CHARACTERS:
1+ Slann Mage Priests
Mage-Priest ................. 115 points
Mage-Priest Champion ........ 240 points
Master Mage-Priest .......... 425 points
Mage-Priest Lord ............ 550 points
Battle Standard ............. +50 points
The Lizardmen army must include a General to lead it. The General is always the highest level Mage-Priest in the army. An army can also inclued other Mage-Priests of equal or lower magic level than the General, subject to the limitations of the charecters points allowance.
Profile M WS BS S T W I A LD
Mage Priest 4 3 2 4 4 3 2 3 8
Champion Mage 4 4 3 6 4 4 3 4 8
Master Mage 4 5 4 6 5 6 5 6 9
Mage Lord 4 6 5 6 5 8 6 8 10
Equipment: Slann Mage-Preists are armed with ceremonial maces wehich count as hand-weapons.
Save: 4+ (Special Save)
Options: Your army may have a Battle Standard (+50 points). If it does, the Battle Standard will be attacked to the General's palanquin. The Battle Standard may be a magical standard. If so, it will not count as one of the General's magic items.
Spells: Any Mage-Priest may choose spells from the Battle Magic or High Magic Decks. Mage-Priest have 1 spell, Champions 2, Masters 3 and Lords 4.
Magic Items: A Mage-Priest may have upto 2 magic items, Champions 3, Masters 4 and Lords 5.
Special Rules:
Cold Blooded: Roll 3 D6 when testing on Ld and choose lowest two scores.
Slann Mage-Priest Telepathy: At the start of the Lizardman magic phase each Slann Mage-Priest can swap one spell with any other Slann Mage-Priest in the battle.
Sheild of the Old Ones: The Slann, palanquin, and bearers all together as an 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. Wounds from weapons or attacks that ignore armour saving throws can still be saved by the Shield of the Old Ones.
>Palanquin and Bodyguard: The Slann Mage-Priest palanquin and Bodyguards are treated as a single model with one profile. If the Slann carries a magic weapon or other magic device then the magic item affects 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 Mage-Priest deemed to be slain.
Heroes
Saurus Hero..... 82 points
Skink Hero..... 52 points
The army may include as many heroes as you wish within the normal limitation of the points available.
Profile M WS BS S T W I A LD
Saurus Hero 4 5 0 5 5 2 3 4 9
Skink Hero 6 4 5 4 3 2 6 3 7
Cold One 8 3 0 4 4 1 1 2 3
Terradon 2 3 0 4 4 1 2 1 3
Weapons/Armour: A Saurus or Skink Hero may be armed with weapons/armour from the Equipment List. Note that Skink Heroes with bows or javelins may have poison arrows or tips at an additional cost of +1 point, increasing the Strength of the bow/javelin hits by +1.
Save: 5+ Saurus scaly skin, Skinks 6+.
May Ride: A Skink Hero may ride a Cold One (+10 points) or a Terradon (+35 points, including a 2nd Skink rider). A Skink Hero may ride as a crew member in a Stegadon's howdah (225 points, chosen from the Regiments section.
Magic Items: A Hero is entitled to up to two magic items.
Aquatic: Skink Heroes on foot can move over marsh, rivers, streams, ponds, or lakes without penalty and count as in soft cover when occupying a water feature.
Cold Blooded: Lizardmen are cold blooded.
Attacks: Saurus have multiple attacks, one of which is a 'bite' attack. Bite attacks are always worked out at the basic Strength of the Lizardman - they do not receive the Strength bonuses or other bonuses from the Lizardman's weapons.
Champions
Saurus Champion..... 32 points
Skink Champion..... 20 points
Any regiment may include a Champion armed and equipped like the rest of the unit.
Profile M WS BS S T W I A LD
Saurus Champion 4 4 0 5 4 1 2 3 8
Skink Champion 6 3 4 4 2 1 5 2 6
Cold One 8 3 0 4 4 1 1 2 3
Terradon 2 3 0 4 4 1 2 1 3
Weapons/Armour: A Champion is always armed as appropriate to the unit he leads (see Equipment List for points costs). Note that a Skink Champion of a unit with poison arrows/poison-tipped javelins must also have poison arrows/javelin tips (+1 point, increasing the Strength of the bow/javelin hits by +1).
Save: 5+ Saurus scaly skin, Skinks 6+.
May Ride: A Champion of a unit of Cold One Riders will ride a Cold One (+10 points). A Champion of a unit of Terradons will ride a Terradon (+35 points, including a 2nd Skink rider).
Magic Items: A Champion is entitled to up to one magic item.
Aquatic: Skink Champions on foot can move over marsh, rivers, streams, ponds, or lakes without penalty and count as in soft cover when occupying a water feature.
Cold Blooded: Lizardmen are cold blooded.
Attacks: Saurus have multiple attacks, one of which is a 'bite' attack. Bite attacks are always worked out at the basic Strength of the Lizardman - they do not receive the Strength bonuses or other bonuses from the Lizardman's weapons.
Skink Shamans..... 56 points
The army may include as many Skink Shamans as you wish within the normal limitations of the points available.
Profile M WS BS S T W I A LD
Skink Shaman 6 2 3 3 3 1 5 1 6
Weapons/Armour: A Skink Shaman may be armed with weapons/armour from the Equipment List.
Skink Shamans with bows or javelins may have poison arrows or tips (+1 point), increasing the Strength of the bow/javelin hits by +1.
Save: 6+.
May Ride: A Skink Shaman may ride a Cold One (+10 points), a Terradon (+35 points, including a 2nd Skink rider), or in a howdah on the back of a Stegadon as an extra crew model (225 points, chosen from the Regiments section.
Spells: A Skink Shaman is a level 1 mage and so has 1 spell. A Skink Shaman must choose spells from the Battle Magic deck. Note that Skinks to not use High Magic.
Cold Blooded: Lizardmen are cold blooded.
Magic Items: A Skink Shaman is entitled to up to two magic items.
0-1 Biofex ................ ?? points
The Biofex is a creature that was 'uncovered' in the land between the New World and Lustria. Its original history has not yet been researched by the scholars of the Old World for few, if any, in the Old World knows of its existence. A High Elf prince, Aydin, gave the creature its name after an expedition from the Empire was almost wiped out. The Imperial expedition originally came to that land to re-establish the route of the Norse colony of Skeggi. The colony was utterly destroyed.
The Biofex is actually a creature created by the Old Slann 4500 years before the birth of Sigmar. It was encased in a cocoon whilst the very civilisation of the Old Slann fell around it and the first Incursions of Chaos ravaged the northern and southern polar regions. The creature was bred purely for war but was also given considerable intelligence so that it could be unrivalled in interstellar warfare, e.g. being used for boarding enemy ships. Unfortunately for the Old Slann the inter dimensional polar gateways exploded leaving their creations inside their cocoons. One Old Slann scientist put a hibernation period upon the cocoons after which the Biofexes would awake.
The people from the Norse colony were happily settled until some of them started to venture out into the jungle. It wasn't long before a group of Norse hunters found the cocoons and, not knowing what they were, smashed them open hopping to find food or even treasure inside. What they found was a Biofex stirring, finally out of its slumbers after 7000 years of hibernation. It was only a matter of time before the others awoke.
The Biofex is from seven to eight feet tall with human characteristics. Its skin is mostly dark brown with the chest area being a much lighter shade, although the shades of brown vary from creature to creature. Its head is very ugly to look upon. Its mouth protrudes a few inches from its face culminating in four sharp fangs, one above each other on each side of the mouth. It uses the folds of skin inside the mouth to produce clicking sounds which sounds like a normal jungle creature. It doesn't have hair but has a mane of black tendrils that dangles like hair around the shoulders.
Profile M WS BS S T W I A Ld
Biofex 7 8 8 7 7 8 8 4 10
SPECIAL RULES
Fear: A Biofex causes fear
Immune to Psycology: Biofexes are immune to all psychological effects.
Immune to Posions: A Biofex's blood, being a luminous green colour, is immune to all poisons seeing as no one has created anything to combat it. The Old Slann made the Biofex to last and so is immune to all toxins.
Regenarate: Biofexes can regenerate wounds in the same way as a Troll.
Jump: The Biofex's legs, and overall bone structure, are incredibly strong allowing it to leap great distances and jump from quite outrageous heights. He may Jump as high as 10".
Camoflage: A Biofex's defence is camouflage, like a chameleon, and its skin has the ability to bend light. When being shot at it has an extra -2 to hit.
Infrared: A Biofex only sees in infrared but it uses this sight to detect other things like sensing fear and sensing an opponent's strength. With this in mind night and day is one in the same to a Biofex. He can also see objects partly obscured and thus suffers no penaltie for shooting.