The
Main Characters
Slann Mage-Priest
Must be included as General in any Lizardmen army. May include as
many as you
wish within the allowed point value. May use either battle magic
or high magic.
1 4 3 2 4 3 2 3 8 4+
2 4 4 3 6 4 4 3 4 8 4+
3 4 5 4 6 5 6 5 6 9 4+
4 4 6 5 6 5 8 6 8 10 4+
Mage-Priest..........115 points
Mage-Priest Champion.........240 points
Master Mage-Priest..........425 points
Mage-Priest Lord..........550 points
Optional: battle standard..........+50 points
Special Save rule: 4+. Differs from armour saves. Cannot be
lowered due to any
bonuses.
Skink Shaman..........56 points
Skink Shamans are 1st level mages only. May only use battle
magic. May have 2
magic artifacts.
6 2 3 3 3 1 5 1 6 6+
Save rule: 6+. May not be lowered beyond 6+ due to any strength
bonuses.
Saurus Temple Guards..........18 points
May include 1 unit of Temple Guards for each Slann included in
the army.
4 4 0 4 4 1 2 2 8 5+
Save rule: 5+. See "Skink Shaman".
Saurus Warriors..........15 points
May include as many regiments of Saurus Warriors as you want.
4 3 0 4 4 1 1 2 8 4+
Save rule: 4+. See "Skink Shaman".
Skink Warriors...........4.5 points
May include as many regiments of Skink Warriors as you want. Each
unit may
include 1 Kroxigor per every 8 Skink Warriors. May also move over
any water
based terrain with out penalty, actually gaining the ability of
"being behind
soft terrain".
6 2 3 3 2 1 4 1 6 6+
Save rule: 6+. See "Skink Shaman".
Cold One Riders..........25 points
May include as many regiments of Cold One Riders as you want.
Great Crested Skink rider: 6 2 3 4 2 1 4 1 6 3+
Cold One: 8 3 0 4 4 1 1 2 3
Save rule: 3+. Just like other Lizardmen.
Special rules: Stupidity: Cold Ones suffer from stupidity like
normal, though
once they enter hand-to-hand combat all effects are nullified, or
gone. Fear:
Cold Ones cause fear just like any other fear-inciting beast.
Kroxigor..........45 points
May inlcude any number of Kroxigor regiments as you want.
Kroxigor may be
included with Skinks, though only 1 Kroxigor to every 8 Skinks.
Kroxigor must be
as close to the center of the unit as possible.
6 3 0 5 4 3 1 3 9 4+
Save rule: "Same".
Aquatic: May cross any wetland terrain, including shallow rivers.
When they
assume possition in any wetland terrain, they count as being
behind soft cover.
Skinks also have this ability, though it may not be fully
explained above.
Cause Fear: Same as Cold Ones.
Terradons..........40 points
May include 1 unit of Terradons per Slann in the army.
Skink rider: 6 2 3 3 2 1 4 1 6 5+
Terradon: 2 3 0 4 4 1 2 1 3
Skirmish: Terradons always fight in skirmish fomation as well as
Skinks(not
mentioned above, sorry).
Drop rocks: Terradons may drop rocks on top their enemy, crushing
them beneath
the massive weight of the stone. Terradons automaticaly carry
stones into
battle, so all ya have to do is say you're going to drop the rock
on your
opponents unit. The downfall to this is that as soon as your
Terradons are
charged, they drop the rock harmlessly so they may fight.
Stegadon w/4 skinks..........225 points
May include 1 Stegadon per every Temple Guard, Saurus Warrior,
Skink Warrior, or
Cold One rider unit. +6 points per extra Skink crewman.
Crewman: 6 2 0 7 6 6 2 5 6
Stegadon: 6 2 3 3 2 1 4 1 6
Save: Stegadon 4+, Crewman 5+. See skink shaman for rules.
Options-1: Any Stegadon may include a magic standard. 2: May aslo
include a
giant bow(+20 points, range 36".). Special rules on bow
posted later.
Causes fear. **Rest of rules shall be posted later, so return on
a later date!**
**ALL OTHER CHARACTER TYPES SHALL BE POSTED A LITTLE LATER, SO
PLEAS RETURN.**