Warhammer - Lizardmen 1.61

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WARHAMMER ARMIES:

LIZARDMEN

By Mathias Eliasson
v.1.61
UNOFFICAL ARMY LIST
1
CONTENTS
ARMY SPECIAL RULES ................................................ 3 Jungle Swarms ................................................... 23
THE LORE OF HIGH MAGIC .................................... 4 Terrawings ......................................................... 23
THE LORE OF GEOMANCY ..................................... 5 SPECIAL UNITS ............................................................. 24
BLESSED SPAWNINGS .................................................6 Temple Guard .................................................... 24
Cold One Riders ................................................ 25
DISCIPLINES OF THE OLD ONES ......................... 7 Kroxigors ........................................................... 25
MAGIC ITEMS.................................................................... 8 Chameleon Skinks ............................................. 26
Magic Weapons ....................................................8 Horned One Riders ............................................ 26
Magic Armour ......................................................8 Terradon Riders ................................................. 27
Talismans .............................................................8 Ripperdactyl Riders ........................................... 28
Arcane Items ........................................................9 Salamander Hunting Pack ................................. 29
Enchanted Items ...................................................9 Razordon Hunting Pack ..................................... 29
Magic Standards .................................................10 RARE UNITS ..................................................................... 30
LORDS ................................................................................... 11 Aggradon Riders................................................ 30
Slann Mage-Priest .............................................. 11 Ancient Salamander........................................... 30
Saurus Oldblood .................................................12 Bastiladon .......................................................... 31
Skink High Chief ...............................................13 Stegadon ............................................................ 32
Skink High Priest ...............................................14 Arcanadon ......................................................... 33
Troglodon .......................................................... 34
HEROES ............................................................................... 15
Coatl .................................................................. 35
Saurus Scar-Veteran ...........................................15 Dread Saurian .................................................... 35
Kroxigor Ancient................................................15 SPECIAL CHARACTERS (LORDS) ...................... 36
Skink Chief ........................................................16
Skink Priest ........................................................17 Lord Mazdamundi ............................................. 36
Chameleon Stalker .............................................17 Lord Kroak ........................................................ 37
Kroq-Gar ........................................................... 38
CHARACTER MOUNTS ............................................. 18
Tehenhauin ........................................................ 39
Raptadon ............................................................18 Tetto'eko ............................................................ 40
Cold One ............................................................18 SPECIAL CHARACTERS (HEROES) .................... 41
Horned One ........................................................18
Terradon .............................................................18 Chakax ............................................................... 41
Ripperdactyl .......................................................19 Gor-Rok ............................................................. 42
Aggradon............................................................19 Lotl-Botl ............................................................ 42
Carnosaur ...........................................................19 Nakai the Wanderer ........................................... 43
Tiktaq'to ............................................................. 43
CORE UNITS..................................................................... 20
Inxi-Huinzi ........................................................ 44
Saurus Warriors ..................................................20 Tichi-Huichi ...................................................... 44
Skink Cohort ......................................................21 Itzi-Bitzi ............................................................ 45
Skink Skirmishers ..............................................22 Oxyotl ................................................................ 45
Raptadon Riders .................................................22 Ten-Zlati ............................................................ 46

2
ARMY SPECIAL RULES
This section of the book describes all the different units JUNGLE POISONS
used in a Lizardmen army, along with any rules Models with this special rule have the Poisoned
necessary to use them in your games of Warhammer. Attacks special rule on all their missile attacks from
Where a model has a special rule that is explained in javelins and shortbows.
the Warhammer rulebook, only the name of that rule is
given. If a model has a special rule that is unique to it, PREDATORY FIGHTER
that rule is detailed alongside its description. However, Whenever a model with this special rule rolls a 6 To
there are a number of commonly recurring ‘army Hit in close combat, it immediately makes another
special rules’ that apply to several Lizardmen units, and Attack; roll To Hit and To Wound as normal. Attacks
these are detailed here. generated by the Predatory Fighter special rule do not
generate further Attacks. This applies to all fighting
COLD-BLOODED models in the unit, including models making
Whenever a model with this special rule takes a supporting attacks. In addition, a unit that contains one
Leadership test, it rolls an additional dice and discards or more models with this special rule that attempts to
the highest result. restrain pursuit suffer a Leadership modifier equal to
the result they won the combat against that unit by, just
CHAMELEON like a Frenzied unit.
Models shooting at a unit with this special rule suffer a
-1 penalty To Hit. BLOOD FRENZY
Once a model or unit with this special rule has inflicted
one or more unsaved Wounds, it immediately becomes
subject to Frenzy until the end of the next turn.

3
THE LORE OF HIGH MAGIC
CONTEMPLATIONS UNYIELDING COURAGE
Lore Attribute Level 3 Cast on 8+
If a spell from the Lore of High Magic is successfully Unyielding Courage is an augment spell that is cast on
cast, the caster can immediately choose one of the the Wizard itself. All friendly units within 6" gain the
Signature Spells from one of the eight Winds of Magic Stubborn special rule until the start of the caster's next
in the Warhammer rulebook which they can cast for the Magic phase.
remainder of the Magic phase. That newly chosen spell
will always use that spell lore's lore attribute. WALK BETWEEN WORLDS
Level 3 Cast on 8+
DRAIN MAGIC Walk Between Worlds is a conveyance spell with a
Signature Spell Cast on 7+ range of 18". The target gains the Ethereal special rule
Drain Magic can be cast on any unit (friend or foe) and until the end of the phase and can immediately move
has a range of 24". If the target is a friendly unit, Drain up to 10" as if it were the Remaining Moves sub-phase.
Magic is an augment spell. If the target is an enemy
unit, Drain Magic is a hex spell. In either case, all CORPOREAL UNMAKING
Remains in Play spells affecting the unit are Level 3 Cast on 9+
immediately dispelled, and the effects of all other Corporeal Unmaking is a direct damage spell with a
spells on the target unit immediately come to an end. range of 24" that causes D6 Strength 5 Hits which
Ignores Armour Saves and Regeneration.
APOTHEOSIS
Level 1 Cast on 5+ TEMPEST
Apotheosis is an augment spell that targets a single Level 4 Cast on 12+
model within 18". The target immediately regains a Tempest is a direct damage spell. Place the large round
single lost Wound and the Fear special rule until the template anywhere within 30" of the Wizard – it then
start of the caster's next Magic phase. scatters D6". All models hit by the template suffer a
Strength 3 hit (models with the Fly special rule suffer a
HAND OF GLORY Strength 4 hit instead). Any unit under the template
Level 1 Cast on 5+ suffers a -1 modifier to all To Hit rolls (both shooting
Hand of Glory is an augment spell with a range of 18". and close combat) until the start of the caster's next
The target's Weapon Skill, Ballistic Skill, Initiative or Magic phase (shooting attacks that do not use Ballistic
Movement (choose one) is increased by D3 until the Skill must roll 4+ on a D6 before firing, or the shot(s)
start of the caster's next Magic phase. are lost).

CORUSCATING FULCRUM ARCANE UNFORGING


Level 1 Cast on 6+ Level 4 Cast on 13+
Remains in play. Coruscating Fulcrum is an augment Arcane Unforging is a direct damage spell with a
spell that is cast on the Wizard itself. While the spell is range of 24" that targets a single enemy model (even a
in effect, the Wizard add 12" to the range of all their character in a unit). The target suffers a single Wound
spells, can draw Line of Sight in any direction and on a dice roll greater than or equal to the model's
counts as having a Line of Sight value of 5. unmodified armour save (excluding Natural Armour,
models without an armour save cannot be wounded).
FORTUNE IS FICKLE No armour saves are permitted against a Wound caused
Level 2 Cast on 6+ by this spell. The owning player must then reveal to the
Fortune is Fickle is a hex spell with a range of 24" that caster all the magic items possessed by the target (if
targets an enemy wizard. Until the start of the caster's any). If the target has one or more magic items, select
next Magic phase, whenever the targets roll a double one of them – on the roll of 2+, that item is
when casting spells, that counts as a Miscast. immediately destroyed and cannot be used for the rest
of the game.
CURSE OF ARROW ATTRACTION
Level 2 Cast on 7+ FIERY CONVOCATION
Curse of Arrow Attraction is a hex spell with a range of Level 4 Cast on 15+
24". Any missile attacks against the target may re-roll Remains in play. Fiery Convocation is a direct
To Hit until the start of the caster's next Magic phase. damage spell with a range of 24". Every model in the
target unit takes a Strength 3 hit with the Flaming
SOUL QUENCH Attacks special rule. At the end of every subsequent
Level 2 Cast on 7+ Magic phase, every model in the target unit suffers
Soul Quench is a magic missile with a range of 18" another hit with the Flaming Attacks special rule, with
that causes 2D6 Strength 4 hits. the Strength of each Hit increasing by 1 every time.
4
THE LORE OF GEOMANCY
EARTH TREMORS UPROOT THE MOUNTAINS
Lore Attribute Level 2 Cast on 9+
If one or more spells from the Lore of Geomancy is Uproot the Mountains is a summoning spell with a range
successfully cast on an enemy unit or a unit suffers one of 18" that summons a brand new hill with one level, no
or more unsaved Wounds from it, that unit suffers -1 to more than 6" in diameter. Alternatively, the caster can
its Movement value until the start of the caster's next target an existing hill within 18" and remove it from play.
Magic phase. This has no effect on models with the Fly Any unit on or under the hill when the spell is cast are
or Strider special rules. subject to Earth Tremors.

EARTH LINE CAVERNOUS CREVASSE


Signature Spell Cast on 8+ Level 3 Cast on 10+
Earth Line is a special spell. Extend a straight line from Cavernous Crevasse is a direct damage spell. Extend a
one of the battlefield corners directly to the caster. Each straight line, 12" in length, with its starting point
model (friend and foe) in the way (determined using the anywhere within 18" of the caster. Each model in the way
line template) must pass a Toughness test or suffer a (determined using the line template) must roll a D6 per
Wound with the Ignores Armour Saves special rule. Wound on their profile – for each roll of a 4+ they suffer
a Wound which Ignores Armour Saves and Regeneration.
PART THE WATERS
Level 1 Cast on 5+ SEISMIC UPHEAVAL
Part the Waters is a special type of spell. Choose any Level 3 Cast on 10+
water or marshland within 24". Treat that terrain piece as Seismic Upheaval is a hex with a range of 24". All
open ground until the start of the caster's next Magic models in the unit must take a Dangerous Terrain test and
phase. Any unit at least partially within it when the spell suffer a -1 To Hit penalty in close combat and with
is cast or ends suffer 2D6 Strength 4 Hits (except models missile weapons until the start of the caster's next turn
with the Aquatic special rule). until the start of the caster's next Magic phase.

EMPOWERED OBSINITE TELEPATHIC SUMMONS


Level 1 Cast on 8+ Level 3 Cast on 10+
Empowered Obsinite is an augment spell with a range of Telepathic Summons is a conveyance spell that targets a
18". The target unit gains the Armour Piercing (2) special friendly unit within 24". The target is immediately picked
rule until the start of the caster's next Magic phase. up and may be moved to any position on the battlefield
within 12" of the caster, just like a summoning spell.
TECTONIC SHIFT
Level 1 Cast on 8+ ASSAULT OF STONE
Tectonic Shift is a special type of spell. Choose one piece Level 4 Cast on 12+
of terrain within 24". You may move the target up to Assault of Stone is a direct damage spell. Place the small
2D3" in any direction while still retaining its original round template anywhere within 24" of the Wizard – it
facing, stopping within 1" of any other terrain. Unless it then scatters D6". All models under the template suffer a
is in combat, any unit in that terrain piece is moved with Strength 5 hit.
it, stopping within 1" of other units. In addition, the unit
is subject to Earth Tremors. RUINATION OF CITIES
Level 4 Cast on 13+
EARTHEN RAMPARTS Ruination of Cities is a direct damage spell with a range
Level 2 Cast on 9+ of 18". The target unit suffers 2D6 Strength 5 hits. A unit
Remains in play. Earthen Ramparts is an augment spell that suffers any wounds from this spell will have all its
with a range of 18". While the spell is in effect, the target movement halved (rounding up) in its next Movement
counts as being behind a wall (a defended obstacle that phase. Units inside a building take 3D6 Strength 5 hits.
gives hard cover and a -1 To Hit modifier to charging
models in base contact with them) on all sides. The spell THE GREAT LEVELLER
is immediately dispelled if the unit moves for any reason. Level 4 Cast on 15+
The Great Leveller is a special type of spell that targets
ENTOMB all units (friend and foe, including the caster and their
Level 2 Cast on 9+ unit) within 12", even if they are engaged in close
Remains in play. Entomb is a hex with a range of 24" that combat. All target units suffer 3D6 Strength 5 Hits.
can be cast on an unengaged unit. While the spell is in
effect, the target cannot move or be damaged in any way
(except by spells from the Lore of Geomancy) and is
treated as impassable terrain for all purposes.
5
BLESSED SPAWNINGS
Characters and units that can 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 count as Special units, and Special
units counts 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.

BLESSED MARK OF THE OLD ONES 10 points BLESSED SPAWNING OF ITZL 5 points
One per army, Characters only (not including Special Mounted models only. Models with this Blessed
Characters). The character may re-roll a total of 3 dice Spawning re-roll failed Stupidity or Berserk Rage tests.
to either To Hit, To Wound, Armour saves or Ward
saves during the game. This Blessed Spawning does BLESSED SPAWNING OF QUETZL 5 points
not prevent the character from joining any other Models with this Blessed Spawning can never have
Blessed Spawning. their armour save reduced to less than 6+.

BLESSED SPAWNING OF CHOTEC 10 points BLESSED SPAWNING OF HUANCHI 5 points


Models with this Blessed Spawning re-roll failed Models on foot only. Models with this Blessed
Charge and Pursuit distances. Spawning have the Ambushers and Forest Strider
special rules.
BLESSED SPAWNING OF TEPOK 10 points
Models with this Blessed Spawning have the Magic BLESSED SPAWNING OF TLAZCOTL 5 points
Resistance (1) special rule. Models with this Blessed Spawning have the Immunity
(Psychology) special rule.
BLESSED SPAWNING OF SOTEK 10 points
Models with this Blessed Spawning have the BLESSED SPAWNING OF TZUNKI 5 points
Devastating Charge special rule. Models on foot only. Models with this Blessed
Spawning have the Aquatic special rule and +2
Initiative.

6
DISCIPLINES OF THE OLD ONES
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 FOCUSED RUMINATION 30 points THE HARROWING SCRUTINY 20 points


Once per Magic phase, the Slann may add an The Slann Mage-Priest has the Terror special rule.
additional 'free' Power dice to the casting attempt. This
can cause Ultimate Power as normal, and can cause the HIGHER STATE OF
Mage-Priest to roll more dice than normally allowed. CONSCIOUSNESS 20 points
The Slann Mage-Priest has the Ethereal special rule,
FOCUS OF MYSTERY 30 points but cannot join units.
The Slann Mage-Priest has the Loremaster (Lore of
High Magic) special rule. This discipline cannot be RESERVOIR OF ELDRITCH ENERGY 20 points
combined with the Wandering Deliberations discipline. At the end of the opponent's Magic phase, the Slann
Mage-Priest can store a single unused dispel dice
HARMONIC CONVERGENCE 30 points remaining in your pool. At the beginning of your next
The Slann Mage-Priest rolls an additional dice Magic phase, roll a D6; on a 2+ you can add that dice
whenever they attempt to channel power or dispel dice. to your power pool. On the roll of a 1, that bonus dice
is lost. If the Slann is slain before their next Magic
TRANSCENDENT HEALING 30 points phase, the bonus dice is lost.
If this model is alive at the end of any friendly Magic
phase, roll a number of D6 equal to the difference UNFATHOMABLE PRESENCE 20 points
between the Slann Mage-Priest's starting number of Roll a D3 at the start of each enemy Magic phase; the
Wounds and its current number of Wounds. For each Slann Mage-Priest has the Magic Resistance (*) special
roll of a 6, the Slann Mage-Priest immediately recovers rule until the end of that phase, where the result of 1
a single Wound lost earlier in the battle. gives Magic Resistance (1), a result of 2 gives Magic
Resistance (2) and a result of 3 gives Magic Resistance
BECALMING COGITATION 25 points (3).
The Slann Mage-Priest re-rolls its first failed dispel
attempt in each Magic phase. WANDERING DELIBERATIONS 20 points
The Slann Mage-Priest may choose their spells from
SOUL OF STONE 25 points two lores of Magic rather than one. This discipline
When rolling on the Miscast table, the Slann Mage- cannot be combined with the Focus of Mystery
Priest can choose to subtract 1 from the result (to a discipline.
minimum of 2) or add 1 to the result (to a maximum of
12), instead of accepting the original result. VAST INTELLECT 10 points
The Slann Mage-Priest can choose one additional spell.

7
MAGIC ITEMS
This section contains the rules for some of the most iconic and powerful magical artefacts used by the Nipponese.
These may be used in addition to the magic items found in the Warhammer rulebook.

MAGIC WEAPONS STAFF OF SOTEK 10 points


Skink Priest or Skink High Priest only. This weapon
SCIMITAR OF THE has the following profile:
SUN RESPLENDENT 45 points
Range: Strength: Special Rules:
This weapon gives the wielder +2 Attacks and the
12" 6 Multiple Wounds (D3),
Hatred special rule.
Poisoned Attacks
BLADE OF REALITIES 40 points
No armour or Ward saves can be taken against Wounds MAGIC ARMOUR
caused by this weapon.
SACRED STEGADON HELM OF ITZA 40 points
BLADE OF REVERED TZUNKI 35 points This armour gives the wearer a 6+ armour save. In
This weapon gives the wielder +1 Strength and the addition, they gain +1 Toughness and the Impact Hits
Ignores Armour Saves special rule. (D3) special rule.

STEGADON WAR-SPEAR 35 points HIDE OF THE COLD ONES 40 points


Skink Chief on Stegadon only. Light lance. This Oldblood or Scar-veteran on foot only. The wearer of
weapon gives the bearer's mount the Impact Hits this armour gains +1 Toughness as well as the Fear,
(2D6+1) special rule. Natural Armour (5+) and Stupidity special rules.

THE LASH OF ITZAOTYL 30 points THE MAIMING SHIELD 20 points


This weapon gives the wielder the Always Strikes First Shield. This armour gives the bearer +1 Attack and the
special rule. In addition, any Monster successfully hit Magical Attacks special rule.
by the lash must pass a Leadership test. If failed, it
cannot Attack this close combat phase. SHIELD OF THE MIRRORED POOL 20 points
Shield. Any magic missile that strikes the bearer this of
SWORD OF THE HORNET 25 points armour or any unit they are with is reflected on the roll
This weapon allows the wielder to re-roll 1's To Hit, of 2+ on a D6. If the spell is reflected, the results of the
and enemies must re-roll 6's To Hit against them. magic missile are resolved against the caster of the
DAGGER OF SOTEK 15 points spell and any unit they are with.
Skink Only. This weapon gives the wielder the Killing
Blow special rule. In addition, all models from CORONAL SHIELD 25 points
Warhammer: Skaven treat the model as having the Fear Shield. All enemy models attempting to strike the
special rule. bearer of this armour suffer -1 To Hit in close combat.

BURNING BLADE OF CHOTEC 15 points TALISMANS


This weapon gives the wielder the Armour Piercing (2)
and Flaming Attacks special rules. DIVINE PLAQUE OF PROTECTION 30 points
Slann Mage-Priest only. This talisman gives the wearer
SACRIFICIAL HEART
and any unit they are with the Ward Save (5+) special
CLOTH OF CHOTEC 15 points
rule against missile attacks.
Sling. All shots from this weapon have +1 Strength.
AURA OF QUETZL 30 points
STAFF OF THE LOST SUN 15 points This talisman gives the wearer the Ward Save (4+)
Skink Priest or Skink High Priest only. This weapon special rule against attacks with Strength 5 or more.
uses the following profile:
GLYPH NECKLACE 20 points
Range: Strength: Special Rules: All close combat attacks directed against the bearer of
18" 5 Multiple Shots (3) this talisman suffer -1 To Hit.

AMULET OF ITZL 20 points


One use only. This talisman automatically ignores the
first unsaved Wound suffered.

8
ZOETIC DIAL 15 points DIADEM OF POWER 20 points
The bearer of this item may re-roll 1's when taking This item allows you to save up to two unused Power
armour saves. dice at the end of your Magic phase and add them to
your side's Dispel dice pool in the next enemy Magic
INCANDESCENT RECTRICES 10 points phase.
One use only. If this model is slain, roll a D6. On a 3+,
the model is not slain and remains with 1 Wound. PLAQUE OF TEPEE 15 points
Every time an enemy spell targets the wearer or their
ARCANE ITEMS unit, roll a D6. On a 5+, the spell is dispelled and has
no effect. If the roll is failed, you may attempt to dispel
the spell as normal.
CRYSTALLINE SKULL 60 points
Each time the bearer of this item successfully casts a PLAQUE OF TEPOK 10 points
spell, they may add +1 Power Dice to the pool. In
Slann Mage-Priest only. The model bearing this item
addition, once per battle the bearer may choose to
can choose an additional spell from another Lore of
destroy this item at the end of any of your Magic
Magic than the one they have chosen.
phases. If they do so, pick one enemy unit within 12".
Roll a number of dice equal to the number of Power COATL FAMILIAR 5 points
dice in the pool. For each roll of a 3+, that unit suffer a
Once use only. This item can be used at the start of any
Wound that Ignores Armour Saves.
of your Magic phases. When used, the bearer may
CUPPED HANDS OF THE OLD ONES 45 points attempt to cast any one spell from any Lore of Magic
normally available to them.
Slann Mage-Priest only. One use only. If the bearer of
this item miscasts, roll a D6. On a roll of 1 the bearer
suffers the results of the miscast as normal. On 2+ the ENCHANTED ITEMS
miscast is ignored. In addition, any enemy Wizards
within line of sight of the Slann Mage-Priest will count PRISM OF AMYNTOK 35 points
as having rolled a 7 on the Miscast table. Slann only. Bound spell, power level 7. This item
contains a direct damage spell. Extend a straight line,
PLAQUE OF DOMINION 35 points 12" in length, directly away from the caster. Each
Bound spell (power level 5). This item contains a hex model in the way (determined using the line template)
spell that targets all enemy Wizards within 18". The suffer a Strength 6 Hit with the Flaming Attacks special
targets of this spell have the Stupidity special rule until rule. This has a +1 bonus To Wound against Daemons,
the start of the caster's next Magic phase. Undead and Vampires.

ROD OF THE STORM 35 points THE CLOAK OF FEATHERS 30 points


Bound Spell, Power Level 7. This item contains the Skink character on foot only. This item gives the
Urannon's Thunderbolt spell from the Lore of wearer the Fly (10) and Magic Resistance (1) special
Heavens. rules.

THE TETRAGON OF TECTONIC THE EGG OF QUANGO 30 points


DISPLACEMENT 35 points One use only. This item can be used at the start of any
Bound Spell (Power level 6). The Tetragon of Tectonic Close Combat phase. Nominate one enemy unit in base
Displacement contains the Tectonic Shift spell from the contact with the bearer or his unit, roll a D6 and
Lore of Geomancy. consult the table below to find out what happens. Any
Wounds inflicted count towards combat results.
CUBE OF DARKNESS 30 points
One use only. When an enemy spell has been cast, a D6 Result
Wizard with this item can use it instead of attempting 1 The enemy unit immediately suffers D6
to dispel the spell using dispel dice. If he does so, roll a Strength 3 hits.
D6; on the roll of a 2+ the spell is automatically 2-3 The enemy unit immediately suffers D6
dispelled – otherwise the spell is resolved as normal. In Strength 4 hits.
either case, roll a separate D6 for every Remains in 4-6 The enemy unit immediately suffers 2D6
Play spell currently in effect; on a 2+ that spell Strength 5 hits.
automatically ends.

PLAQUE OF XOLOC 30 points


Once use only. This item may be used before
attempting to cast any spell with a casting value of 10
maximum. Once used, the spell is cast automatically
without using any Power dice. It may be dispelled as
normal on its minimum casting value.

9
THE HORN OF KYGOR 30 points PLAQUE OF FATE 10 points
One use only. The bearer of this item can sound it at The bearer of this item may re-roll one roll To Hit, To
the start of any of his Movement phases. If they do so, Wound or when taking armour or Ward saves per turn.
all friendly monsters, monster mounts, monstrous
beasts, monstrous cavalry mounts, cavalry mounts, RELOCATION ORB 10 points
chariot beasts and war beasts within 12" of the bearer Slann only. One use only. If the bearer of this item has
have the Frenzy special rule until the start of their next suffered any unsaved Wounds at the end of any phase,
Movement phase. they may be moved anywhere within 12" just like a
summoning spell, even if they are in combat.
GLEAMING PENDANT OF CHOTEC 30 points
One use only. This item may be used at the start of any SOTEK'S GAZE 10 points
close combat phase. For the remainder of the phase, all Skink only. This item gives the wearer the Fear special
enemy units in base contact with the wearer or the unit rule
it is with gain the Always Strikes Last special rule.
VENOM OF THE FIREFLY FROG 10 points
STAR TABLET 30 points This item gives the bearer the Poisoned Attacks special
Infantry only. The bearer of this item and any unit they rule. If the bearer already has Poisoned Attacks, they
join gains the Scouts special rule. may re-roll failed rolls To Wound.

BLOOD STATUETTE OF SPITE 25 points DRAGONFLY OF QUICKSILVER 5 points


One use only. Bound Spell, Power Level 5. This item If both players have models with the Scouts special
contains a direct damage spell with a range of 18" that rule, the Lizardmen player adds +1 to their dice roll
targets one enemy model, even in a unit. The target when rolling to see who deploys their Scouts first.
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
MAGIC STANDARDS
another Toughness test, losing another Wound if it fails
again. This continues until either the model passes a TOTEM OF PROPHECY 40 points
Toughness test or is slain. All enemy units with Line of Sight to this standard
suffer a -1 penalty to their Leadership. This standard
CURSE-CHARM OF TEPOK 20 points has no effect on models with Immunity (Psychology).
One use only. When an enemy Wizard rolls on the
Miscast table, the bearer of this item may force them to SUN STANDARD OF CHOTEC 35 points
re-roll the result. All missile attacks targeted at the unit carrying this
standard from within 12" suffer -2 To Hit, or -1 To Hit
THRONE OF THE LOST GODS 20 points if fired from over 12" away.
Slann Mage-Priest only. The model gains +1 Wound
and the Fly (8) special rule. HUANCHI'S BLESSED TOTEM 35 points
Bound Spell, Power Level 6. This standard contains a
CHARM OF THE JAGUAR WARRIOR 15 points conveyance spell that may be cast on the unit carrying
Saurus on foot only. This item gives the bearer it. The unit may immediately make a move directly
Movement 8 and the Scouts special rule. forward using the Random Movement (2D6) special
rule.
WAR DRUM OF XAHUTEC 15 points
The bearer of this item and any unit they are with do SKAVENPELT BANNER 30 points
not need to pass a Leadership test in order to march, The unit carrying this standard gains the Frenzy and
regardless of the proximity of enemy units. In addition, Hatred (Skaven) special rules. However, all models
any friendly unit attempting to Rally within 12" gains from Warhammer: Skaven gain the Hatred special rule
+1 Leadership. against the unit carrying the banner.

BANE HEAD 10 points THE JAGUAR STANDARD 25 points


The bearer of this item gains the Multiple Wounds (2) The unit carrying this standard adds D3" to their charge
special rule against one enemy model, nominated at the or pursue distance.
start of the battle.
SIGN OF SOTEK 20 points
CARNOSAUR PENDANT 10 points Skinks only. The unit carrying this standard may re-roll
Saurus Oldblood or Scar-Veteran. The bearer of this failed rolls To Wound on any turn it charges.
item gains the Blood Frenzy special rule.

10
LORDS
SLANN MAGE-PRIEST
Profile M WS BS S T W I A Ld Points
Slann Mage-Priest 4 1 3 3 4 5 1 0 9 340
Skink Attendant - 2 3 3 - - 4 1 -

TROOP TYPE: Monstrous Infantry (Character, Lizardman, Slann)

BASE SIZE: 50x50, 60x60 or 75x75

EQUIPMENT: Hand weapon

MAGIC: A Slann Mage-Priest is a Level 4 Wizard which can use spells from any of the eight Winds of Magic, High
Magic or Geomancy.

OPTIONS:
• One Slann Mage-Priest may carry the Battle Standard +25 points
• May take Magic Items and/or Disciplines of the Old Ones up to a total of 100 points

SPECIAL RULES: Cold-Blooded


• Arcane Might: The model gains +1 to cast and dispel.
• Mage-Priest Palanquin: 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.
• Telepathic Confabulation: 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.

UPGRADES:
• Battle Standard: The Battle Standard Bearer can have a magic banner with no points limit. However, a Slann
carrying a magic standard can only carry other magic items up to a total of 50 points.

11
LORDS
SAURUS OLDBLOOD
Profile M WS BS S T W I A Ld Points
Saurus Oldblood 4 6 0 5 5 3 3 5 8 150

TROOP TYPE: Infantry (Character, Lizardman, Saurus)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Hand weapon

OPTIONS:
• May choose one of the following:
- Additional hand weapon +3 points
- Spear +3 points
- Light lance +5 points
- Great weapon +10 points
- Polearm +10 points
• May take a shield +3 points
• May take light armour +3 points
• May be mounted on one of the following
- Cold One +30 points
- Horned One +36 points
- Aggradon +75 points
- Carnosaur +175 points
• May take Blessed Spawnings and/or Magic Items up to a total of 100 points

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

12
LORDS
SKINK HIGH CHIEF
Profile M WS BS S T W I A Ld Points
Skink High Chief 6 5 6 4 3 3 7 4 7 70

TROOP TYPE: Infantry (Character, Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May choose one of the following:
- Additional hand weapon +3 points
- Spear +3 points
- Light lance +4 points
• May choose one of the following:
- Sling +4 points
- Blowpipe +4 points
- Javelin +6 points
- Shortbow +6 points
• May take a shield +3 points
• May take light armour +3 points
• May be mounted on one of the following
- Raptadon +30 points
- Horned One +36 points
- Terradon +42 points
- Ripperdactyl +48 points
- Stegadon (replacing one of the crew) +215 points
• May take Blessed Spawnings and/or Magic Items up to a total of 100 points

SPECIAL RULES: Aquatic, Cold-blooded, Jungle Poisons, Natural Armour (6+)

13
LORDS
SKINK HIGH PRIEST
Profile M WS BS S T W I A Ld Points
Skink High Priest 6 2 3 3 2 3 4 1 6 160

TROOP TYPE: Infantry (Character, Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC: A Skink High Priest is a Level 3 Wizard which can use spells from the Lore of Fire, Light, Heavens, Life or
Beasts.

OPTIONS:
• May be mounted on one of the following:
- Terradon +42 points
- Trogladon (replacing the Skink Oracle) +175 points
- Stegadon with an Engine of the Gods (replacing one of the crew) +265 points
- Coatl +270 points
• May take Blessed Spawnings and/or Magic Items up to a total of 100 points

SPECIAL RULES: Aquatic, Cold-blooded, Natural Armour (6+)


• Arcane Vassal: A Slann Mage-Priest can choose to cast any magical missile or direct damage spell through a
model with this special rule within 24". If they do 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 their 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.

14
HEROES
SAURUS SCAR-VETERAN
Profile M WS BS S T W I A Ld Points
Saurus Scar-Veteran 4 5 0 5 5 2 3 4 8 100

TROOP TYPE: Infantry (Character, Lizardman, Saurus)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Hand weapon

OPTIONS:
• One Saurus Scar-Veteran may carry the Battle Standard +25 points
• May choose one of the following:
- Additional hand weapon +2 points
- Spear +2 points
- Light lance +4 points
- Great weapon +8 points
- Polearm +8 points
• May take a shield +2 points
• May take light armour +2 points
• May be mounted on one of the following
- Cold One +20 points
- Horned One +24 points
- Aggradon +50 points
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

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

UPGRADES:
• Battle Standard: The Battle Standard Bearer can have a magic banner with no points limit. However, a model
carrying a magic standard can only carry other magic items up to a total of 25 points.

KROXIGOR ANCIENT
Profile M WS BS S T W I A Ld Points
Kroxigor Ancient 6 5 0 6 5 4 2 5 8 155

TROOP TYPE: Monstrous Infantry (Character, Lizardman, Saurus)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Great weapon

OPTIONS:
• May take light armour +4 points
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

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

15
HEROES
SKINK CHIEF
Profile M WS BS S T W I A Ld Points
Skink Chief 6 4 5 4 3 2 6 3 6 35

TROOP TYPE: Infantry (Character, Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• One Skink Chief may carry the Battle Standard +25 points
• May choose one of the following:
- Additional hand weapon +2 points
- Spear +2 points
- Light lance +3 points
• May choose one of the following:
- Sling +4 points
- Blowpipe +4 points
- Javelin +6 points
- Shortbow +6 points
• May take a shield +2 points
• May take light armour +2 points
• May be mounted on one of the following
- Raptadon +20 points
- Horned One +24 points
- Terradon +28 points
- Ripperdactyl +32 points
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

SPECIAL RULES: Aquatic, Cold-blooded, Jungle Poisons, Natural Armour (6+)

UPGRADES:
• Battle Standard: The Battle Standard Bearer can have a magic banner with no points limit. However, a model
carrying a magic standard can only carry other magic items up to a total of 25 points.

16
HEROES
SKINK PRIEST
Profile M WS BS S T W I A Ld Points
Skink Priest 6 2 3 3 2 2 4 1 5 60

TROOP TYPE: Infantry (Character, Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC: A Skink Priest is a Level 1 Wizard which can use spells from the Lore of Fire, Light, Heavens, Life or
Beasts.

OPTIONS:
• May be upgraded to Level 2 Wizard +35 points
• May be mounted on a Terradon +28 points
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

SPECIAL RULES: Aquatic, Arcane Vassal (see Skink High Priests), Cold-blooded, Natural Armour (6+)

CHAMELEON STALKER
Profile M WS BS S T W I A Ld Points
Chameleon Stalker 6 4 6 4 3 2 6 2 6 50

TROOP TYPE: Infantry (Character, Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, blowpipe

OPTIONS:
• May replace blowpipe with one of the following:
- Sling & shield +2 points
- Javelin & shield +4 points
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

SPECIAL RULES: Aquatic, Chameleon, Cold-blooded, Jungle Poisons, Loner, Natural Armour (6+), Scouts,
Sniper

17
CHARACTER MOUNTS
RAPTADON
Profile M WS BS S T W I A Ld Points
Raptadon 8 3 0 3 3 1 3 1 3 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x50 or 30x60

SPECIAL RULES: Cold-Blooded

COLD ONE
Profile M WS BS S T W I A Ld Points
Cold One 7 3 0 4 4 1 2 2 3 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x50 or 30x60

SPECIAL RULES: Cold-Blooded, Fear, Natural Armour (6+), Stupidity

HORNED ONE
Profile M WS BS S T W I A Ld Points
Horned One 8 3 0 4 4 1 3 2 3 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x50 or 30x60

SPECIAL RULES: Cold-Blooded, Fear, Natural Armour (6+)

TERRADON
Profile M WS BS S T W I A Ld Points
Terradon 2 3 0 4 3 2 2 1 3 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 40x40

SPECIAL RULES: Fear, Fly (9), Forest Strider

18
CHARACTER MOUNTS
RIPPERDACTYL
Profile M WS BS S T W I A Ld Points
Ripperdactyl 2 3 0 4 3 2 3 2 3 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 40x40

SPECIAL RULES: Armour Piercing (1), Fear, Fly (9), Frenzy, Killing Blow

AGGRADON
Profile M WS BS S T W I A Ld Points
Aggradon 7 4 0 5 4 3 2 3 3 -

TROOP TYPE: Monstrous Beast (Animal)

BASE SIZE: 50x75

SPECIAL RULES: Blood Frenzy, Cold-Blooded, Natural Armour (6+)

CARNOSAUR
Profile M WS BS S T W I A Ld Points
Carnosaur 7 4 0 6 5 5 2 4 5 -

TROOP TYPE: Monster (Animal)

BASE SIZE: 50x75 or 50x100

OPTIONS:
• May choose any of the following:
- Loping Stride +5 points
- Bloodroar +15 points

SPECIAL RULES: Blood Frenzy, Cold-Blooded, Multiple Wounds (D3), Natural Armour (5+)

UPGRADES:
• Bloodroar: Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests to
resolve Terror effects caused by this beast.
• Loping Stride: A model with this upgrade has +1 Movement.

19
CORE UNITS
SAURUS WARRIORS
Profile M WS BS S T W I A Ld Points
Saurus Warrior 4 3 0 4 4 1 1 2 8 12

UNIT SIZE: 10+

TROOP TYPE: Infantry (Lizardman, Saurus)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Hand weapon, shield

OPTIONS:
• May take spears +1.5 points/model
• May take a Blessed Spawning +1 point/model
• May upgrade one Saurus Warrior to a Leader +5 points
• May upgrade one Saurus Warrior to a Musician +5 points
• May upgrade one Saurus Warrior to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

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

20
CORE UNITS
SKINK COHORT
Profile M WS BS S T W I A Ld Points
Skink 6 2 3 3 2 1 4 1 5 3
Kroxigor 6 3 0 5 4 3 1 3 7 46

UNIT SIZE: 20+

TROOP TYPE: Infantry (Lizardman, Skink, Kroxigor)

BASE SIZE: 20x20 or 25x25 (Skinks), 40x40 or 50x50 (Kroxigors)

EQUIPMENT: Hand weapon, shield (Skinks), great weapon (Kroxigors)

OPTIONS:
• The Skinks may choose one of the following:
- Spears +0.5 point/model
- Replace shields with shortbows +2 points/model
- Javelins +3 points/model
• May take a Blessed Spawning +1 point/model
• May upgrade one Skink to a Leader +5 points
• May upgrade one Skink to a Musician +5 points
• May upgrade one Skink to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Aquatic, Cold-blooded, Jungle Poisons, Natural Armour (6+) (Skinks only), Natural
Armour (5+) (Kroxigors only), Predatory Fighter (Kroxigors only)
• Spawn-kin: Skink Cohorts may include one Kroxigor for every eight Skinks to form a combined 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 combined 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 combined 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 combined 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. Casualties are always taken from the rearmost rank of the appropriate model type.

21
CORE UNITS
SKINK SKIRMISHERS
Profile M WS BS S T W I A Ld Points
Skink 6 2 3 3 2 1 4 1 5 6

UNIT SIZE: 10+

TROOP TYPE: Infantry (Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, blowpipe

OPTIONS:
• May replace blowpipes with one of the following:
- Shortbows free
- Slings & shields +1 point/model
- Javelins & shields +1 point/model
• May take a Blessed Spawning +1 point/model
• May upgrade one Skink to a Leader +5 points
• May upgrade one Skink to a Musician +5 points

SPECIAL RULES: Aquatic, Cold-blooded, Jungle Poisons, Natural Armour (6+), Skirmishers

RAPTADON RIDERS
Profile M WS BS S T W I A Ld Points
Skink 6 2 3 3 2 1 4 1 5 12
Raptadon 8 3 0 3 3 1 3 1 3

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Lizardman, Skink)

MOUNT: Raptadon (Animal)

BASE SIZE: 25x50 or 30x60

EQUIPMENT: Hand weapon, light lance, shield

OPTIONS:
• May replace light lances with javelins +2 points/model
• May take a Blessed Spawning +1 point/model
• May upgrade one Raptadon Rider to a Leader +5 points
• May upgrade one Raptadon Rider to a Musician +5 points
• May upgrade one Raptadon Rider to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Aquatic, Cold-blooded, Fast Cavalry, Natural Armour (6+)

22
CORE UNITS
JUNGLE SWARMS
Profile M WS BS S T W I A Ld Points
Jungle Swarm 5 3 0 2 2 6 1 6 3 30

UNIT SIZE: 2-10

TROOP TYPE: Swarm (Animal)

BASE SIZE: 40x40

SPECIAL RULES: Aquatic, Cold-blooded, Poisoned Attacks.

TERRAWINGS
Profile M WS BS S T W I A Ld Points
Terrawing 2 3 0 3 3 1 3 1 3 10

UNIT SIZE: 5+

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x25 or 30x30

SPECIAL RULES: Cold-blooded, Fly (10), Forest Strider

23
SPECIAL UNITS
TEMPLE GUARD
Profile M WS BS S T W I A Ld Points
Temple Guard 4 4 0 4 4 1 2 2 8 17

UNIT SIZE: 10+

TROOP TYPE: Infantry (Lizardman, Saurus)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Polearm, light armour, shield

OPTIONS:
• May take a Blessed Spawning +1 point/model
• May upgrade one Temple Guard to a Leader +5 points
• May upgrade one Temple Guard to a Musician +5 points
• May upgrade one Temple Guard to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Cold-blooded, Predatory Fighter, Natural Armour (5+), Stubborn


• Guardians: When a Slann 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 Slann must immediately move to the front rank
(displacing rank and file models if necessary).

A Slann 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.
When casting a direct damage or magical vortex spell that originates from the Slann's base, draw this spell
from the base of the model in front of the Slann instead.
• Sacred Duty: 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.

24
SPECIAL UNITS
COLD ONE RIDERS
Profile M WS BS S T W I A Ld Points
Saurus 4 4 0 4 4 1 2 2 8 24
Cold One 7 3 0 4 4 1 2 2 3

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Lizardman, Saurus)

MOUNT: Cold One (Animal)

BASE SIZE: 25x50 or 30x60

EQUIPMENT: Hand weapon, shield

OPTIONS:
• May take light lances +2 points/model
• May take a Blessed Spawning +2 points/model
• May upgrade one Cold One Rider to a Leader +5 points
• May upgrade one Cold One Rider to a Musician +5 points
• May upgrade one Cold One Rider to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

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

KROXIGORS
Profile M WS BS S T W I A Ld Points
Kroxigor 6 3 0 5 4 3 1 3 7 46

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Lizardman, Kroxigor)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Great weapon


• War gauntlets: Two hand weapons. War gauntlets have the Impact Hits (1) and Magical Attacks special rules.
OPTIONS:
• May replace great weapons with war gauntlets free
• May take a Blessed Spawning +3 points/model
• May upgrade one Kroxigor to a Leader +5 points

SPECIAL RULES: Aquatic, Cold-blooded, Natural Armour (5+), Predatory Fighter

25
SPECIAL UNITS
CHAMELEON SKINKS
Profile M WS BS S T W I A Ld Points
Chameleon Skink 6 2 4 3 2 1 4 1 5 9

UNIT SIZE: 5+

TROOP TYPE: Infantry (Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, blowpipe

OPTIONS:
• May replace blowpipes with slings & shields +1 point/model
• May take a Blessed Spawning +1 point/model
• May upgrade one Chameleon Skink to a Leader +5 points
• May upgrade one Chameleon Skink to a Musician +5 points

SPECIAL RULES: Aquatic, Chameleon, Cold-blooded, Jungle Poisons, Loner, Natural Armour (6+), Scouts,
Skirmishers

HORNED ONE RIDERS


Profile M WS BS S T W I A Ld Points
Great Crested Skink 6 3 3 3 2 1 4 1 6 21
Horned One 8 3 0 4 4 1 3 2 3

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Lizardman, Skink)

MOUNT: Horned One (Animal)

BASE SIZE: 25x50 or 30x60

EQUIPMENT: Light lance, shield

OPTIONS:
• May take a Blessed Spawning +2 points/model
• May upgrade one Great Crested Skink to a Leader +5 points
• May upgrade one Great Crested Skink to a Musician +5 points
• May upgrade one Great Crested Skink to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Cold-blooded, Fast Cavalry, Fear, Natural Armour (5+)

SPECIAL UNITS
26
TERRADON RIDERS
Profile M WS BS S T W I A Ld Points
Skink 6 2 3 3 2 1 4 1 5 24
Terradon 2 3 0 4 3 2 2 1 3

UNIT SIZE: 3+

TROOP TYPE: Cavalry (Lizardman, Skink)

MOUNT: Terradon (Animal)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, light lance


• Fireleech Bolas: Fireleech bolas have the following profile:
Range: Strength: Special Rules:
8" 4 Flaming Attacks, Quick to Fire

OPTIONS:
• May replace light lances with one of the following:
- Shortbows +2 points/model
- Javelins +2 points/model
- Fireleech bolas +3 points/model
• May take shields +2 points/model
• May take an additional Skink +5 points/model
• May take a Blessed Spawning +2 points/model
• May upgrade one Terradon Rider to a Leader +5 points

SPECIAL RULES: Cold-blooded, Fast Cavalry, Fear, Fly (9), Forest Strider, Jungle Poisons, Natural Armour
(6+)
• Drop Rocks: 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 Hits from shooting.

NOTES:
• Terradon Riders with 2 Skinks have a Unit Strength of 3.

27
SPECIAL UNITS
RIPPERDACTYL RIDERS
Profile M WS BS S T W I A Ld Points
Skink Brave 6 3 3 3 2 1 4 1 6 32
Ripperdactyl 2 3 0 4 3 2 3 2 3

UNIT SIZE: 3+

TROOP TYPE: Cavalry (Lizardman, Skink)

MOUNT: Ripperdactyl (Animal)

BASE SIZE: 40x40

EQUIPMENT: Light lance, shield

OPTIONS:
• May take a Blessed Spawning +2 points/model
• May upgrade one Ripperdactyl Rider to a Leader +5 points

SPECIAL RULES: Armour Piercing (1) (Ripperdactyl only), Cold-blooded, Fast Cavalry, Fear, Fly (9), Frenzy
(Ripperdactyl only), Killing Blow (Ripperdactyl only), Natural Armour (6+)
• 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.

28
SPECIAL UNITS
SALAMANDER HUNTING PACK
Profile M WS BS S T W I A Ld Points
Salamander 6 3 3 4 4 2 4 2 4 60
Skink 6 2 3 3 2 1 4 1 5

TROOP TYPE: War Beast (Animal)

HANDLER: 3 Skinks (Lizardman, Skink)

BASE SIZE: 40x40 or 50x50 (Salamander), 20x20 or 25x25 (Skink)

EQUIPMENT: Spear (Skinks only)

SPECIAL RULES: Aquatic, Cold-blooded, Fear, Mixed Unit, Natural Armour (5+) (Salamander only), Natural
Armour (6+) (Skink Handler only), Skirmishers.
• Spout Flames: Spout Flames shoots like a fire thrower with the following profile:
Range: Strength: Special Rules:
n/a 4 Flaming Attacks, Slow to Fire

If the artillery dice result is a misfire, no shots are fired and D3 Skink handlers are removed as casualties. If all
Skink handlers are removed, the Salamander is subject to Frenzy for the remainder of the game.

RAZORDON HUNTING PACK


Profile M WS BS S T W I A Ld Points
Razordon 6 3 3 4 4 2 4 2 4 60
Skink 6 2 3 3 2 1 4 1 5

TROOP TYPE: War Beast (Animal)

HANDLER: 3 Skinks (Lizardman, Skink)

BASE SIZE: 40x40 or 50x50 (Razordon), 20x20 or 25x25 (Skink)

EQUIPMENT: Spear (Skinks only)

SPECIAL RULES: Aquatic, Cold-blooded, Fear, Mixed Unit, Natural Armour (5+) (Razordon only), Natural
Armour (6+) (Skink Handler only), Skirmishers.
• Shoot Barbs: Shoot Barbs shoots like an organ gun with the following profile:
Range: Strength: Special Rules:
18" 4 Quick to Fire

If the artillery dice result is a misfire, no shots are fired and D3 Skink Handlers are removed as casualties. If all
Skink handlers are removed, the Razordon is subject to Frenzy for the remainder of the game.

29
RARE UNITS
AGGRADON RIDERS
Profile M WS BS S T W I A Ld Points
Saurus 4 4 0 4 4 1 2 2 8 60
Aggradon 7 4 0 5 4 3 2 3 3

UNIT SIZE: 3+

TROOP TYPE: Monstrous Cavalry (Lizardman, Saurus)

MOUNT: Aggradon (Animal)

BASE SIZE: 50x75

EQUIPMENT: Hand weapon, light armour, shield

OPTIONS:
• May take light lances +2 points/model
• May take a Blessed Spawning +3 points/model
• May upgrade one Aggradon Rider to a Leader +5 points
• May upgrade one Aggradon Rider to a Musician +5 points
• May upgrade one Aggradon Rider to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Blood Frenzy (Aggradon only), Cold-blooded, Predatory Fighter, Natural Armour (4+)

ANCIENT SALAMANDER
Profile M WS BS S T W I A Ld Points
Ancient Salamander 6 3 3 5 4 3 4 3 4 110
Skink 6 2 3 3 2 1 4 1 5

TROOP TYPE: Monstrous Beast (Animal)

HANDLER: 3 Skinks (Lizardman, Skink)

BASE SIZE: 50x75 (Ancient Salamander), 20x20 or 25x25 (Skink)

EQUIPMENT: Spear (Skinks only)

SPECIAL RULES: Aquatic, Armour Piercing (1) (Salamander only), Cold-blooded, Mixed Unit, Natural
Armour (5+) (Salamander only), Natural Armour (6+) (Skink Handler only), Skirmishers.
• Stream of Fire: Stream of Fire is a fire thrower with the following profile:
Range: Strength: Special Rules:
6" 5 Flaming Attacks, Slow to Fire

If the artillery dice result is a misfire, no shots are fired and D3 Skink Handlers are removed as casualties. If all
Skink handlers are removed, the Ancient Salamander is subject to Frenzy for the remainder of the game.

30
RARE UNITS
BASTILADON
Profile M WS BS S T W I A Ld Points
Bastiladon 4 3 0 5 6 5 1 3 6 175
Skink - 2 3 3 - - 4 1 5

TROOP TYPE: Monster (Animal)

CREW: 3 Skinks (Lizardman, Skink)

BASE SIZE: 50x100 or 60x100

EQUIPMENT: Ark of Sotek (Bastiladon only), javelins (Skinks 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 is not 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:

Range: Strength: Special 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.
• Revivification Crystal: 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.
• Solar Engine: 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. 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.

D6 Number of Hits:
1 D3 Strength 3 hits.
2-3 D6 Strength 4 hits.
4-5 2D6 Strength 5 hits.
6 2D6 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.

OPTIONS:
• May take an additional Skink +3 points
• May replace the Ark of Sotek with one of the following:
- Revivification Crystal +10 points
- Solar Engine +40 points

SPECIAL RULES: Cold-blooded, Jungle Poisons, Natural Armour (2+), Stubborn


• Impervious Defence: For the purposes of calculating combat result bonuses, a Bastiladon counts as having no
flanks or rear.
• Thunderous Bludgeon: 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.

31
RARE UNITS
STEGADON
Profile M WS BS S T W I A Ld Points
Stegadon 6 3 0 5 6 5 2 4 6 215
Skink Crew - 2 3 3 - - 4 1 5

TROOP TYPE: Monster (Animal)

CREW: 5 Skinks (Lizardman, Skink)

BASE SIZE: 50x100 or 60x100

EQUIPMENT: Giant Bow (Stegadon only), javelins (Skinks 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 following profile.

Range: Strength: Special Rules:


36" 5 Multiple Wounds (D3), Poisoned Attacks
• Giant Blowpipe: Instead of firing another missile weapon in the Shooting phase, up to two of the Skink Crew
may each fire a giant blowpipe. This is an artillery weapon with the following profile.

Range: Strength: Special Rules:


18" 2 Multiple Shots (2D6), Poisoned Attacks
• Engine of the Gods: 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: Innate bound spell (power level 3). Burning Alignment is a direct damage spell that
targets every enemy unit within 4D6" of the model's front arc. Each target suffers D6 Strength 4 hits with
the Flaming Attacks special rule.
- Portent of Warding: The model and all friendly units within 6" have a Ward save (6+).

OPTIONS:
• May replace giant bow with one of the following:
- Giant blowpipes free
- Engine of the Gods +50 points
• May choose any of the following:
- Unstoppable Stampede +10 points
- Sharpened Horns +20 points
- Ancient +30 points

SPECIAL RULES: Cold-blooded, Immunity (Psychology), Impact Hits (D6+1), Jungle Poisons, Natural
Armour (6+) (Skink Crew only), Natural Armour (5+) (Stegadon only), Stubborn.

UPGRADES:
• Ancient: The Stegadon gains +1 Strength and the Natural Armour (6+) special rule. However, they suffer -1
Initiative and -1 Attacks.
• Sharpened Horns: The Stegadon's its Impact Hits gains the Multiple Wounds (D3) special rule.
• Unstoppable Stampede: The Stegadon gains the Devastating Charge special rule.

32
RARE UNITS
ARCANADON
Profile M WS BS S T W I A Ld Points
Arcanadon 4 2 0 5 6 6 1 3 6 280
Skink - 2 3 3 - - 4 1 5

TROOP TYPE: Monster (Animal)

CREW: 3 Skinks (Lizardman, Skink)

BASE SIZE: 50x100 or 60x100

EQUIPMENT: Power of the Ancients (Arcanadon only), javelins (Skinks only)


• Power of the Ancients: This is a stone thrower with the following profile:
Range: Strength: Special Rules:
12-36" 4 Flaming Attacks, Magical Attacks, Slow to Fire

If a misfire is rolled, the Arcanadon suffers D3 Wounds which Ignores Armour Saves.

SPECIAL RULES: Cold-blooded, Immunity (Psychology), Impact Hits (D6+1), Jungle Poisons, Natural
Armour (4+), Stubborn

33
RARE UNITS
TROGLODON
Profile M WS BS S T W I A Ld Points
Troglodon 7 3 4 5 5 5 2 3 5 180
Oracle - 2 3 3 - - 4 1 5

TROOP TYPE: Monster (Animal)

CREW: 1 Oracle (Lizardman, Skink)

BASE SIZE: 50x100

EQUIPMENT: Javelin (Oracle only)

OPTIONS:
• May take Divining Rod +5 points

SPECIAL RULES: Aquatic, Arcane Vassal (see Skink Priests), Cold-blooded, Jungle Poisons, Poisoned Attacks
(Troglodon only), Predatory Fighter (Troglodon only), Natural Armour (4+).
• Primeval Roar: 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+ until the end
of the phase.
• Spit Venom: A Troglodon can spit its venom as a shooting attack with the following profile:
Range: Strength: Special Rules:
18" 5 Multiple Wounds (D3), Poisoned Attacks, Quick to Fire

UPGRADES:
• Divining Rod: The model channels Power and Dispel dice as if they were a Level 1 Wizard.

34
RARE UNITS
COATL
Profile M WS BS S T W I A Ld Points
Coatl 5 4 0 5 5 5 2 4 8 270

TROOP TYPE: Monster (Animal)

BASE SIZE: 50x100 or 100x100

MAGIC: A Coatl is a Level 2 Wizard that uses spells from the Lore of Heavens.

SPECIAL RULES: Cold-blooded, Fly (8), Magic Resistance (3), Natural Armour (4+).
• Guardian of the Sacred Places: 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.
• Magical Storm: All missile fire directed at a Coatl suffers a -1 penalty to hit.

DREAD SAURIAN
Profile M WS BS S T W I A Ld Points
Dread Saurian 7 4 0 8 7 10 1 6 6 365

TROOP TYPE: Monster (Animal)

BASE SIZE: 100x150

OPTIONS:
• May choose one of the following:
- The Shadow Rebus of Huanchi +25 points
- Quetzl's Flawless Heartstone +35 points
- The Golden Shroud of Tlazcotl +35 points
- The Blazing Configuration of Chotec +35 points
- Tepok's Crystalline Eye +60 points

SPECIAL RULES: Cold-blooded, Immunity (Psychology), Multiple Wounds (D3), Natural Armour (3+).

UPGRADES:
• The Blazing Configuration of Chotec: The Dread Saurian gains the Flaming Attacks special rule and causes
2D6 Strength 3 Flaming Impact Hits.
• The Golden Shroud of Tlazcotl: 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.
• Quetzl's Flawless Heartstone: The Dread Saurian gains the Unbreakable special rule and reduces its
Movement rate to 5, but increases its Toughness to 8.
• The Shadow Rebus of Huanchi: 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.
• Tepok's Crystalline Eye: A Dread Saurian bearing the crystal known as the Eye of Tepok gains a Ward save
(4+) against non-magical attacks.

35
SPECIAL CHARACTERS
(LORDS)
LORD MAZDAMUNDI
Lord of the Solar-City, He That Rides the Horned Beast
Profile M WS BS S T W I A Ld Points
Lord Mazdamundi - 2 3 3 4 5 2 1 9 730
Zlaaq (Stegadon) 6 3 0 6 6 5 1 3 6

TROOP TYPE: Monster (Special Character, Lizardman, Slann)

MOUNT: Zlaaq (Animal)

BASE SIZE: 50x100 or 60x100

MAGIC: A Slann Mage-Priest is a Level 4 Wizard which can use spells from any of the eight Winds of Magic, High
Magic or Geomancy.

DISCIPLINES OF THE OLD ONES: Becalming Cogitation, Harmonic Convergence, Soul of Stone,
Transcendent Healing

MAGIC ITEMS:
• Cobra Mace of Mazdamundi: Magic Weapon. 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 the wielder 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.
• The Itxi Grubs: Arcane Item. One use only. This item can be used at the start of your Magic phase. Once
used, the bearer gains +D3 Power dice that phase.
• Sunburst Standard of Hexoatl: Magic Standard. 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.

SPECIAL RULES: Arcane Might (see Slann-Mage Priests), Cold-blooded, Impact Hits (D6+1) (Zlaaq only),
Immunity (Psychology), Natural Armour (2+), Stubborn, Telepathic Confabulation (see Slann-Mage Priests),
Ward Save (4+)
• Mage-lord of Hexoatl: 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.

36
SPECIAL CHARACTERS
(LORDS)
LORD KROAK
Venerable Relic-Priest, Deliverer of Itza
Profile M WS BS S T W I A Ld Points
Lord Kroak 4 0 0 3 5 6 0 0 9 490
Skink Attendant - 2 3 3 - - 4 1 -

TROOP TYPE: Monstrous Infantry (Special Character, Lizardman, Slann)

BASE SIZE: 50x50, 60x60 or 75x75

MAGIC: 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


Level 4 Cast on 12+
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:
• Ceremonial Mace of Malachite: Magic Weapon. Magical Weapons count only as mundane weapons of their
type when targeting Lord Kroak in close combat.
• Golden Death Mask: Talisman. All shooting or close combat attacks against Lord Kroak or any unit he joins
suffer a -1 To Hit penalty.
• Amulet of Itza: Arcane Item. 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.
• Glyph of Potec: Enchanted Item. 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.
• Standard of the Sacred Serpent: Magic Standard. All enemy units in base contact with Lord Kroak takes D6
Strength 3 hits at the start of your Shooting phase.

OPTIONS:
• May have a Skink Attendant +3 points

SPECIAL RULES: Cold-blooded, Flammable, Mage-Priest Palanquin, Unbreakable


• Eternity Guardians: If Lord Kroak joins a unit of Temple Guard, all models in the combined unit gain the
Unbreakable special rule.
• First Generation Spawning: 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.
• The Spirit of Lord Kroak: Lord Kroak's Wizard level can never be reduced to less than 1.

37
SPECIAL CHARACTERS
(LORDS)
KROQ-GAR
Ancient Scar-Leader, Last Defender of Xhotl
Profile M WS BS S T W I A Ld Points
Kroq-Gar 4 6 0 5 5 3 3 5 8 470
Grymloq (Carnosaur) 7 4 0 6 5 5 2 5 5

TROOP TYPE: Monster (Special Character, Lizardman, Saurus)

MOUNT: Grymloq (Animal)

BASE SIZE: 50x50 or 50x100

EQUIPMENT: Light armour

MAGIC ITEMS:
• Revered Spear of Tlanxla: Magic Weapon. Light lance. Each unsaved Wound caused by the Revered Spear of
Tlanxla counts as 2 unsaved Wounds when calculating combat results.
• Hand of Gods: Enchanted Item. Bound spell (power level 4). Hand of Gods contains the spell Shem's Burning
Gaze from the Lore of Light.

SPECIAL RULES: Blood Frenzy (Grymloq only), Cold-blooded, Multiple Wounds (D3) (Grymloq only),
Predatory Fighter, Natural Armour (2+)
• Army of Kroq-Gar: Kroq-Gar must always be the Army General. An army led by Kroq-Gar may include a
single unit of Saurus Cold One Riders as a Core choice.
• Sacred Spawning of Xhotl: 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.
• Attuned to the Beast: Kroq-Gar's Carnosaur steed does not suffer from Berserk Rage.

38
SPECIAL CHARACTERS
(LORDS)
TEHENHAUIN
Prophet of Sotek, Harbinger of the Serpent God
Profile M WS BS S T W I A Ld Points
Tehenhauin 6 6 5 4 3 3 6 3 8 315

TROOP TYPE: Monster (Special Character, Lizardman, Saurus)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Light armour

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

MAGIC ITEMS:
• Blade of the Serpent's Tongue: Magic Weapon. 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.
• Plaque of Sotek: Talisman. The Plaque of Sotek grants Tehenhauin and any Jungle Swarms in his unit the
Regeneration (6+) special rule.

OPTIONS:
• May be mounted on a Stegadon with an Engine of the Gods (replacing one of the crew) +265 points

SPECIAL RULES: Aquatic, Arcane Vassal, Cold-blooded, Hatred (Skaven), Immunity (Poisoned Attacks),
Natural Armour (6+), Ward save (4+)
• Master of Snakes: 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.
• Prophet of Sotek: If your army includes Tehenhauin, you may upgrade any units of Skink Cohorts, Skink
Skirmishers, Raptadon Riders, 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.
• Tide of Serpents: 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.

39
TETTO'EKO
Astromancer of the Constellations, the Beholder
Profile M WS BS S T W I A Ld Points
Tetto'eko 6 2 3 2 2 3 4 1 6 240

TROOP TYPE: Infantry (Special Character, Lizardman, Skink)

BASE SIZE: 40x40 or 50x50

MAGIC: Tetto'eko is a Level 3 Wizard who uses spells from the Lore of Heavens.

MAGIC ITEMS:
• The Eye of the Old Ones: Enchanted Item. 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.
• The Stellar Staff: Arcane Item. Tetto'eko knows the Comet of Casandora spell from the Lore of Heavens in
addition to his other spells. If he successfully casts it, you may re-roll the dice at the start of each Magic phase
to see if the comet arrives.

SPECIAL RULES: Arcane Vassal, Cold-blooded, Loremaster (Lore of Heavens), Natural Armour (6+)
• Herald of Cosmic Events: 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: 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).

NOTES:
• Tetto'eko has a Line of Sight value of 2.

40
SPECIAL CHARACTERS
(HEROES)
CHAKAX
The Eternity Warden, Prime Guardian of Xlanhuapec
Profile M WS BS S T W I A Ld Points
Chakax 4 5 0 5 5 2 3 4 8 215

TROOP TYPE: Infantry (Special Character, Lizardman, Saurus)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Light armour

MAGIC ITEMS:
• The Star-stone Mace: Magic Weapon. 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.
• The Helm of the Prime Guardian: Magic Armour. This armour gives the wearer a 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.
• The Key to the Eternity Chamber: Enchanted Item. When fighting in a challenge, Chakax has a Ward save
(5+) and his opponent gains the Always Strikes Last special rule.

SPECIAL RULES: Cold-blooded, Guardians, Predatory Fighter, Natural Armour (4+), Stubborn
• Eternity Warden: Chakax must always issue a challenge, and can never refuse one. When fighting in a
challenge, Chakax re-rolls all failed rolls To Hit.
• Ultimate Bodyguard: 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.

41
SPECIAL CHARACTERS
(HEROES)
GOR-ROK
The Great White Lizard, The Scarred One
Profile M WS BS S T W I A Ld Points
Gor-Rok 4 5 0 5 5 2 3 4 8 230

TROOP TYPE: Infantry (Special Character, Lizardman, Saurus)

BASE SIZE: 25x25 or 30x30

MAGIC ITEMS:
• The Mace of Ulumak: Magic Weapon. 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.
• The Shield of Aeons: Magic Armour. 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.

SPECIAL RULES: Blessed Mark of the Old Ones (see Blessed Spawnings), Cold-blooded, Immunity
(Psychology), Predatory Fighter, Natural Armour (4+), Stubborn
• Resilient: Any successful rolls To Wound roll against Gor-Rok must be re-rolled. In addition, Gor-Rok has the
Immunity (Killing Blow) special rule.

LOTL-BOTL
Profile M WS BS S T W I A Ld Points
Lotl-Botl 4 5 0 5 5 2 3 4 8 125

TROOP TYPE: Infantry (Special Character, Lizardman, Saurus)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Hand weapon, light armour, shield

OPTIONS:
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

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


• Blood-Curdling Roar: Lotl-Botl has the Fear special rule in any turn whenever he charges.
• Cold-Blooded Determination: Any unit of Saurus Warriors joined by Lotl-Botl gains a +1 bonus to their
combat resolution as long as he is in the unit.

42
SPECIAL CHARACTERS
(HEROES)
NAKAI THE WANDERER
Sacred Kroxigor of the First Spawning
Profile M WS BS S T W I A Ld Points
Nakai 6 5 0 6 5 4 3 5 8 305

TROOP TYPE: Monstrous Infantry (Special Character, Lizardman, Kroxigor)

BASE SIZE: 40x40 or 50x50

MAGIC ITEMS:
• The Sacred Blade of Quetzl: Magic Weapon. 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.

SPECIAL RULES: Aquatic, Cold-blooded, Natural Armour (3+), Regeneration (4+), Predatory Fighter
• Blessed Mark of the Old Ones: 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. If Nakai flees from combat, then the victorious unit may not pursue.
• Jungle Spirit: Nakai may never join any unit. Nakai always appears using the Ambushers special rule, with
the following exception; he will always appear from a forest, marshland or river terrain feature rather than the
table edge if able to.

TIKTAQ'TO
Master of Skies, the Eye in the Heavens
Profile M WS BS S T W I A Ld Points
Tiktaq'to 6 4 5 4 3 2 6 3 7 135
Zwup (Terradon) 2 3 0 4 3 2 2 1 3

TROOP TYPE: Cavalry (Special Character, Lizardman, Skink)

MOUNT: Zwup (Animal)

BASE SIZE: 40x40

MAGIC ITEMS:
• The Blade of Ancient Skies: Magic Weapon. 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.
• Mask of Heavens: Enchanted Item. 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.

SPECIAL RULES: Ambushers, Cold-blooded, Drop Rocks (see Terradons), Fear, Fly (9), Forest Strider,
Natural Armour (6+)
• Master of Skies: If your army contains Tiktaq'to, one unit of Terradon Riders may deploy using the
Ambushers special rule.

43
SPECIAL CHARACTERS
(HEROES)
INXI-HUINZI
Profile M WS BS S T W I A Ld Points
Inxi-Huinzi 6 4 5 4 3 2 6 3 7 80
Xltzhpctli (Horned One) 8 3 0 4 4 1 3 2 3

TROOP TYPE: Cavalry (Special Character, Lizardman, Skink)

MOUNT: Xltzhpctli (Animal)

BASE SIZE: 25x50 or 30x60

EQUIPMENT: Hand weapon, javelins, light armour, shield

OPTIONS:
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

SPECIAL RULES: Cold-blooded, Fear, Jungle Poisons, Multiple Shots (3), Natural Armour (5+)

TICHI-HUICHI
Profile M WS BS S T W I A Ld Points
Tichi-Huichi 6 4 5 4 3 2 6 3 7 70
Horned One 8 3 0 4 4 1 3 2 3

TROOP TYPE: Cavalry (Special Character, Lizardman, Skink)

MOUNT: Horned One (Animal)

BASE SIZE: 25x50 or 30x60

EQUIPMENT: Light lance, shield

OPTIONS:
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Blessing of Sotek, Cold-blooded, Fear, Poisoned Attacks, Natural Armour (5+)
• Blessed by the Old Ones: Enemies that Break Tichi-Huichi's Raiders in close combat will automatically
counts as restraining from pursuit, even if they would normally be forced to pursue.
• Tichi-Huichi's Raiders: Tichi-Huichi must be accompanied by a unit of Horned One Riders chosen from the
army list at a cost of 22 points per model. This unit has a full command and the Poisoned Attacks special rule.
They may not take any Sacred Spawning. Tichi-Huichi is the unit's Leader may never choose to leave this unit.

44
SPECIAL CHARACTERS
(HEROES)
ITZI-BITZI
The Piranha Warrior
Profile M WS BS S T W I A Ld Points
Itzi-Bitzi 6 4 5 4 3 2 6 3 6 80

TROOP TYPE: Infantry (Special Character, Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Light armour, shield

MAGIC ITEMS:
• The Piranha Blade: Magic Weapon. The wielder has the Multiple Wounds (D3) and Armour Piercing special
rules (1).
• The Incantation of Xetlipocutzl: Enchanted Item. One use only. Itzi-Bitzi can use the incantation at any time
in the Lizardman turn. All enemy units within 8" must immediately take a Panic test using an additional D6,
discarding the lowest result.

SPECIAL RULES: Aquatic, Cold-blooded, Natural Armour (6+)

OXYOTL
Survivor of Pahuax, the Returned, He That Hunts Unseen
Profile M WS BS S T W I A Ld Points
Oxyotl 6 4 6 4 3 2 6 3 7 90

TROOP TYPE: Infantry (Special Character, Lizardman, Skink)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC ITEMS:
• The Golden Blowpipe of P'Toohee: Magic Weapon. Blowpipe. Shots from this weapon has Strength 2 and
the Multiple Shots (3) special rule.

SPECIAL RULES: Aquatic, Chameleon, Cold-blooded, Hatred (Daemons of Chaos), Loner, Natural Armour
(6+), Scouts, Sniper
• Master Predator: 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.

45
SPECIAL CHARACTERS
(HEROES)
TEN-ZLATI
Oracle of Lord Kroak
Profile M WS BS S T W I A Ld Points
Ten-Zlati 6 2 3 3 2 2 4 1 6 120
Terradon 2 3 0 4 3 2 2 1 3

TROOP TYPE: Cavalry (Special Character, Lizardman, Skink)

MOUNT: Terradon (Animal)

BASE SIZE: 40x40

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

EQUIPMENT: Hand weapon

OPTIONS:
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points

SPECIAL RULES: 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".

46

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