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Warhammer - Lizardmen 1.62
Warhammer - Lizardmen 1.62
LIZARDMEN
By Mathias Eliasson
v.1.62
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 ........................................................ 29
Enchanted Items ...................................................9 Razordon ........................................................... 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).
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+.
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.
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.
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.
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.
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 -
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
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 take other magic items and/or Disciplines of the Old Ones 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
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
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
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
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
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
- Troglodon (replacing the Skink Oracle) +150 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
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
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
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 take other magic items and/or Blessed Spawnings 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
OPTIONS:
• May take light armour +4 points
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points
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
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
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 take other magic items and/or Blessed Spawnings 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
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
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 -
COLD ONE
Profile M WS BS S T W I A Ld Points
Cold One 7 3 0 4 4 1 2 2 3 -
HORNED ONE
Profile M WS BS S T W I A Ld Points
Horned One 8 3 0 4 4 1 3 2 3 -
TERRADON
Profile M WS BS S T W I A Ld Points
Terradon 2 3 0 4 3 2 2 1 3 -
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 -
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 -
CARNOSAUR
Profile M WS BS S T W I A Ld Points
Carnosaur 7 4 0 6 5 5 2 4 5 -
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
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
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
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
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+
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
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
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+
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
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
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+
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+
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+
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
UNIT SIZE: 5+
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 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+
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+
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
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
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
Profile M WS BS S T W I A Ld Points
Razordon 6 3 3 4 4 2 4 2 4 50
Skink 6 2 3 3 2 1 4 1 5
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 Armour Piercing (1), 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 Stupidity 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+
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
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
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
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
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
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 5 155
Oracle - 2 3 3 - - 4 1 5
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
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
OPTIONS:
• May choose one of the following:
- The Shadow Rebus of Huanchi +25 points
- Quetzl's Flawless Heartstone +35 points
- The Blazing Configuration of Chotec +35 points
- The Golden Shroud of Tlazcotl +35 points
- Tepok's Crystalline Eye +50 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 4 Flaming Impact Hits.
• The Golden Shroud of Tlazcotl: All attacks targeting the Dread Saurian suffer a -1 To Hit modifier.
• Quetzl's Flawless Heartstone: The Dread Saurian gains the Stubborn 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.
• Tepok's Crystalline Eye: The Dread Saurian gains a Ward save (5+) which is reduced to a Ward save (6+)
against 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
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 -
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.
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
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
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
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
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
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
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
OPTIONS:
• May take Blessed Spawnings and/or Magic Items up to a total of 50 points
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
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
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
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
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 and 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
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.
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
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
MAGIC: Ten-Zlati is a Level 2 Wizard who uses spells from the Lore of the Heavens.
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