The Handbook
THE MINIONS OF THE LIZARDMEN
SLANN MAGE-PRIEST
The Slann are almost always
the general of the lizardmen army, unless Lord
Mazdamudi is present (whom I shall discuss about later). The
Slann are the most
potent wizards in the Warhammer world, since they have the option
of Battle
Magic or High Magic and have mental telepathy, giving them the
ability to
literally exchange spells with other Slann on the battle field!
They also have a
special shield, giving them an armour save of 4+, wich in turn
cannot be lowered
by any strength modifiers! Also, weapons or attacks that ignore
armour saves can
be saved by this shield, due to it's magic property For a
complete discription
of the Slann's special abilities(and all other characters), look
bellow.
SAURUS WARRIORS
These fierce warriors are
basicly the backbone of the lizardmen army. Bearing
axes, dual-bladed pick-axes, scythes, and sometimes, spears.
Though they may
seem like they would the builders of temples and such, they are
just too stupid
to be capable of completing such simple tasks(though these tasks
are more
complex than they seem). The only thing that a Saurus is good at
fighting, and
the higher ups are also skilled in giving simple war-related
orders. Thus, the
Saurus are hardened warriors, wich makes their skins even harder,
giving them a
save of 4+ that cannot be lowered to anything less than 5+ due to
any stregnth
modifiers. All lizardmen(except Slann) have this ability, though
the modifiers
are a tad different.
KROXIGOR
As fierce as Rat Ogres, and
just as strong. Not all that intelligent, but
someone you would regret upsetting. Though giant and fierce,
they're friendly to
their lil' buds the Skinks. In battle, the Skinks crowd around
the feet of the
Kroxigor, wich makes the Kroxigor unique: he can either join a
unite of
Skinks(discussed in full later), or he can be by himself and be
considered a
unite, even if there is less than 5 in the unite.
SKINKS
Skinks are the most
numerous troop type in any basic Lizardmen army. Not only
that, they are about 80% of the population, and do a great deal
of the
construction and other chores the Slann order them to do. their
size. Another
good thing about them is their aquatic ability, wich means that
they can cross
water and other wetland obstacles without penalty and gain a
bonus instead: they
count being behind soft cover when in any wet terrain, making it
harder to hit
them. Not noted above is the fact that the Kroxigor has the same
ability.
LIZARDMEN BEAST GALLERY
Cold Ones w/rider
They seem like their a
distant relative to the velociraptor, and probably are.
But the biggest problem with these guys is that they're just so
vicious. One bad
thing about them is that you need to make a stupidity check every
round, or they
might just stand around looking dumb, or worse, eat their rider.
But the good
thing is once they enter hand-to-hand combat, they become blood
thirsty, never
again making a stupidity check during the battle!
Terradons
The Terradon. A fiercesome
lizard/bird thing that carries 2 Skinks, and can
carry(and drop) giant boulders on top of the enemy. And with the
ability to fly
straight into battle and assist friendly units, they're not
something you would
wanna bring home on a leash!
Stegadons
Stegadons are the meanest
reptilians to be seen in our time. With a giant horned
plate and back, an attitude that no dragon could summon, a howdah
to carry
around Skink crewmen, and a HUGE crossbow thingy that shoots
arrows that have
the ability to cut straight through an entire unit's ranks, this
lizard is one
of the baddest non-warmachine units in the whole game! And only
the Lizardmen
have the chance to control this 65 billion year old demon(of
course, the age is
just a guess).