Secure in the almost unknown land of Luslria, the Lizardmen contemplate the meaning of the universe. If any dare to interfere with this divinely decreed duty they destroy them utterly. A Temple Guard unit or any Core unit in the army, except Swarms and Skink Skirmishers, may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of Cold One Riders may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1BS if the unit he is with is equipped with short bows or javelins, otherwise he will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Temple Guard or Stegadons. The following special rules apply to the Lizardman army.
SLANN MAGE PRIEST
Equipment: Slann ride palanquins and are guarded by their bearers. Count their weapons as hand weapons. Their attacks are included in the profile of the Slann Mage Lord himself. One Slann Mage Lord or 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. Special rules: A Slann Mage Lord is a levol 4 wizard. A Mage Priest is a level 2 wizard. This may be increased to level 3 at a cost of +50 points. All Slann have a 4+ ward save. SKINK HERO, SKINK SHAMAN
Equipment: Hand weapon. A Skink Shaman may not have other equipment. A Saurus or Skink Hero may have an additional hand weapon (+4 pts), Great weapon (+4 pts), spear (+4 pts) or halberd (+4 pts). He may wear light armour (+2 pts) and may carry a shield (+2 pts). A Skink Hero may carry a short bow (+8 pts) or javelins (+8 pts). Any Skink Hero or Shaman may ride a Cold One (+20 pts). Any Skink Hero or Shaman may ride on a Stegadon chosen as normal from the Rare units section of the army list at the cost shown there. He will displace one of the crew and follows the rules for characters riding in a chariot. Special rules: A Skink Shaman is a level 1 wizard. Cold Ones cause fear, are subject to stupidity and give their riders a + 2 modifier to their armour save. Skink arrows and javelins count as poisoned attacks.
Equipment: All have hand weapon. Saurus Warriors also have shields and may have spears (+2 pts). Skink Warriors may have short bow (+2 pts), or javelins and shield (+3 pts). Special rules: Skink arrows and javelins count as poisoned attacks.
Unit Size: 5-15 Equipment: Hand weapon. May have short bow (+2 pts), or javelins and shield (+3 pts). Special rules: Skirmish. Skink arrows and javelins count as poisoned attacks. 0-1 UNITS OF SERPENT SWARMS
Unit Size: 1-6 Special rules: Unbreakable. Serpent Swarms make poisoned attacks.
Unit Size: 10+ Equipment: Hand weapon and halberds. May have light armour (+1 pt) and/or shield (+1 pt).
Unit Size: 3+ Equipment: Great weapon. Special rules: Cause fear.
Unit Size: 5+ Equipment: Hand weapon, spear and shield. Special rules: Cold Ones cause fear, are subject to stupidity and give their riders a +2 modifier to their armour save.
Unit Size: 1 Salamander with 4 Skrnk Runners. Equipment: Skink Runners have a hand weapon (goad or prodder). Special rules: Randomise shooting hits as with war machines, 1-4 hits the Salamander, 5-6 hits a Skink. Salamanders spit venom up to 24" range. Use their BS to hit as normal, however, if it hits place the small template over the target and resolve the hit as a stone thrower with S4 and no armour save. Each hit causes 1W. If all the Skinks are killed, the Salamander rolls on the Monster Reaction Chart to see what it does.
Unit Size: 3-10. Each Terradon has 2 Skink Riders. Equipment: Skink Riders have hand weapon and short bow. Special rules: Flying unit. Their arrows count as poisoned attacks. Remove a model only when 2 Skinks have been killed. Obviously if 1 of the Skinks has been killed it cannot attack, though the remaining Skink and Terradon fight as normal.
Unit Size: 1 Stegadon with 4 Skink crew. Equipment: Skinks have hand weapon, spear, short bow, javelins and shield. May have 1 giant bow per Stegadon with 2 extra Skinks (+30 pts). Treat this as a bolt thrower with S5 that can move and fire. Check the line of sight for the giant bow from its position on top of the howdah. Special rules: Treat Stegadons as ridden monsters which cause 1D6 impact hits when they charge (just like chariots). The Skinks' arrows and javelins (even from the giant bow) count as poisoned attacks. The Skinks get a 3+ armour save from the combined effects of scaly skin, shields and the howdah. Stegadons cause fear and are large targets. If all the Skinks are killed, the Stegadon rolls on the Monster Reaction Chart to see what it does. You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook. Blade of Cocacila (magic weapon): Piranha Blade (magic weapon): Bird of Chotek (magic weapon): Bitametl (magic armour): Glyph Necklace (talisman): Amulet of Xapati (talisman): Cloak of Feathers (enchanted item): Bane Head (enchanted Item): Plaque of Dominion (arcane item): Jaguar Standard (magic banner): |