must immediately move to the front rank (displacing rank and file models if necessary).

Whenever you are required to work out the mixed unit's frontage or ranks (and therefore supporting attacks and rank bonus) count as if the footprint of the entire mixed unit was filled with Skinks.

Unless otherwise stated, close combat attacks can only target Kroxigor within a mixed unit if an enemy model is either in base contact with a Kroxigor, or if an enemy model is in base contact with a Skink who is in turn in base contact with a Kroxigor. Stomps are always resolved against the Skinks (if all the Skinks are slain, any excess hits are lost). Missile and Impact Hits against a Skink Cohort that contains one or more Kroxigor are randomised by rolling a D6; on a 1-4, the hit is resolved against a Skink, on a 5-6 it is resolved against a Kroxigor. However, if a mixed unit of five or more models is hit by a bolt thrower, the shot always hits the closest non-character model to the bolt thrower. If this hit results in a casualty, resolve a hit against the next model in the bolt's path each time a casualty is caused.

Casualties are always taken from the rearmost rank of the appropriate model type. Skink models that are in base contact with a friendly Kroxigor model have the Fear special rule.

Aquatic, Cold-blooded, Natural Armour (4+), Predatory Fighter

Skink Skirmishers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Skink Skirmisher623321415
Patrol Leader624321415

Unit Size: 10+

Troop Type: Infantry

Hand weapon, blowpipe.

  • May upgrade one Skink to a Patrol Leader (10 pts)

  • The entire unit may replace blowpipes with one of the following:

    • Javelins (with Poisoned Attacks) and shields (1 pt per model)

    • Shortbows (with Poisoned Attacks) (1 pt per model)

  • The entire unit may take a Blessed Spawning (1 pt per model)

Aquatic, Cold-blooded, Natural Armour (6+), Skirmishers

Jungle Swarms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per base

MWSBSSTWIALd
Jungle Swarm530226163

Unit Size: 2+ bases

Troop Type: Swarm

Aquatic, Cold-blooded, Poisoned Attacks

Special Units

Temple Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 pts per model

MWSBSSTWIALd
Temple Guard440441228
Revered Guardian440441238

Unit Size: 10+

Troop Type: Infantry

Polearm, light armour, shield.

  • May upgrade one Temple Guard to a Revered Guardian (10 pts)

  • May upgrade one Temple Guard to a musician (10 pts)

  • May upgrade one Temple Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take a Blessed Spawning (1 pt per model)

Cold-blooded, Guardians, Natural Armour (5+), Predatory Fighter, Sacred Duty, Stubborn

When a model with the Mage-Priest Palanquin special rule joins a unit whose front rank contains five or more models with the Guardians special rule, it must be placed in the second rank, rather than the first. If the unit's front rank is ever reduced to four or fewer models with the Guardians special rule, the model with the Mage-Priest Palanquin special rule must immediately move to the front rank (displacing rank and file models if necessary).

A model with the Mage-Priest Palanquin special rule who is in base contact with a model with the Guardians special rule is considered to be the same Troop Type as them for the purpose of "Look Out Sir!", and cannot be targeted separately from the rest of the unit. If this combined unit is hit by a bolt thrower, the shot always hits the model closest to the bolt thrower that has the Guardians special rule. If this hit results in a casualty, resolve a hit against the next model in the bolt's path each time a casualty is caused.

Whilst they are part of a combined unit that has been joined by a model with the Mage-Priest Palanquin special rule, all Temple Guard models in the combined unit have the Immunity (Psychology) special rules.

Cold One Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 pts per model

MWSBSSTWIALd
Cold One Rider440441128
Pack Leader440441138
Cold One730441223

Unit Size: 5+

Troop Type: Cavalry

Spear, shield.

  • May upgrade one Cold One Rider to a Pack Leader (10 pts)

  • May upgrade one Cold One Rider to a musician (10 pts)

  • May upgrade one Cold One Rider to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take a Blessed Spawning (2 pts per model)

Cold-blooded, Fear, Natural Armour (4+), Predatory Fighter, Stupidity

Kroxigors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 pts per model

MWSBSSTWIALd
Kroxigor630543137
Kroxigor Ancient630543147

Unit Size: 3+

Troop Type: Monstrous Infantry

Great weapon.

  • May upgrade one Kroxigor to a Kroxigor Ancient (10 pts)

  • The entire unit may take a Blessed Spawning (3 pts per model)

Aquatic, Cold-blooded, Natural Armour (4+), Predatory Fighter

Chameleon Skinks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Chameleon Skink624321415
Stalker625321415

Unit Size: 5+

Troop Type: Infantry

Hand weapon, blowpipe.

  • May upgrade one Chameleon Skink to a Stalker (10 pts)

  • The entire unit may take a Blessed Spawning (1 pt per model)

Aquatic, Chameleon, Cold-blooded, Natural Armour (6+), Scouts, Skirmishers

Enemy units shooting at a unit of Chameleon Skinks suffer an additional -1 To Hit. Missile weapons that do not roll To Hit are unaffected.

Horned One Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Great Crested Skink633321416
Great Crested Brave633321426
Horned One830441323

Unit Size: 5+

Troop Type: Cavalry

Spear, shield.

  • May upgrade one Great Crested Skink to a Great Crested Brave (10 pts)

  • May upgrade one Great Crested Skink to a musician (10 pts)

  • May upgrade one Great Crested Skink to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take javelins (with poisoned attacks) (3 pts per model)

  • The entire unit may take a Blessed Spawning (2 pts per model)

Bestial Roar, Cold-blooded, Fast Cavalry, Fear, Natural Armour (5+)

Terradon Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 pts per model

MWSBSSTWIALd
Terradon Rider623321415
Sky Leader624321415
Terradon230432213

Unit Size: 3+

Troop Type: Cavalry

Hand weapon, javelin.

  • May upgrade one Terradon Rider to a Sky Leader (10 pts)

  • The entire unit may replace javelins with fireleech bolas (1 pt per model)

  • The entire unit may take a Blessed Spawning (2 pts per model)

RangeStrengthSpecial Rules
8"4-

Cold-blooded, Drop Rocks, Fast Cavalry, Fear, Fly (9), Forest Strider, Natural Armour (6+), Poisoned Attacks (Javelins only)

Ripperdactyl Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 pts per model

MWSBSSTWIALd
Ripperdactyl Rider623321415
Ripperdactyl Brave623321425
Ripperdactyl230432323

Unit Size: 3+

Troop Type: Cavalry

Hand weapon, spear, shield.

  • May upgrade one Ripperdactyl Rider to a Ripperdactyl Brave (10 pts)

  • The entire unit may take a Blessed Spawning (2 pts per model)

Armour Piercing (1) (Ripperdactyl only), Cold-blooded, Fast Cavalry, Fear, Fly (9), Frenzy (Ripprdactyl only), Killing Blow (Ripperdactyl only), Natural Armour (6+), Toad Rage

Salamander Hunting Pack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Salamander633543424
Skink Handler623321415

Unit Size: 1 Salamander & 3 Skink Handlers

Troop Type (Salamander): Monstrous Beast

Troop Type (Skink Handler): Infantry

Hand weapon.

Aquatic, Cold-blooded, Mixed Unit, Natural Armour (5+), Skirmishers, Spout Flame

Spout Flames is a shooting attack; all Salamanders in the pack must shoot towards the same target. Spout Flames is fired using the same rules as a Fire Thrower, but with the profile and differences given below:

RangeStrengthSpecial Rules
n/a4-

If the artillery dice result is a misfire, no shots are fired and D3 Skink Handlers are removed as the Salamander eats them!

Aquatic, Cold-blooded, Mixed Unit, Natural Armour (6+), Skirmishers

Razordon Hunting Pack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Razordon633543424
Skink Handler623321415

Unit Size: 1 Razordon & 3 Skink Handlers

Troop Type (Razordon): Monstrous Beast

Troop Type (Skink Handler): Infantry

Hand weapon.

Aquatic, Cold-blooded, Instinctive Defense, Mixed Unit, Natural Armour (5+), Shoot Barbs, Skirmishers

If charged, a Razordon Hunting Pack must Stand and Shoot if it is able to do so. However, when calculating the number of shots fired, each Razordon can re-roll the artillery dice.

Shoot Barbs is a shooting attack; all Razordons in the pack must shoot at the same target. Shoot Barbs is fired using the same rules as a Cannon firing grapeshot, but with the profile and differences given below:

RangeStrengthSpecial Rules
18"4-

If the artillery dice result is a misfire, no shots are fired and D3 Skink Handlers are removed as the Razordon eats them!

Aquatic, Cold-blooded, Mixed Unit, Natural Armour (6+), Skirmishers

Rare Units

Bastiladon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Bastiladon430565136
Skink Crew-233--415

Unit Size: 1 Bastiladon & 4 Skink Crew

Troop Type: Monster

Javelin (crew only), Ark of Sotek.

At the end of each friendly turn, nominate a Jungle Swarm unit within 6" of each Bastiladon with an Ark of Sotek and roll a D6. On a 4+, add one base to the Jungle Swarm unit. This can take the Jungle Swarm unit beyond its starting size. If the base cannot be placed
(because there isn't enough room, or you don't have sufficient models), it is lost. In addition, the Ark of Sotek has a special shooting attack, with the profile and rules below:

RangeStrengthSpecial Rules
D6"2-

The Ark of Sotek can be activated in any friendly Shooting phase, even if the Bastiladon has marched, charged or is engaged in close combat. When activated, all enemy units within D6" immediately take 2D6 Strength 2 hits, distributed as for shooting.

  • The Bastiladon may replace its Ark of Sotek and 4 Skink Crew with one of the following:

    • Revivification crystal and 3 Skink Crew (10 pts)

    • Solar Engine and 3 Skink Crew (40 pts)

All friendly units with the Cold-blooded special rule within 6" of one or more Bastiladons with a Revivification Crystal gains the Regeneration (6+) special rule.

All friendly units with the Cold-blooded special rule that are within 6" of one or more Bastiladons with a Solar Engine gain +1 Initiative. In addition, a Solar Engine contains the innate bound spell, Beam of Chotec.

  • Beam of Chotec: This blinding beam can melt flesh and even cause combustible creatures to burst into towers of flame with a loud whoosh; for Lizardmen, this is indelible proof of Chotec's favour.
    Innate bound spell (power level 3). Beam of Chotec is a magic missile with a range of 24". If successfully cast, roll a D6 and consult the table below to determine the Strength and number of hits (as well as any other effects) caused by this spell. All hits caused by Beam of Chotec are Flaming Attacks.

D6Number of Hits
1D3 Strength 3 hits.
2-3D6 Strength 4 hits.
4-52D6 Strength 5 hits.
62D6 Strength 6 hits. In addition, the target suffers a -1 penalty to their Weapon Skill and Ballistic Skill (to a minimum of 1) until the start of the Bastiladon's next Magic phase.

Cold-blooded, Impervious Defence, Natural Armour (2+), Stubborn, Thunderous Bludgeon

For the purposes of calculating combat result bonuses, a Bastiladon counts as having no flanks or rear.

Before rolling To Hit, nominate one of the Bastiladon's Attacks as the Thunderous Bludgeon (a different coloured dice works best). This Attack is resolved at Strength 10 and receives a +1 To Hit bonus against models in the creature's rear arc.

Stegadon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts per model

MWSBSSTWIALd
Stegadon630565246
Ancient Stegadon630665136
Skink Crew-233--415

Unit Size: 1 Stegadon & 5 Skink Crew

Troop Type: Monster

Javelin (crew only), Giant Bow.

Instead of firing another missile weapon in the Shooting phase, one of the Skink Crew may fire the giant bow. This is a bolt thrower with the profile given below. The giant bow can be fired if the Stegadon moves (but not if it marches).

RangeStrengthSpecial Rules
36"5-

  • May be upgraded to an Ancient Stegadon (5 pts)

  • An Ancient Stegadon may replace its Giant Bow with one of the following:

    • Giant blowpipes (free)

    • Engine of the Gods (50 pts)

  • May be upgraded with any of the following:

    • Unstoppable Stampede (10 pts)

    • Sharpened Horns (20 pts)

An Engine of the Gods confers the following special rules:

  • Arcane Configuration: If you have one or more Engines of the Gods on the battlefield at the start of your Magic phase, select one of the eight Lores of Battle Magic from the Warhammer rulebook. Until the start of your next Magic phase, the casting values for all spells from the selected lore are reduced by 1 (to a minimum of 3).

  • Burning Alignment: As the Engine comes into alignment, magical power is unleashed to scour the enemy.
    Innate bound spell (power level 3). Burning Alignment is a direct damage spell that targets every enemy unit within 4D6" of the Engine's front arc. Each target suffers D6 Strength 4 hits with the Flaming Attacks special rule, distributed as for shooting.

  • Portent of Warding: The Ancient Stegadon and all friendly units within 6" have a Ward save (6+).

If a model has this upgrade, its Impact Hits have the Multiple Wounds (D3) special rule.

A model with this upgrade has the Devastating Charge special rule.

Cold-blooded, Immunity (Psychology), Impact Hits (D6+1), Natural Armour (5+), Stubborn

Dread Saurian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .365 pts per model

MWSBSSTWIALd
Dread Saurian7408710166

Unit Size: 1

Troop Type: Monster

  • May take one of the following:

    • Tepok's Crystalline Eye (60 pts)

    • The Blazing Configuraton of Chotec (35 pts)

    • The Golden Shroud of Tlazcotl (35 pts)

    • Quetzl's Flawless Heartstone (35 pts)

    • The Shadow Rebus of Huanchi (25 pts)

The Dread Saurian gains the Flaming Attacks special rule and causes 2D6 Strength 3 Flaming Impact Hits.

All attacks targeting the Dread Saurian suffer a -1 To Hit modifier. In addition all models which are considered Daemonic or Undead in base contact with the Dread Saurian gain the Always Strikes Last special rule.

The Dread Saurian gains the Unbreakable special rule and reduces its Movement rate to 5, but increases its Toughness to 8.

The Dread Saurian gains the Ambushers deployment special rule and +1 Movement. Models firing at it as part of a Stand & Shoot charge reaction must re-roll successful hits.

A Dread Saurian bearing the crystal known as the Eye of Tepok gains a Ward save (4+) against non-magical attacks.

Cold-blooded, Immunity (Psychology), Large Target (10), Multiple Wounds (D3), Natural Armour (3+)

Coatl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 pts per model

MWSBSSTWIALd
Coatl540555248

Unit Size: 1

Troop Type: Monster

Magic: Coatl is a Level 2 Wizard who uses spells from the Lore of Heavens.

Cold-blooded, Fly (8), Guardian of the Sacred Places, Magic Resistance, Magical Storm, Natural Armour (4+)

A Coatl has the following innate Bound Spell, Power Level 3. If cast, the Lizardmen player may reposition D3 pieces of forest terrain by D6", rolling the distance for each piece at a time.

All missile fire directed at a Coatl suffers a -1 penalty to hit.

Special Characters - Lords

Lord Mazdamundi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .700 pts

MWSBSSTWIALd
Lord Mazdamundi-23345219
Zlaaq (Ancient Stegadon)630665136

Troop Type: Monster (Special Character)

Lord Mazdamundi is a Level 4 Wizard who uses spells from either the Lore of High Magic or one of the eight Lores of Battle Magic in the Warhammer rulebook. In addition, he knows the Ruination of Cities spell.

Ruination of Cities is a direct damage spell with a range of 18". The target unit suffers 2D6 Strength 5 hits as the ground opens and swallows them. A unit that suffers any wounds from this spell will have all its movement rate halved (rounding up) in its next Movement phase as its members pick themselves up and drag comrades out of cracks in the earth. Units inside a building take 3D6 Strength 5 hits as walls and masonry collapse upon them. Flying models and other units that ignore terrain effects are unaffected by this spell.

Magic Items / Abilities: Cobra Mace of Mazdamundi, The Itxi Grubs, Sunburst Standard of Hexoatl, Becalming Cogitation, Harmonic Convergence, Soul of Stone, Transcendent Healing

Attacks made with the Cobra Mace have the Always Strikes First and Poisoned Attacks special rules. At the start of every Close Combat phase, all enemy models in base contact with Lord Mazdamundi must reveal their magic items. If Lord Mazdamundi scores one or more hits against a model that has any magic items, roll a D6; on a 6, all of that model's magic items are immediately destroyed and cannot be used further in this game.

One use only. Mazdamundi can declare that he is chewing the grubs at the start of his Magic phase. He then gains +D3 Power dice that phase.

The Sunburst Standard of Hexoatl is a Battle Standard – if your army includes Lord Mazdamundi, he must be your army's Battle Standard Bearer. This does not prevent Lord Mazdamundi from also being your army's General. In addition, once per game, at the beginning of any enemy Shooting phase, Lord Mazdamundi can release the power of the Sunburst Standard. If he does so, enemy models that target Mazdamundi, or any other friendly unit within 12", with a shooting attack, suffer a -1 To Hit penalty. This effect lasts until the end of the turn.

Cold-blooded, Immunity (Psychology), Impact Hits (D6+1) (Zlaaq Only, Mage-lord of Hexoatl, Natural Armour (2+), Ruination of Cities, Stubborn, Telepathic Confabulation, Ward Save (4+)

Lord Mazdamundi has the Loremaster special rule for whichever Lore of Magic he chooses to select spells from, and can use one more power dice than normal when casting spells.

Lord Kroak. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .450 pts

MWSBSSTWIALd
Lord Kroak400356009

Troop Type: Monstrous Infantry (Special Character)

Lord Kroak is a Level 4 Wizard; however, he knows only one spell – The Deliverance of Itza. If this spell is lost, forgotten, swapped or stolen by any means, Lord Kroak will immediately remember it again and, if applicable, the Wizard that swapped or stole it will immediately forget it.

The Deliverance of Itza is a direct damage spell that targets all enemy units within 12" of the caster's front arc. Each target suffers 2D6 Strength 4 hits. If a target has the Daemonic, Undead or Vampiric special rules, it suffers 3D6 hits instead. Lord Kroak can choose to extend the range of this spell to 18"; if he does so, the casting value is increased to 18+. Alternatively, Lord Kroak can choose to extend the range of this spell to 24", in which case the casting value is increased to 24+.

Magic Items / Abilities: Ceremonial Mace of Malachite, Golden Death Mask, Amulet of Itza, Glyph of Potec, Standard of the Sacred Serpent

Magical Weapons count only as mundane weapons of their type when targeting Lord Kroak in close combat.

All shooting or close combat attacks against Lord Kroak, or any unit he joins, suffer a -1 penalty to their To Hit rolls. This means that enemy models that would normally Hit Lord Kroak on automatically will only do so on a 2+.

The Amulet gives Lord Kroak Magic Resistance (3). In addition, the Amulet of Itza adds one dice to the Lizardmen player's Dispel dice pool each turn.

Against enemy models with the Daemonic, Undead or Vampiric special rules, all hits from the Standard of the Sacred Serpent are resolved at Strength 5.

All enemy units in base contact with Lord Kroak takes D6 Strength 3 hits at the start of your Shooting phase.

Cold-blooded, Eternity Guardians, First Generation Spawning, Flammable, Mage-Priest Palanquin, The Spirit of Lord Kroak, Unbreakable

If Lord Kroak joins a unit of Temple Guard, all models in the combined unit gain the Unbreakable special rule.

Lord Kroak can cast The Deliverance of Itza as many times per turn as he has sufficient power dice. If Lord Kroak miscasts, roll a D6; on 2+ he does not roll on the Miscast table but instead suffers a Strength 6 hit. On a roll of 1, Lord Kroak rolls on the Miscast table as normal. In either case, if the spell was cast through an Arcane Vassal, the Arcane Vassal also suffers a Strength 6 hit.

Lord Kroak's Wizard level can never be reduced to less than 1.

Kroq-Gar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .470 pts

MWSBSSTWIALd
Kroq-Gar460553358
Grymloq (Carnosaur)740655255

Troop Type: Monster (Special Character)

Light armour.

Magic Items / Abilities: Revered Spear of Tlanxla, Hand of Gods

Spear. Each unsaved Wound caused by the Revered Spear of Tlanxla counts as 2 unsaved Wounds when calculating combat results.

Bound spell (power level 3). Hand of Gods contains the spell Shem's Burning Gaze (see the Lore of Light).

Army of Kroq-Gar, Attuned to the Beast, Bloody Frenzy Grymloq only), Cold-blooded, Multiple Wounds (D3) (Grymloq only), Natural Armour (1+), Predatory Fighter (Kroq-Gar only), Sacred Spawning of Xhotl, Swiftstride

Kroq-Gar will always be the army General, even if there is a model with a higher Leadership in the army. An army led by Kroq-Gar may include a single unit of Saurus Cold One Riders as a Core choice.

Kroq-Gar's Carnosaur steed does not suffer from Berserk Rage due to Kroq-Gar's strong control.

Kroq-Gar has a Ward save (5+). If Kroq-Gar is wounded in close combat and does not pass his Ward save, then whoever struck the blow immediately suffers an automatic Strength 5 hit.

Tehenhauin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .315 pts

MWSBSSTWIALd
Tehenhauin665433638

Troop Type: Infantry (Special Character)

Magic: Tehenhauin is a Level 3 Wizard who uses spells from the Lore of Beasts.

  • May be mounted on an Ancient Stegadon with an Engine of the Gods (replacing one of the crew) (270 pts)

Magic Items / Abilities: Blade of the Serpent's Tongue, Plaque of Sotek

The Blade of the Serpent's Tongue grants Tehenhauin the Strength Bonus (1) special rule on any turn he charges. In addition, all attacks made by the Blade of the Serpent's Tongue have the Poisoned Attacks special rule.

The Plaque of Sotek grants Tehenhauin and any Jungle Swarms in his unit the Regeneration (6+) special rule.

Aquatic, Arcane Vassal, Cold-blooded, Hatred (Skaven), Immunity (Poisoned Attacks), Master of Snakes, Natural Armour (6+), Prophet of Sotek, Tide of Serpents, Ward Save (4+)

Tehenhauin can join Jungle Swarm units, even though characters are not normally permitted to join Swarms. Whilst Tehenhauin leads a Jungle Swarm, he gains the Unbreakable special rule and the unit's Unstable special rule is ignored. If Tehenhauin is killed or leaves the unit, this special rule immediately ceases to apply.

If your army includes Tehenhauin, you may upgrade any units of Skink Cohorts, Skink Skirmishers, Horned One Riders, Terradon Riders or Ripperdactyl Riders in your army so that the Skinks have +1 Weapon Skill, as well as the Devastating Charge, Hatred (Skaven) and Immunity (Poisoned Attacks) special rule for 2 points per model. They may not take any Sacred Spawning.

In close combat Tehenhauin can make an extra D6 Attacks at Initiative 1. These extra Attacks are always resolved at Weapon Skill 2 and Strength 2 and have the Poisoned Attacks special rule.

Special Characters - Heroes

Chakax. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts

MWSBSSTWIALd
Chakax450552348

Troop Type: Infantry (Special Character)

Light armour.

Magic Items / Abilities: The Star-stone Mace, The Helm of the Prime Guardian, The Key to the Eternity Chamber

Great weapon. At the start of every Close Combat phase, all enemy models in base contact with Chakax must reveal their magic items, and Magical weapons and armour count as mundane versions of the same type.

6+ armour save. Enemy units with the Scouts special rule may not use their special deployment to set up within 20" of Chakax. In addition, if an enemy unit within 20" of Chakax contains 'hidden' models (such as Assassins, Night Goblin Fanatics etc.), their presence must be announced as soon as they come within 20" of Chakax.

When fighting in a challenge, Chakax has a Ward save (5+) and his opponent gains the Always Strikes Last special rule.

Cold-blooded, Eternity Warden, Guardians, Natural Armour (4+), Predatory Fighter, Stubborn, Ultimate Bodyguard

Chakax must always issue a challenge, and can never refuse one. When fighting in a challenge, Chakax re-rolls all failed rolls To Hit.

Whilst Chakax is part of a combined unit that contains both a model with the Mage-Priest Palanquin special rule and Temple Guard, all models in the combined unit gain the Unbreakable special rule.

Gor-Rok. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230 pts

MWSBSSTWIALd
Gor-Rok450552348

Troop Type: Infantry (Special Character)

Magic Items / Abilities: The Mace of Ulumak, The Shield of Aeons

The Mace allows Gor-Rok to re-roll all failed To Hit rolls. In addition, when striking with the Mace of Ulumak, Gor-Rok gains an additional Attack from his Predatory Fighter special rule on any successful To Hit roll of a 5 or 6.

Shield. This shield gives Gor-Rok a 5+ save rather than a 6+. In addition, any enemy model that makes a successful charge against Gor-Rok and ends the Movement phase in base contact with him must immediately take a Dangerous Terrain test with a -1 penalty.

Blessed Mark of the Old Ones, Cold-blooded, Immunity (Psychology), Natural Armour (4+), Predatory Fighter, Resilient, Stubborn

Any successful rolls To Wound roll against Gor-Rok must be re-rolled. In addition, Gor-Rok has the Immunity (Killing Blow) special rule.

Nakai the Wanderer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .305 pts

MWSBSSTWIALd
Nakai650654358

Troop Type: Monstrous Infantry (Special Character)

Magic Items / Abilities: The Sacred Blade of Quetzl

Great weapon. The Sacred Blade of Quetzl grants Nakai +1 to Hit in close combat, and enemy close combat attacks against him suffer -1 To Hit.

Aquatic, Blessed Mark of the Old Ones, Cold-blooded, Natural Armour (3+), Predatory Fighter, Regeneration (4+)

Nakai has the Blessed Mark of the Old Ones (see Sacred Spawnings). In addition, Nakai has the "Hold Your Ground!" ability. Any unit that kills Nakai in close combat may not overrun as the path is swiftly blocked by vines and creepers. If Nakai flees from combat, then the victorious unit may not pursue.

Tetto'eko. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Tetto'eko623222416

Troop Type: Infantry (Special Character)

Magic: Tetto'eko is a Level 2 Wizard who uses spells from the Lore of Heavens.

Hand weapon.

Magic Items / Abilities: The Stellar Staff, The Eye of the Old Ones

Tetto'eko knows the Comet of Casandora spell from the Lore of Heavens. If he successfully casts it, you may re-roll the dice at the start of each Magic phase to see if the comet arrives.

After deployment, but before Vanguard moves are made, if Tetto'eko is on the battlefield he can consult the Eye of the Old Ones. If he does so, D3 friendly units of your choice gain the Vanguard special rule.

Arcane Vassal, Cold-blooded, Herald of Cosmic Events, Loremaster (Lore of Heavens), Natural Armour (6+), The Palanquin of Constellations

Roll a D6 at the start of each friendly Magic phase. On a roll of 2-6, Tetto'Eko's calculations are correct and the cosmic event occurs; all friendly Wizards within 12" must re-roll power dice rolls of a 1 this phase. However, on a roll of 1, the Chaos Moon has corrupted Tetto'eko's calculations and all friendly Wizards within 12" casting a spell must re-roll any of the power dice that roll a 6 this phase.

The Palanquin of Constellations gives Tetto'eko a Ward Save (5+) and Strider special rule. Additionally, while they have the troop type Infantry, he is are never considered to be a 'model on foot' for the purposes of spells, magic items and special rules. If Tetto'eko joins a unit Skink Cohorts whose front rank contains five or more models, he must be placed in the second rank, displacing other models if necessary. If the unit's front rank is ever reduced to four or fewer models, Tetto'eko must immediately move into the front rank (displacing models if necessary).

Tiktaq'to. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Tiktaq'to645432637
Zwup (Terradon)230432213

Troop Type: Cavalry (Special Character)

Magic Items / Abilities: The Blade of Ancient Skies, Mask of Heavens

The Blade of Ancient Skies has the Ignores Armour Saves special rule. In addition, when fighting against a model with the Fly special rule, attacks made with the Blade of Ancient Skies receive a +1 bonus To Hit.

All Terradons in Tiktaq'to's unit use his Weapon Skill instead of their own. In addition, enemy units suffer an additional -1 To Hit penalty when shooting Tiktaq'to and his unit.

Ambushers, Cold-blooded, Drop Rocks, Fear, Fly (9), Forest Strider, Master of Skies, Natural Armour (6+)

If your army contains Tiktaq'to, one unit of Terradon Riders may deploy using the Ambushers special rule.

Oxyotl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Oxyotl646432637

Troop Type: Infantry (Special Character)

Hand weapon.

Magic Items / Abilities: The Golden Blowpipe of P'Toohee

This is a missile weapon with the following profile:

RangeStrengthSpecial Rules
12"2-

Aquatic, Chameleon, Cold-blooded, Hatred (Daemons of Chaos), Master Predator, Natural Armour (6+), Scouts, Sniper

If Oxyotl remained stationary in his preceding Movement phase, shots made from the Golden Blowpipe of P'Toohee in the Shooting phase may re-roll failed To Wound rolls.

Inxi-Huinzi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
Inxi-Huinzi645432637
Xltzhpctli (Horned One)830441323

Troop Type: Cavalry (Special Character)

Spear, Hail of Darts, light armour, shield.

RangeStrengthSpecial Rules
12"3-

Bestial Roar, Cold-blooded, Fear, Natural Armour (5+)

Lotl-Botl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Lotl-Botl450552348

Troop Type: Infantry (Special Character)

Hand weapon, light armour, shield.

Blood-curdling Roar, Cold-blooded, Cold-blooded Determination, Natural Armour (4+), Predatory Fighter

Lotl-Botl has the Fear special rule in any turn whenever he charges.

Any unit of Saurus Warriors Lotl-Botl joins gains a +1 bonus to their combat resolution as long as he is in the unit.

Kroq. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Kroq450552348

Troop Type: Infantry (Special Character)

Hand weapon, light armour, shield.

Cold-blooded, Massive Jaws, Natural Armour (4+), Predatory Fighter

In addition to his normal attacks, Kroq has a special bite attack with his massive jaws. This attack has the Ignores Armour Saves and Multiple Wounds (D3) special rules. It can only be used against models with Unit Strength 2 or less.

Ten-zlati Oracle of Lord Kroak. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Ten-zlati623322416
Terradon230432213

Troop Type: Cavalry (Special Character)

Magic: Ten-zlati is a Level 2 Wizard who uses spells from the Lore of Heavens.

Hand weapon.

Magic Items / Abilities: Venom of the Firefly Frog

Arcane Vassal, Cold-blooded, Drop Rocks, Fly (9), Forest Strider, Natural Armour (6+), Oracle of Lord Kroak

Ten-zlati's Arcane Vassal special rule can be used anywhere on the battlefield, not just within 24".

Itzi-Bitzi The Piranha Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Itzi-Bitzi645432636

Troop Type: Infantry (Special Character)

Light armour, shield.

Magic Items / Abilities: The Piranha Blade, The Incantation of Xetlipocutzl

One use only. Itzi-Bitzi can use the incantation at any time in the Lizardman turn. All enemy units within 8" must immedieately take a Panic test rolling 3D6, discarding the lowest result.

Aquatic, Cold-blooded, Natural Armour (6+)

Blessed Spawnings

The servants of the Slann Mage-Priests are hatched in spawning pools, where they develop from tiny, carnivorous tadpole-like creatures into the bipedal beings they are when they pull themselves free of the water. Skinks and Kroxigors are spawned in pools on the outskirts of the temple-cities, while Saurus are batched in the dank, subterranean tunnels beneath the temples themselves, as befitting their role as sacred warriors. On occasions, entire spawn broods are batched under the influence of one or more of the gods, displaying certain characteristics and natural abilities different from the other spawnings. Those batched in such a manner are revered as particularly sacred warriors chosen to be the representatives of the gods in the world.

Throughout the centuries, various sacred spawnings have waxed and waned, some disappearing altogether for thousands of years before reappearing. In times long past, Saurus were frequently spawned under the influence of two or even three gods, though very few of these ancient warriors remain in the world. Many see this as being predetermined many thousands of years ago by the Old Ones, for it is said that they studied the paths of the many futures and determined when particular spawnings were needed. That so many spawnings have reappeared in recent decades seems to indicate that a new time of warfare and aggression is upon the Lizardmen.

Characters and units that are able to take Blessed Spawnings are detailed in the army list. The cost below only applies to characters. Lords may take up to 3 Blessed Spawnings. Heroes, Core and Special units may take up to 2 Sacred Spawnings. Core units that take more than one Blessed Spawning counts as Special units, and Special units count as Rare units.

A unit that has one or more Blessed Spawnings may only be joined by characters (excepting Slann Mage Priests) that have the same Blessed Spawnings. Characters with one or more Blessed Spawnings may join any other units as normal.

One per army, Characters only (not including Special Characters). The character may re-roll a total of 3 dice to either To Hit, To Wound, Armour saves or Ward saves during the game. This Blessed Spawning does not prevent the character from joining any other Blessed Spawning.

Models with this Blessed Spawning re-roll failed Charge and Pursuit distances.

Models with this Blessed Spawning have the Devastating Charge special rule.

Models with this Blessed Spawning have the Magic Resistance (1) special rule.

Models on foot only. Models with this Blessed Spawning have the Ambushers and Forest Strider special rules.

Mounted models only. Models with this Blessed Spawning re-roll failed Stupidity or Berserk Rage tests.

Models with this Blessed Spawning can never have their armour save reduced to less than 6+.

Models with this Blessed Spawning have the Immunity (Psychology) special rule.

Models on foot only. Models with this Blessed Spawning have the Aquatic special rule and +2 Initiative.

Disciplines of the Old Ones

Slann Mage-Priests are impossibly ancient beings, and many, in particular those of the earlier spawnings, are possessed of prodigious abilities. Such powers are not merely spells or other temporary effects, but intrinsic states of mind attained over countless years of contemplating the hidden truths of the universe.

A Slann Mage-Priest can purchase Disciplines of the Old Ones as detailed in the Lizardmen Army List. Each Discipline of the Old Ones can only be taken once in each army.

The Slann Mage-Priest has the Ethereal special rule, but cannot join units.

The Slann Mage-Priest has the Loremaster (Lore of High Magic) special rule. This discipline cannot be combined with the Wandering Deliberations discipline.

The Slann Mage-Priest rolls two additional dice whenever he attempts to channel power or dispel dice.

If this model is alive at the end of any friendly Magic phase, roll a number of D6 equal to the difference between the Slann Mage-Priest's starting number of Wounds and its current number of Wounds. For each roll of a 6, the Slann Mage-Priest immediately recovers a single Wound lost earlier in the battle.

Instead of choosing spells normally, the Slann Mage-Priest knows the signature spell for each of the eight lores of Battle Magic from the Warhammer rulebook. This discipline cannot be combined with the Focus of Mystery discipline.

The Slann Mage-Priest re-rolls its first failed dispel attempt in each Magic phase.

Once per Magic phase, the Slann may add an additional 'free' Power dice to the casting attempt. This can cause Ultimate Power as normal, and can cause the Mage-Priest to roll more dice than normally allowed.

When rolling on the Miscast table, the Slann Mage-Priest can choose to subtract one from the result (to a minimum of 2), or add one to the result (to a maximum of 12), instead of accepting the original result.

The Slann Mage-Priest has the Terror special rule.

At the end of the opponent's Magic phase, the Slann Mage-Priest can store a single unused dispel dice remaining in your pool. At the beginning of your next Magic phase, roll a D6; on a 2+ you can add that dice to your power pool (this cannot take your power pool beyond the normal limit). On the roll of a 1, that bonus dice is lost. If the Slann is slain before his next Magic phase, the bonus dice is lost.

Roll a D3 at the start of each enemy Magic phase; the Slann Mage-Priest has the Magic Resistance (*) special rule until the end of that phase, where the result of 1 gives Magic Resistance (1), a result of 2 gives Magic Resistance (2) and a result of 3 gives Magic Resistance (3).

Treasures of the Old Ones

On the following pages are magic items available to Lizardmen armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.

Magic Weapons

No armour or ward saves can be taken against Wounds caused by the Blade of Realities.

The wielder has the Multiple Wounds (D3) and Armour Piercing (1) special rules.

Magic Armour

The wearer of the Sacred Stegadon Helm counts his armour save as being one point higher than normal. Furthermore, the Sacred Stegadon Helm grants the wearer +1 Toughness and the Impact Hits (D3) special rule.

Arcane Items

One use only. When an enemy spell has been cast, a Wizard with the Cube of Darkness can use it instead of attempting to dispel the spell using dispel dice. If he does so, roll a D6; on the roll of a 2+ the spell is automatically dispelled - otherwise the spell is resolved as normal. In either case, roll a separate D6 for every Remains in Play spell currently in effect; on a 2+ that spell automatically ends.

Bound spell (power level 3). The Plaque of Dominion contains a hex spell that targets all enemy Wizards within 18". The targets of this spell have the Stupidity special rule until the start of the caster's next Magic phase.

Enchanted Items

Skink character on foot only. The wearer of the Cloak of Feathers has the Fly (10) special rule. In addition, the wearer has the Magic Resistance (1) special rule.

One use only. The Egg of Quango can be cracked open at the start of any Close Combat phase. Nominate one enemy unit in base contact with the bearer or his unit, roll a D6 and consult the table below to find out what happens. Any Wounds inflicted count towards combat results.

D6

Result

1

The egg opens and a withered Quango hatchling bites the enemy feebly before dying of old age.

The enemy unit immediately suffers D6 Strength 3 hits.

2-3

Quango hatchling emerges to bite the enemy with vigour before succumbing to its extreme age.

The enemy unit immediately suffers D6 Strength 4 hits.

4-6

The heavens resound to thunderous peals as a Quango bursts forth in full glory and casts its radiant hues upon the world. After smiting its foes, it flies off, taking no further part in the battle.

The enemy unit immediately suffers 2D6 Strength 5 hits.

One use only. The bearer of the Horn of Kygor can sound it at the start of any of his Movement phases. If he does so, all friendly monsters, monster mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts and war beasts within 12" of the bearer have the Frenzy special rule until the start of their next Movement phase.

Magic Standards

All models in a unit with the Skavenpelt Banner gain the Frenzy and Hatred (Skaven) special rules. However, all models from Warhammer: Skaven gain the Hatred special rule against the unit carrying the banner.

All models in a unit with the Jaguar Standard adds D3" to their charge or pursue distance.

Magic Items Expansion

Magic Weapons

The Blade of Revered Tzunki gives the wielder +1 Strength and the Ignores Armour Saves special rule.

The Scimitar of the Sun Resplendent gives the wielder +2 Attacks and the Hatred special rule.

Skink Chief on Stegadon only. Spear. The Stegadon War-spear gives the bearer's mount the Impact Hits (2D6+1) special rule.

The Lash of Itzaotyl gives the wielder the Always Strikes First special rule. In addition, any Monster successfully hit by the lash must pass a Leadership test. If failed, it cannot Attack this close combat phase.

The Staff of the Lost Sun fires using the following profile:

RangeStrengthSpecial Rules
18"5-

The Sword of the Hornet allows the wielder to re-roll 1's To Hit, and enemies must re-roll 6's To Hit against them.

The Burning Blade of Chotec gives the wielder the Armour Piercing (2) and Flaming Attacks special rules.

Skink Only. The Dagger of Sotek gives the wielder the Killing Blow special rule. In addition, all models from Warhammer: Skaven treat the model as having the Fear special rule.

Magic Armour

Oldblood or Scar-veteran on foot only. The wearer of the Hide of the Cold Ones gains +1 Toughness as well as the Fear, Natural Armour (5+) and Stupidity special rules.

Shield. The Maiming Shield gives the bearer +1 Attack and the Magical Attacks special rule.

Shield. Any magic missile that strikes the bearer of the Shield of the Mirrored Pool or any unit they are with is reflected on the roll of 2+ on a D6. If the spell is reflected, the results of the magic missile are resolved against the caster of the spell and any unit they are with.

Talismans

The Aura of Quetzl gives the wearer the Ward Save (4+) special rule against attacks with Strength 5 or more.

Slann Mage-Priest only. The Divine Plaque of Protection gives the wearer and any unit they are with the Ward Save (5+) special rule against missile attacks.

All close combat attacks directed against the bearer of the Glyph Necklace suffer -1 To Hit.

One use only. The Amulet of Itzl gives the wearer the Ward Save (2+) special rule against the first unsaved Wound suffered.

Arcane Items

Slann Mage-Priest only. One use only. If the bearer of the Cupped Hands of the Old Ones miscasts, roll a D6. On a roll of 1 the bearer suffers the results of the miscast as normal. On 2+ the miscast is ignored. In addition, any enemy Wizards within line of sight of the Slann Mage-Priest will count as having rolled a 7 on the Miscast table.

One use only. Bound Spell, Power Level 5. The Rod of the Storm contains Urannon's Thunderbolt spell from the Lore of Heavens.

The Diadem of Power allows you to save up to two unused Power dice at the end of your Magic phase and add them to your side's Dispel dice pool in the next enemy Magic phase.

Slann Mage-Priest only. The model bearing the Plaque of Tepok can choose an additional spell from their chosen Lore of Magic.

Enchanted Items

One use only. The Gleaming Pendant of Chotec may be used at the start of any close combat phase. For the remainder of the phase, all enemy units in base contact with the wearer or the unit it is with gain the Always Strikes Last special rule.

One use only. Bound Spell, Power Level 5. The Blood Statuette of Spite contains a direct damage spell with a range of 18" that targets one enemy model, even in a unit. The target model must pass a Toughness test or suffer a Wound which Ignores Armour Saves. If the model takes a Wound from this spell, it must immediately take another Toughness test, losing another Wound if it fails again. This continues until either the model passes a Toughness test or is slain.

Model on foot only. The Charm of the Jaguar Warrior gives the bearer Movement 8 and the Scouts special rule.

Saurus Oldblood, Scar-Veteran or Skink Chief only. The bearer of the Carnosaur Pendant gains the Blood Frenzy special rule.

One use only. When an enemy Wizard rolls on the Miscast table, the bearer of the Curse-Charm of Tepok may force them to re-roll the result.

The bearer of the War Drum of Xahutec and any unit they are with do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units. In addition, any friendly unit attempting to Rally within 12" gains +1 Leadership.

The bearer of the Bane Head gains the Multiple Wounds (2) special rule against one enemy model, nominated at the start of the battle.

The Venom of the Firefly Frog gives the bearer the Poisoned Attacks special rule. If the bearer already has Poisoned Attacks, they may re-roll failed rolls To Wound.

If both players have models with the Scouts special rule, the Lizardmen player adds +1 to their dice roll when rolling to see who deploys their Scouts first.

Magic Standards

All enemy units with Line of Sight to the Totem of Prophecy suffer a -1 penalty to their Leadership. This standard has no effect on models with Immunity (Psychology).

All missile attacks targeted at the unit carrying the Sun Standard of Chotec from within 12" suffer -2 To Hit, or -1 To Hit if fired from over 12" away.

One use only. Huanchi's Blessed Totem may be used in any of your Remaining Moves sub-phases as long as the unit has not charged or marched this turn. The unit carrying the Totem may immediately make a move directly forward using the Random Movement (2D6) special rule.

Skink Chief only. The unit carrying the Sign of Sotek may re-roll failed rolls To Wound on any turn it charges.

The Lore of High Magic

If a spell from the Lore of High Magic is successfully cast by a Wizard from Warhammer: Lizardmen, the caster can immediately choose a new spell of the same level or lower (Signature Spells can always be chosen) from one of the eight Lores of Magic in the Warhammer rulebook which they can cast for the remainder of the Magic phase. If the Wizard chooses a spell from a different lore, that newly chosen spell will always use that spell lore's lore attribute.

Drain Magic can be cast on any unit (friend or foe) and has a range of 24". If the target is a friendly unit, Drain Magic is an augment spell. If the target is an enemy unit, Drain Magic is a hex spell. In either case, all Remains in Play spells affecting the unit are immediately dispelled, and the effects of all other spells on the target unit immediately come to an end. The Wizard can choose to have this spell target all units (friend and foe) within 12". If he does so, the casting value is increased to 14+.

Soul Quench is a magic missile with a range of 18" that causes 2D6 Strength 4 hits. The caster can choose for this spell to instead inflict 3D6 Strength 4 hits. If he does so, the casting value is increased to 12+.

Apotheosis is an augment spell that targets a single model within 18". The target immediately regains a single lost Wound. The Wizard can choose to cast a more powerful version of Apotheosis. If he does so, the target instead immediately regains D3 lost Wounds, in which case the casting value is increased to 10+. Regardless of how many lost Wounds (if any) are recovered, the target also gains the Fear special rule until the start of the caster's next Magic phase.

Hand of Glory is an augment spell with a range of 18". The target unit's Weapon Skill, Ballistic Skill, Initiative or Movement (you choose which) is increased by D3 until the start of the caster's next Magic phase. The Wizard can choose to cast a more powerful version of this spell that instead increases all four characteristics (don't roll a separate D3 for each — make one roll and apply it to all four characteristics). If he does so, the casting value is increased to 10+.

Walk Between Worlds is an augment spell that targets a single unengaged unit within 24". The target gains the Ethereal special rule until the end of the phase and can immediately move up to 10" as if it were the Remaining Moves sub-phase. The Wizard can choose to cast a more powerful version of this spell, in which case the target instead gains the Ethereal special rule until the end of the phase and can immediately move up to 20" as if it were the Remaining Moves sub-phase. If he chooses to do so, the casting value is increased to 16+.

Tempest is a direct damage spell. Place the large round template anywhere within 30" of the Wizard — it then scatters D6". All models hit by the template suffer a Strength 3 hit (models with the Fly special rule suffer a Strength 4 hit instead). If a unit suffers any unsaved Wounds from this spell, it suffers a -1 modifier to all To Hit rolls (both shooting and close combat) until the start of the caster's next Magic phase (shooting attacks that do not use Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) area lost).

Arcane Unforging is a direct damage spell with a range of 24" that targets a single enemy model (even a character in a unit). The target suffers a single Wound on a dice roll greater than or equal to the model's unmodified armour save (excluding Natural Armour, models without an armour save cannot be wounded). No armour saves are permitted against a Wound caused by this spell. The owning player must then reveal to the caster all the magic items possessed by the target (if any). If the target has one or more magic items, randomly select one of them — on the roll of 2+, that item is immediately destroyed and cannot be used for the rest of the game. Note that this spell has no effect on magic items that are mounts, magic items that contain bound spells that have miscast during the game, and any magic items labelled as 'one use only' that have already been used during the game – do not include these when randomly selecting a magic item.

Remains in play. Fiery Convocation is a direct damage spell with a range of 24". Every model in the target unit takes a Strength 4 hit with the Flaming Attacks special rule. At the end of every subsequent Magic phase, every model in the target unit suffers a Strength 4 hit with the Flaming Attacks special rule

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Bastiladon

Monster

50x100

Carnosaur

Monster

50x100

Chakax

Infantry

25x25

Chameleon Skinks

Infantry

20x20

Coatl

Monster

50x50 or 50x100

Cold One

Warbeast

25x50

Cold One Riders

Cavalry

25x50

Dread Saurian

Monster

100x150

Gor-Rok

Infantry

25x25

Horned One

Warbeast

25x50

Horned One Riders

Cavalry

25x50

Inxi-Huinzi

Cavalry

25x50

Itzi-Bitzi

Infantry

20x20

Jungle Swarms

Swarm

40x40

Kroq

Infantry

25x25

Kroq-Gar

Monster

50x50 or 50x100

Kroxigors

Monstrous Infantry

40x40

Lord Kroak

Infantry

50x50

Lord Mazdamundi

Monster

50x100

Lotl-Botl

Infantry

25x25

Nakai

Monstrous Infantry

40x40

Oxyotl

Infantry

20x20

Razordon Hunting Pack

Monstrous Beast

40x40

Ripperdactyl Riders

Cavalry

40x40

Ripperdactyl

Warbeast

40x40

Salamander Hunting Pack

Monstrous Beast

40x40

Saurus Oldblood

Infantry

25x25

Saurus Scar-Veteran

Infantry

25x25

Saurus Warriors

Infantry

25x25

Skink Chief

Infantry

20x20

Skink Cohort

Infantry

20x20

Skink Handler

Infantry

20x20

Skink Priest

Infantry

20x20

Skink Skirmishers

Infantry

20x20

Slann Mage-Priest

Monstrous Infantry

50x50

Stegadon

Monster

50x100

Tehenhauin

Infantry

40x40

Temple Guard

Infantry

25x25

Ten-Zlati

Cavalry

40x40

Terradon

Warbeast

40x40

Terradon Riders

Cavalry

40x40

Tetto'Eko

Infantry

40x40

Tiqtaq'To

Cavalry

40x40

Troglodon

Monster

50x100