WARHAMMER ARMIES -
LIZARDMEN

LIZARDMEN SPECIAL CHARACTERS

Venerable Lord Kroak..... 620 points

The army may include the mummified remains of Mage-Lord Kroak. He can be included in addition to the General no matter what the total points value of the army is. Lord Kroak cannot lead the army himself so the army must also include a living Slann Mage-Priest as General.

Profile M WS BS S T W I A LD
Lord Kroak & Palanquin 4 6 5 6 5 8 6 8 10

Weapons/Armour: Lord Kroak is armed with the Ceremonial Mace of Malachite.

Save: 3+ special save (Mighty Shield of the Old Ones).

Spells: Kroak has four magic spells chosen from Battle Magic or High Magic. Kroak cannot cast these himself, since he can no longer utter the incantations, but the spells can be used by any other Mage-Priest onthe battlefield by means of telepathy.

Cold Blooded: Lizardmen are cold blooded.

Slann Mage-Priest Telepathy: At the start of the Lizardman magic phase each Slann Mage-Priest in the battle can swap one spell with Lord Kroak.

Mighty Sheild of the Old Ones: Kroak, his palanquin, and bearers are protected with a special saving throw of 3+ against each wound suffered. This is a special save and is not modified by the Strength of the attack. Wounds from weapons or attacks that ignore armour saving throws can still be saved by the Mighty Shield of the Old Ones.

Palanquin and Bodyguard: The Kroak, his palanquin and Bodyguards are treated as a single model with one profile. Kroak's magic items affect the whole palanquin, all of its attacks, and so on. All enemy attacks are struck against the model as a whole: only by destroying the whole model is the mummified Mage-Priest deemed to be slain, and his bodyguards destroyed with him.

Magic Items: Kroak carries five magic items, intended to protect the sacred mummy as it rests in the tomb, but they also protect him in battle:

Standard of the Sacred Serpent:..... 25 points
The serpent standard has a range of 18" and spits D6 times in the shooting phase. Roll to hit using the BS of Kroak. The venom is poisonous and inflicts a S4 hit.

Gold Death Mask:..... 50 points
Kroak's death mask gives him a hypnotic gaze causing all his foes to lose all sense of purpose when they attempt to attack him. This means Kroak can only be struck in hand-to-hand combat on a 6.

Ceremonial Mace of Malachite:..... 50 points
He cannot swing this weapon anymore, but its magical power remains. The Mace has the power to negate any magic weapon used against Kroak in hand-to-hand combat. The weapon cannot be used to strike Kroak althought the attack can use ordinary weapons instead.

Amulet of Itza:..... 25 points
The amulet dispels any spells directed against Kroak and the unit he accompanies, on a 4+. If successful, the caster suffers 1 S4 hit due to magical power reflecting back from the amulet.

Glyph of Potec:..... 20 points
Kroak's spirit lingers, existing in the supernatural world and is vulnerable to the supernatural forces of the Undead. To guard against this, Kroaks's bindings are incribed with the Glyph of Potec. This means any Undead in base contact with Kroak suffers double damage.

Lotl Botl..... 100 points

The army may include Lotl-Botl as an independent character. He is a Saurus Hero.

Profile M WS BS S T W I A LD
Lotl-Botl 4 5 0 5 5 2 3 4 9

Weapons/Armour: Lotl-Botl is armed with the a hand weapon, light armour and shield.

Save: 3+, Lotl-Botl has scaly skin (which cannot be reduced to less than 6+ due to Strength modifiers).

Cold Blooded: Lizardmen are cold blooded.

Blood-Curdling Roar: Lotl-Botl's blood-curdling roar is savage and frightening and therefore causes fear.

Cold-Blooded Determination: Lotl-Botl does not like giving ground in hand-to-hand combat. If the enemy are coming at him from all sides, it just make him more angry. Any unit of Saurus accompanied by Lotl-Botl will be inspired by his presence and will gain a +1 bonus to their combat result.

Kroq..... 113 points

The army may include Kroq as an independent character. He is a Saurus Hero.

Profile M WS BS S T W I A LD
Kroq 4 5 0 5 5 2 3 4 9

Weapons/Armour: Kroq is armed with the a hand weapon and shield.

Save: 4+, Kroq has scaly skin which can never become worse that a 6+ due to Strength modifiers.

Cold Blooded: Lizardmen are cold blooded.

Massive Jaws: Kroq has 4 attacks, one of which is a bite attack. This attacks inflicts D3 wounds. There is no armour save against Kroq's bit attack, he bites straight through armour.

Bony Plates: Kroq has a series of bony plates along his back which partly shield him from weapon blows and other damage. To represent this, Kroq may make one attempt to re-roll any failed armour saving roll.

Oxayotl..... 102 points

The army may include Oxayotl as an independent character. He is a Chameleon Skink.

Profile M WS BS S T W I A LD
Oxayotl 6 4 5 4 4 3 7 3 7

Weapons/Armour: Hand weapon, blowpipe and poisoned darts.

Save: 5+, Oxayotl has scaly skin which means his save can never become worse than 6+ due to Strength modifiers.

Cold Blooded: Lizardmen are cold blooded.

Chameleon Skin: Oxayotl has chameleon skin which changes colour to match terrain. This means any enemy shooting at Oxayotl suffers a -2 penalty to hit.

Poison Dart Blowpipe: The blowpipe has a range of 12" and there is no penalty for shooting at over half range. Oxayotl is able to shoot three darts in each shooting phase, but all of these must be shot at the same target. The darts are poisoned with venom and strike with a Strength of 5.

Amazing Stealth: Place Oxayotl anywhere on the battlefield after all deployment is completed. You can put him in the enemy deployment zone and in the open, he does not have to be concealed from the enemy like scouts, because they won't see him even if he is right in front of them. The only limitation is that you cannot deploy Oxayotl closer than 8" to any enemy unit or model.

Inxi-Huinzi..... 85 points

The army may include Inxi-Huinzi as an independent character. He is a Skink Hero.

Profile M WS BS S T W I A LD
Inxi-Huinzi 6 4 5 4 3 2 6 3 7
Horned One 8 4 0 4 4 1 1 3 3

Weapons/Armour: Hand weapon, spear, poisoned darts, light armour and shield.

Save: 2+, Inxi-Huinzi has scaly skin which means his save can never become worse than 6+ due to Strength modifiers.

Rides: Inxi-Huinzi rides a rare breed of Cold One known as a 'Horned One'.

Horned One: Unlike other Cold Ones, Horned Ones are not subject to stupidity. Any unit of Cold Ones accompanied by Inxi-Huinzi on his Horned One will be immune to stupidity while he is with them.

Cold Blooded: Lizardmen are cold blooded.

Hail of Darts: Inxi-Huinzi carries dozens of poisoned darts. He has perfected a technique for hurling several darts as he charges or is charged at before leveling his spear to fight hand-to-hand.

The number of darts depends on the distance that has to be covered by the charge. He can throw one dart for every full 4" of charge distance. The darts have a range of 16" and do not suffer a penalty for half range. Note that enemy who charge from flying high count as charging a distance of 16".

Roll to hit for each dart using Inxi's BS. Because of the poinson each hit always wounds on a 4+. Inxi reserves his darts for charging or being charged, and does not throw them in the shooting phase. Wounds caused by the darts are counted as if they were caused in hand-to-hand combat when working out combat results. Inxi cannot throw darts in succeeding rounds of combat and relies on his other weapons instead.

Itzi-Bitzi..... 105 points

The army may include Itzi-Bitzi as an independent character. He is a Skink Hero.

Profile M WS BS S T W I A LD
Itzi-Bitzi 6 4 5 4 3 2 6 3 7

Weapons/Armour: Piranha Blade, light armour and shield.

Save: 4+, Itzi-Bitzi has scaly skin which means his save can never become worse than 6+ due to Strength modifiers.

Cold Blooded: Lizardmen are cold blooded.

Skink: Itzi-Bitzi is a Skink and so can move over marsh, rivers, streams, ponds, or lakes without penalty and counts as in soft cover when occupying a water feature.

Incantation of Xetlipocutzl: This incantation can be used once per battle anytime in the Lizardman turn. The effect will cause all enemy units within 8" to take an immediate Panic test on three dice, choosing the highest two scores. This is not a spell or a magical effect, so it cannot be dispelled or countered.

Magic Items: Itzi-Bitzi carries one magic item:

The Piranha Blade:..... 35 points
Roll to hit and to wound as normal, but each wounds causes D3 wounds.

Tenehuini, Prophet of Sotek..... 120 points

The army may include Tenehuini as an independent character. He is a Skink Shaman.

Profile M WS BS S T W I A LD
Skink Shaman 6 2 3 3 3 1 5 1 6

Weapons/Armour: Serpent Dagger, and the Totem of Sotek.

Save: 4+, Tenehuini has scaly skin which means his save can never become worse than 6+ due to Strength modifiers.

Cold Blooded: Lizardmen are cold blooded.

Skink: Tenehuini is a Skink and so can move over marsh, rivers, streams, ponds, or lakes without penalty and counts as in soft cover when occupying a water feature.

Spells: Tenehuini has 1 spell chosen from the Battle Magic Deck.

Shield of Sotek: Tenehuini is under protection of the serpent god Sotek which gives him a special saving throw of 4+ against each wound suffered. This is a special save and not modified by the Strength of the attack. Wounds from weapons that ignore armour saving throws can still be saved by the Shield of Sotek. When Tenehuini suffers wounds take any normal armour saves first, and then special saves for wounds that get past his armour.

Magic Items: Tenehuini carries two magic items:

Dagger of Sotek:..... 50 points
The Dagger strikes with +1 Strength. If a Skaven unit takes 1 or more wounds from the Dagger of Sotek then its normal Leadership rank bonus is discounted for purposes of working out the combat results. When working out who has won the combat no bonus is gained by the Skaven for the rear ranks fighting, and no bonus is added to their Leadership value if a Break test is required as a result.

Totem of Sotek:..... 10 points
If your army includes a Serpent Swarm you may deploy it anywhere within 12" of the totem but no closer than 8" to any enemy. This means that you could deploy the swarm outside your deployment zone as long as it is within 12" of the totem.

You can choose to deploy the swarm when you deploy the rest of your army before the battle, or 'summon' the swarm by means of the totem at the start of any subsequnet Lizardman turn. If the swarm is summoned in this way it is placed within 12" of the totam and may be placed in hand-to-hand combat. All Serpent Swarms gain 1 extra attack while they remaini within 12" of the Totem.

Lord Mazdamundi..... 900 points

The army may be led by Lord Mazdamundi as General. If so he replaces the General in the main list.

Profile M WS BS S T W I A LD
Lord Mazdamundi & Palanquin 6 6 5 7 6 8 6 8 10

Weapons/Armour: Cobra Mace of Mazdamundi which counts as a hand weapon.

Save: 4+, special save from the Shield of the Old Ones.

Options: If your army includes Mazdamundi as General, then the Sunburst Standard of Hexoatl which is attached to his palanquin will be the army's battle standard.

Spells: Mazdamundi has four unique spells below which only he can use. No other wizard of any other race can ever use them:

Move the Mountains:..... Power 2
Mazdamundi concentrates his mind upon a hill, causing it to tremble and shake until the start of the following Lizardman magic phase. Any troops occupying the hill may not do anything except cling to the ground to avoid tumbling off the slopes. They may not move, shoot, cast spells, or fight while the hill trembles. Lasts 1 turn.

Ruination of Cities:..... Power 3
Mazdamundi concentrates his mind upon a building or group of buildings forming a single terrain feature, or a stone wall or bridge. The structure will shake, crumble, and rapidly collapse. Roll two dice for each model occupying the feature. If the score exceeds the model's Toughness, the model is crushed and removed from play. Any unit losing 25% must take a Panic test.

Earth Line:..... Power 3
Trace a ley line across the table from Mazdumandi to one of the four corners. The corner is chosen by the Slann player. A surge of power rushes along this line outwards or inwards toward Mazdumandi. Any model through whom the line passes may be wounded or slain. Roll two dice for each model on the line. If the score exceeds the model's Toughness, the model suffers 1 automatic wound which cannot be saved. Any unit losing 25% must take a Panic test.

Part the Waters:..... Power 1
Mazdamundi can cause any water feature on the battlefield to be crossed by a causeway of dry land which rises up from the bottom or is created by the waters receding on each side. The causeway is wide enough for a rank of four Saurus to cross over, which is also wide enough for Stegadons and a planaquin. There is no limit to the length of the causeway. Mazdamundi can use this spell to part the sea itself. The causeway lasts for the rest of the battle and cannot be dispelled.

Cold Blooded: Lizardmen are cold blooded.

Slann Mage-Priest Telepathy: At the start of the Lizardman mage phase Mazdamundi may 'borrow' one spell from any other Slann Mage-Priest. The spell is returned once it is dispelled, ceases to have any effect, or if Mazdamundi does not use it that turn. He may not have more than one borrowed spell at a time.

Sheild of the Old Ones: Mazdamundi, his palanquin, and bearers, lie under the powerful Shield of the Old Ones. The entire model has a special saving throw of 4+ against each wound suffered. This is a special save and is not modified by the Strength of the attack, and wounds from weapons that ingore armour saving throws can still be saved by the Shield of the Old Ones.

Mazdamundi's Stegadon: Mazdamundi instructed his palanquin to be strapped to the back of a Stegadon, instead of carried by four Saurus bodyguards.

Impact Hits: When the Stegadon charges it automatically cuases D6 S5 hits. These are infliced first before any from either side. Note that no roll is made to score impact hits, the charging Stegadon automatically causes them.

Fear: The Stegadon is huge and frightening and so causes fear.

Bony Shield: The Stegadon has a huge bony crest which partly shields Mazdamundi as well as the Stegadon itself. Roll D6 for each hit scored onthe model. On a 1 the hit strikes the bony shield and is ignored. On a 2+ the hit strikes the model and is worked out as normal.

Magic Items: Mazdamundi carries five magic items in addition to the Sunburst Standard of Hexoatl, the army's Battle Standard:

Cobra Mace of Mazdamundi:..... 15 points
If Mazdamundi is attacked with a magic weapon, roll D6 once before working out the attacks. On a 6, Mazdamundi has parried the blow with his mace and the magic weapon is broken and destroyed.

The Plaque of Tepec:..... 50 points
Mazdamundi may use the Plaque to counter a spell cast at him or the unit he is with. In addition both players roll a D6. If Mazdamundi rolls higher, the enemy spell is destroyed. He only ever takes one such plaque into battle. The plaque shatters into a thousand shards when used and so can only be used once.

The Plaque of Xoloc:..... 50 points
Mazdamundimay use this plaque in order to power one of his spells instead of power cards, or as power to lend to another Mage-Prient by means of telepathy. This means that the plaque can power a spell cast by another Mage-Priest for free. The plaque always casts the spell with Total Power.

Mazdamundi only ever takes one such plaque into battle and it crumbles into dust once used and so can only be used once. The destruction of the plaque has an additional unpleasant effect on all wizards on the battlefield. Roll a dice for each wizard including the Slann Mage-Priests themselves. On a 1, the wizard suffers 1 wound.

The Itxi Grubs:..... 50 points
Mazdamundi always carries with him a gourd containing Itxi Grubs. When the Mage-Lord eats the grubs, he gains the magical energy contained within them. He has to eat the whold gourd-full so the grubs can only be used once and are then expended. Mazdamundi can declare that he is chewing the grubs at the start of his magic phase. He is then dealt an extra D6 Winds of Magic cards.

The Egg of Quango:..... 10 points
Mazdamundi may drop the egg as a last resort in hand-to-hand combat. When this happens the egg will crack and release the Quango hatchling, which will bite the enemy before it dies from extreme age. This effectively gives Mazdamundi D3 extra attacks. The egg can only be used once.

The Sunburst Standard of Hexoatl:..... 50 points
The Sunbrust Standard counts as an army standard, with all the benefits that bestows. In addition, it is a magic standard. The gold of the Sunburst Standard dazzles any models flying high who attempt to descend into combat with Mazdamundi or the unit he is with. Models flying high therefore cannot charge Mazadmundi or the unit he is with. They must come down to ground level in order to attack.

Hultizil & Xipithuazlek .................. 151 points

Some time back a spawning took place and from it arose four skink shamans. The lizardmen army had been truly blessed or so they thought. Only one was destined to fufill a life to aid the plans of the Old Ones. Early on one of the four was advancing in spellcasting when a party of dark elves burst in and before robbing the city of its treasures sacrificed the shaman to their evil gods. The next was in the warband sent to retrive the items taken and fought bravely but to no avail, he lost his life due to the dark elf sorceresses. The third was led astray by the chaos god Nurgle and went into the Chaos Wastes never to return. Lastly we have Hultizil, who was blessed by Sotek by granting him to find the Coatl...a mysterious creature which is like that of a dragon with all the colors of the rainbow. They have gone to war many times since and have hoped that Sotek would bless them the same as Tenehuini, with the Shield of Sotek.

Profile M WS BS S T W I A Ld
Hultizil 6 2 3 3 3 1 4 1 8
Xipithuazlek 2 5 0 3 5 3 6 3 8

Equipment: Hultizil carries the Blade of Ensorcelled Iron and wears the Cloak of Mists and Shadows.

Save: Hultizil has a save of 6+ and Xipithazlek a save of 5+

Special Rules:

Coatl- Xipithazlek is a Coatl and all the rules for Coatl apply for it.

Spells- Hultizil is a Skink Shaman and as such has one spell from the Battle Magic Deck.

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