RED ELF
LIZARDMEN

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.

CHAMPIONS, MUSICIANS & STANDARD BEARERS

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.

SPECIAL RULES

The following special rules apply to the Lizardman army.

  • Lizardmen units roll all Psychology and Break tests on 3D6 and discard the highest.
  • A Lizardman army of 2,000 points or more must be led by a Slann.
  • Skinks and Kroxigor are aquatic- They can move over marsh, rivers, streams or lakes without penalty, and will benefit from soft cover if in such a terrain feature.
  • Lizardmen have an armour save from their scaly skin. This may be combined with armour and shields as normal. Skinks and Salamanders have a 6+ save; all Saurus Warriors including Temple Guard have a 5+ armour save; Stegadon and Kroxigor have a 4+ armour save.
  • All Saurus Warriors, including Temple Guard, have two or more attacks. One of these is always a bite attack which is worked out at the basic Strength of the Lizardman. The other attacks may be modified by special weapon rules. For example, Saurus Warriors with spears may fight in a second rank, but only those actually in base contact may use their bite attack (as it will obviously not reach past the first rank).
  • Slann may use any lore of magic from the Warhammer rulebook. A Skink Shaman can use the lore of the Heavens.
LORDS 0-1 SLANN MAGE LORD,
SLANN MAGE PRIEST
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Slann Lord
4
5
3
5
5
8
4
6
10
480
SI. Mage Priest
4
4
3
4
5
6
3
4
9
280

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.

HEROES SAURUS HERO,
SKINK HERO,
SKINK SHAMAN
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Saurus Hero
4
5
0
5
5
2
3
4
9
100
Skink Hero
6
4
4
4
3
2
5
3
7
45
Skink Shaman
6
2
3
3
3
2
4
1
6
65
Cold One
8
3
0
4
4
1
1
1
3
+20

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.

CORE UNITS SAURUS WARRIORS, SKINK WARRIORS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Saurus Warrior
4
3
0
4
4
1
1
2
8
12
Skink Warrior
6
2
3
3
2
1
4
1
6
3


Unit Size: 10+

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.

SKINK SKIRMISHERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Skink Skirmisher
6
2
3
3
2
1
4
1
6
4

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 LIZARD SWARMS,
0-1 UNITS OF SERPENT SWARMS

 

Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Lizard Swarm
4
3
0
2
2
5
1
5
10
50
Serpent Swarm
3
3
0
2
2
5
1
5
10
50

Unit Size: 1-6

Special rules: Unbreakable. Serpent Swarms make poisoned attacks.

SPECIAL UNITS 0-1 TEMPLE GUARD
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Temple Guard
4
4
0
4
4
1
2
2
8
14

Unit Size: 10+

Equipment: Hand weapon and halberds. May have light armour (+1 pt) and/or shield (+1 pt).

KROXIGOR
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Kroxigor
6
3
0
5
4
3
1
3
9
65

Unit Size: 3+

Equipment: Great weapon.

Special rules: Cause fear.

COLD ONE RIDERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Skink Warrior
6
2
3
3
2
1
4
1
6
22
Cold one
8
3
0
4
4
1
1
2
3

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.

SALAMANDERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Salamander
6
3
3
4
4
3
2
3
6
80
Skink Runner
6
2
3
3
2
1
4
1
6

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.

RARE UNITS TERRADONS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Skink Rider
6
2
3
3
2
1
4
1
6
35
Terradon
2
3
0
4
4
1
2
1
3

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.

STEGADONS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Skink Warrior
6
2
3
3
2
1
4
1
6
230
Stegadon
6
2
0
5
6
6
2
4
6

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.

MAGIC ITEMS

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):
In addition to normal damage, each hit negates a randomly determined magic item carried by the target for the rest of the battle.
100 pts.

Piranha Blade (magic weapon):
Each unsaved wound becomes D3 wounds.
35 pts.

Bird of Chotek (magic weapon):
One use only. Counts as a missile weapon with 30" range, inflicting a single automatic hit at S6 for D3 wounds. May only be used against targets capable of flying.
30 pts.

Bitametl (magic armour):
Counts as wearing armour (5+ armour save, combines as normal with other armour saves). Re-roll failed armour save.
25 pts.

Glyph Necklace (talisman):
5+ ward save.
30 pts.

Amulet of Xapati (talisman):
Gives its wearer 2 extra Dispel dice against all spells that affect him or the unit he is with.
40 pts.

Cloak of Feathers (enchanted item):
Skink on foot only. Model can fly. May not join units.
40 pts.

Bane Head (enchanted Item):
Nominate an enemy character at the start of the battle. All unsaved wounds caused by the bearer on the nominated target are doubled.
20 pts.

Plaque of Dominion (arcane item):
Adds 1 extra dice to the Lizardman army's pool of magic dice in each player's turn.
50 pts.

Jaguar Standard (magic banner):
The unit pursues an extra D6".
20 pts.