Slann are the leaders of the Lizardmen, directing their efforts towards a completion of the Old Ones' plans. A Lizardman army will often be the personal retinue of a particular Slann Mage-Priest or Lord. Large target. Palanquin: Treat the Slann and his bearers as a single model with a single profile, rather like a chariot. Use a base size of 75mm wide and 50mm deep. If the Slann has joined a unit of troops, the unit counts rank bonuses as if the space taken by the palanquin were taken by normal troops. Note: Poisoned Attacks wound their targets automatically when they score a 6 on their to hit roll (as described on page 114 of the rulebook). But what happens if you need a 7 or more to hit in the first place? In these cases the poison has no effect, and so such bits cannot wound automatically. The Slann has a Unit Strength of 8. Contemplation: Slann are concerned with the plan of the Old Ones and the workings of magic rather than fighting the lesser races. Consequently Slann will not use magical armour or weapons. Shield of the Old Ones: Slann are protected by potent magical defences which give them a 2+ ward save. However, models in base contact with the Slann are slightly inside the mystical shield and the save against their attacks is reduced to a 4+ Ward save. Saurus Warriors were bred specially to fight for the Old Ones many millennia ago, and they still form the backbone of Lizardman armies today. Cold Blooded, Scaly Skin (6+). Each Slann has a personal retinue of Saurus Warriors whose duty it is to protect him whilst he lies in contemplation of the Old Ones' sacred plans. Cold Blooded, Scaly Skin (6+). Sacred duty: If the Temple Guard unit is joined by a Slann then it is suffused with bis power and becomes stubborn. Skinks are nimble and intelligent, leaving the main job of fighting to the sturdier Saurus Warriors. Instead the Skinks form clouds of skirmishers, nimbly dodging the enemy units and skirting round their flanks where they can pepper them with poisoned javelins and arrows. Cold Blooded, Aquatic, Skirmish. Scouts: This works exactly as explained on page 112 of the rulebook with the following additions. Scouting Skinks count as out of sight if they are deployed within a water feature, and more than 2" from its edge. They must still deploy 10" or more from enemy troops as normal. Skink characters may be held back from normal deployment and be placed as Scouts after the rest of the army has deployed. These rare and secretive Skinks are masters of stealth and camouflage. They can stand motionless for hours, evading all but the most thorough of searches, biding their time until they are ready to unleash a hail of venom-coated darts to slaughter their enemies. Cold Blooded, Aquatic, Skirmish. Chameleon: With skin that shifts colours to match their surroundings, the Chameleon Skinks are very hard to spot. This means that the enemy suffers an additional -1 to hit when shooting at them. In addition, they are able to sneak up extremely close to the enemy. Chameleon Skinks are deployed at the same time as Scouts, and can be placed in one of two ways. Either place them exactly like Scouts, but with no minimum distance between them and the enemy, or place them in sight of the enemy (even in the open), but more than 12" away from them. Although they are difficult to train, Cold Ones are the perfect mount for Saurus Warriors. Both rider and mount are deadly killing machines and the combination is devastating. Cold Blooded, Scaly Skin (6+), Cause Fear, Stupidity. Thick-skinned: A warrior mounted on a Cold One adds +2 to his armour save instead of the normal +1 for being mounted. These fearsome creatures are far bigger and stronger than the other Lizardmen, towering above the tiny Skinks and even the burly Saurus. Normally their huge strength is used to carry the giant stones which make up the pyramid temples of the Slann, but in battle they are equally happy to carry huge bronze axes. Cold Blooded, Scaly Skin (5+), Саusе Fear, Aquatic. Skirmish Screen: Skinks and Kroxigors often fight in closely linked formations, the smaller Skinks scouting out the enemy for the Kroxigors to charge. When the Skinks find the enemy they whisper back to the Kroxigors who then charge through the screen of Skink skirmishers. Both Skinks and Kroxigors are separate units and follow all the normal rules. In addition, Kroxigors may see and charge through Skink units (including Chameleon Skinks). Unfortunately, though the Skinks know the Kroxigors will charge, sometimes they don't get out of the way in time and are killed in the stampede. Roll a D6 per Kroxigor in the unit charging through the Skinks. For each roll of a 1 a Skink is crushed underfoot by the lumbering Kroxigors. Enemy units charged by Kroxigor through a skirmish screen may stand and shoot as normal. For the purposes of working out range and whether the unit can stand and shoot at all (if the Kroxigor are within half their charge distance) use the distance to the point the Kroxigor emerge (ie. the front of the Skink unit). Despite the many dangers of goading these fractious creatures, such is the skill of the brave Skinks that herd Salamanders to battle that they are only seldom eaten by them. Cold Blooded, Skirmish, Scaly Skin (6+). Salamanders spit venom up to 24" range using their BS to hit as normal and with the normal penalties for long range, moving, etc. Units that are struck suffer 1D6 Strength 4 hits with no armour save possible. Salamanders may not stand and shoot. If all the Skinks are killed, the Salamander is treated like a ridden monster that has lost its rider. However, when it comes to rolling its Leadership test, assume it fails and just roll on the Monster Reaction chart (page 105) to see what it does. These ancient reptiles are trapped and trained by the Skinks who ride them. Soaring above the jungle canopy, the Skink messengers and scouts can move from city to city with ease. Cold Blooded, Flying Unit. Mounted: Skinks riding Terradons get a 6+ armour save. One Skink per Terradon may shoot his short bow each turn. Stegadons are huge and terrifying monsters from the depths of the jungle. In battle they are used as living battering rams to smash holes in the foe's line. Treat Stegadons as ridden monsters with more than one rider. If the Stegadon is killed then the Skinks form a small unit of skirmishers. If all the Skinks are killed, the Stegadon is treated like any other ridden monster. For Victory points purposes only the Stegadon itself counts. Slain Skinks are ignored. Cold Blooded, Scaly Skin (4+ for Stegadon), Poisoned Attacks (from Skinks' javelins), Causes Terror, Large Target. Howdah: The combined eifect of the armoured howdah, shields and giant bony crest on the Stegadon is to give the Skinks (or character) riding it a 2+ armour save. This armour save cannot be improved, though a character could also have a Ward save from a magic item. Mixed weapons: The Skinks carry a variety of weapons in the howdah. For the purposes of the game count these as hand weapons, javelins and shields. Impact hits: The Stegadon 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 the line of sight for the giant bow from its position on top of the howdah. Lizardman armies often march to battle amidst swarms of deadly serpents, poisonous toads and other reptiles. Many thousands of these creatures infest the Skaven tunnels beneath Lustria, protecting the Lizardmen nations from attack by the rat-men. Sotek himself is said to direct these creatures to aid the Lizardmen in ensuring that the plans of the Old Ones continue to be carried out. For gaming purposes you can use any mixture of snakes and reptiles on a 40mm base. The exact number and type of models isn't important, but it should look like a swarm. Unbreakable, Poisoned Attacks. |