RED ELF
Special Rules

The following special rules apply to the Lizardmen army.

  • Cold Blooded. Lizardman units roll all Ld-based tests on 3D6 and discard the highest dice score.
  • Aquatic. Skinks and Kroxigor can move over marsh, rivers, streams, lakes or other water features without penalty, and will benefit from soft cover if in such terrain.
  • Scaly Skin. Many Lizardmen have an armour save from their scaly skin. This may be combined with armour and shields as normal. Saurus and Salamanders have a 6+ armour save; Kroxigors have a 5+ armour save and Stegadons have a 4+ armour save.
  • Blowpipe. These have a range of 12" and 2 x Multiple Shots at strength 3. They suffer penalties for long range, moving and shooting, etc, as normal.
  • Poisoned attacks. All attacks from Skink arrows, javelins or blowpipe darts count as poisoned attacks. Note that this only applies to shooting attacks, not those in close combat.
  • Mixed size units. This is not a new rule, but a reminder of the ones on pages 59 & 98 of the main rulebook. When shooting at units containing a mixture of different sized models (such as Salamanders or units containing Slann) you may choose to target either one troop type or the other. So you could, for example, choose to fire on the Salamander rather than the Skinks around It. In this case the -1 to hit for being a skirmish unit would still apply.