WARHAMMER ARMIES -
LIZARDMEN

REGIMENTS:

Saurus Temple Guards..... 18 points

The army may include one unit of Saurus Temple Guards for each Slann Mage-Priest included in the army.

Profile M WS BS S T W I A LD
Temple Guard 4 4 0 4 4 1 2 2 8

Weapons/Armour: Halberds.

Save: 5+, Saurus scaly skin.

Options: Temple Guards may have light armour (+2 points) or shields (+1 point). The regiment may have a magic standard.

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.

Saurus Warriors..... 15 points

The army may include any number of regiments of Saurus warriors.

Profile M WS BS S T W I A LD
Saurus 4 3 0 4 4 1 1 2 8

Weapons/Armour: Hand weapon and shields.

Save: 4+, Saurus scaly skin plus shield.

Options: Any unit may have spears (+1 point).

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 Warriors..... 4 1/2 points

The army may include any number of regiments of Skinks. Units of Skinks may include Kroxigor.

Profile M WS BS S T W I A LD
Skink 6 2 3 3 2 1 4 1 6

Weapons/Armour: Hand weapons.

Save: 6+.

Options: Any unit may have short bows (+1/2 point) or javelins and shields (+1 point). Skinks may have poisoned arrows for their bows or poison tips for their javelins (+1/2 point. Hits at Strength 4).

Cold Blooded: Lizardmen are cold blooded.

Aquatic: Skinks on foot can move over marsh, rivers, streams, ponds, or lakes, without penalty and benefit from being in soft cover while in a water feature.

Skirmish: Skinks may skirmish.

Kroxigor: Kroxigor models may be included in units of Skinks at the start of the battle. You may include up to one Kroxigor for every eight Skinks in the unit. Skink units accompanied by Kroxigor test against the Kroxigor's Leadership.

Cold One Riders..... 25 points

The army may include any number of regiments of Cold One Riders.

Profile M WS BS S T W I A LD
Great Crested Skink 6 2 3 4 2 1 4 1 6
Cold One 8 3 0 4 4 1 1 2 3

Weapons/Armour: Hand weapons, spear and shield.

Save: 3+

Cold Blooded: Lizardmen are cold blooded.

Cold Ones: Cold One Riders ride Cold Ones and give their riders a +2 armour save in place of the usual +1.

Kroxigor..... 45 points

The army may include any number of units of Kroxigor. A unit of Kroxigor may be less than the normal minimum of 5 models. If your army includes up to 5 Kroxigor these form a single unit (so you could have just 1 Kroxigor in your army and it will count as a unit on its own). If your army includes 6 to 10 Kroxigor models these are organised into either one unit or two as near as possible equal sized units. If your army includes 11-15 Kroxigor these may be a single unit or two or three as near as possible equal sized units and so on.

Profile M WS BS S T W I A LD
Kroxigor 6 3 0 5 4 3 1 3 9

Weapons/Armour: Double-handed weapons.

Save: 4+, Kroxigor scaly skin. Their save can never become worse than 6+ due to modifiers from an attack's Strength.

Cold Blooded: Lizardmen are cold blooded.

Aquatic: Kroxigor on foot can move over marsh, rivers, streams, ponds, or lakes, without penalty and benefit from being in soft cover while in a water feature.

Fear: Kroxigor cause fear.

Skinks: Kroxigor models may be included in units of Skinks at the start of the battle. You may include up to one Kroxigor for every eight Skinks in the unit. Skink units accompanied by Kroxigor test against the Kroxigor's Leadership.

Kroxigor are always placed as close to the center of the unit as possible, in either the front rank or second rank. A Skink unit that includes Kroxigor always counts its rank bonus as if the space occupied by the Kroxigor were taken by Skinks, and can test on the Leadership of the Kroxigor rather than that of the Skinks.

Kroxigor which are part of a unit of Skinks can be seen over and can see over the Skinks. When shooting at a Skink unit which includes Kroxigor, roll to see whether each shot hits a Skink or Kroxigor:

D6 Hit scored on
1-4 Skink
5-6 Kroxigor

Because of their height, Kroxigor in a Skink unit can fight even if not in the front rank of the unit. They can reach over a single rank of intervening Skinks to strike at the foe. The enemy may also choose whether to strike back at Skinks or the Kroxigor.

Terradons..... 40 points

The army may include up to one unit of Terradons for each Slann Mage-Priest included in the army. The army will therefore always be able to include at least one unit. A unit of Terradons may include one or more models.

Profile M WS BS S T W I A LD
Skink Rider 6 2 3 3 2 1 4 1 6
Terradon 2 3 0 4 4 1 2 1 3

Weapons/Armour: Each Terradon has two Skink riders both armed with hand weapons and short bows.

Save: 5+. The Terradon and its Skink crew have scaly skin, and get +1 save for being mounted.

Cold Blooded: Lizardmen are cold blooded.

Options: Terradon riders may be armed with either spears (+1 point) or javelins (+1 point) in addition to their bows. They may also have shields (+1 point). If armed with bows or javelins then these may have poisoned arrows or tips (+1/2 point, hits at S4).

Hits on the Model: Roll to see whether hits are scored on the Terradon or riders.

D6 Hit location
1-4 Skink
5-6 Terradon

Stegadon & 4 Skinks..... 225 points

The army may include as many Stegadons as there are units of Saurus Temple Guards, Saurus Warrios, Skink Warriors, or Cold One riders in the army. Stegadons can fight as individual models or they can be grouped into units of two or more monsters.

Profile M WS BS S T W I A LD
Skink Crew 6 2 3 3 2 1 4 1 6
Stegadon 6 2 0 7 6 6 2 5 6

Weapons/Armour: The crew are armed with hand weapons, spears, short bows, poisoned javelins, poisoned arrows and shields.

Save: Stegadon 4+, Skink crew 5+. The Stegadon has horny hide and the Skink crew have scaly skin which gives them a basic natural save of 6+ which can never be made worse by Strength modifiers.

Cold Blooded: Lizardmen are cold blooded.

Options:

Any Stegadon in the army may have a magic standard attached to its howdah.

Any Stegadon may have a giant bow (+20 points), range 36", crewed by two Skinks. The giant bow is shot in the shooting phase. Because it is mounted high up on the howdah, it can shoot over intervening troops, but not intervening terrain. Apart from that, it needs a clear line of sight to the target.

Roll to hit using the crew's BS in the same way as for ordinary bows. If you score a hit, resolve damage using the giant bow's full Strength of 5. If the model is slain, then the arrow penetrates the rank behind: resolve damage with a Strength 4. If the second rank model is slain the arrow penetrates the thrid rank: resolve damage with a Strength 3. Continue to work out damage as the arrow pierces and slays a model in each rank, deducting -1 from the Strength for each rank pierced.

A model damaged by the giant arrows suffers D3 wounds. Armour saves are allowed and are modified for the Strength of the hit as normal.

Impact Hits: In hand-to-hand combat, the Stegadon has three types of attack: attacks from the crew, attacks from the beast itself, and impact hits caused by the creatures horny spikes.

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

Shooting at Stegadon and Crew: Any shooting hits scored on the Stegadon model are randomly divided between Stegadon, the howdah, and the crew. Roll a dice and consult the table below to see which part is struck. The howdah is shielded by the huge horny crest of the Stegadon. Anthing which hits the crest does no damage to the monster itself and is deflected. Hits on the howdah are therefore disregarded and do not penetrate to endanger the crew.

D6 Hit location
1-2 Howdah (disregard hit)
3-5 Stegadon
6 Skink Crew

Hand-to-Hand Combat: Hand-to-hand hits are also randomised but with a better chance of hitting the crew. Again, roll a dice and consult the chart below. Hits on the howday are still disregarded.

D6 Hit location
1 Howdah (disregard hit)
2-4 Stegadon
5-6 Skink Crew

No Crew Left: If all the crew in the howdah are slain refer to the Monster Reaction Table to see what the Stegadon does.

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

Salamander..... 90 points

The army may include as many Salamanders as thereare units of Saurus or Skinks in the army. The Salamander has to be accompanied by Skink Runners who goad and prod it towards the enemy.

Each Salamander with its runners forms a single unit, or, alternatively, two or more Salamanders can be formed into batteries in the same way as artillery.

Profile M WS BS S T W I A LD
Skink Runners 6 2 3 3 2 1 4 1 6
Salamander 6 3 3 4 4 3 2 3 6

Skink Runners: Each Salamander is accompanied by four Skink Runners armed with hand weapons and spears.

Save: 6+. The Salamander and its Runners have scaly skin.

Cold Blooded: Lizardmen are cold blooded.

Spits Venom: The Salamander spits venom up to a distance of 24". Place the small round template over the target to represent the spray of venom. Roll to hit as normal. If the Salamander hits its target, every model under the template suffers a S4 hit. Each model wounded by the venom suffers D3 wounds. There is no armour save allowed against the venom.

If the shot misses the target roll the Scatter dice and Artillery dice to determine how far off target the venom lands and shift the template to the new location. If you roll a misfire result, it means that the Salamander didn't spit at all but gobbled up one of the Skinks instead!

Shooting at the Salamander: Any shooting hits scored on the model are randomly divided between Salamander and runners. Roll a dice for each hit:

D6 Hit location
1-4 Skink
5-6 Salamander

Aquatic: The Salamander and its escort of Skink Runners may move over water obstacles without penalty and will benefit from soft cover while occupying water features.

0-1 Unit of Chameleon Skinks (6 points each)

Your army may include upto one regiment of Chameleon Skinks if the army contains at least a Slann Mage Priest of level 3 or 4.

Although the great majority of Chameleon Skinks disappeared during the cataclysm of Pahuax, some survived and still live inside the gigantic trees surrounding the ruined city. Only the most powerful Slann Mage Priests are aware of their existence and maintain psychic contacts with the shamans of the different tribes. Sometimes, when they need help, those Slann Mage Priests call the Chameleon Skinks to battle alongside the other Lizardmen. Enemies are then outflanked by this new and silent threat, they couldn't even suspect the existence on the battlefield.

Profile M WS BS S T W I A Ld
Chameleon Skinks 6 2 3 3 2 1 4 1 6

Equipment: Armed with hand weapons and blowpipes. The blowpipe has a range of 12" and there is no penalty for shooting at over half range.

Save: 6+ that can never become worse than 6+ because of the Strength of an attack (scaly skin).

Cold blooded: Chameleon skinks are cold blooded and slow to react to psychology. Roll 3 dice when testing against Leadership and choose the lowest 2 scores.

Options: Chameleon Skinks can poison the darts of their blowpipes with tarantula venom (+2 points for each Skink). The darts will then strike with a Strength of 5.

Special Rules:

Skirmish: Chameleon Skinks can Skirmish as described in the Warhammer Rulebook.

Kroxigor: Chameleon Skinks were not brought up with Kroxigors so they can't include them in their regiment.

Fear water: Chameleon Skinks have not the same aquatic origins than other Skinks, so they can't move over marsh, rivers, streams, ponds and lakes without penalty.

Chameleon Skin: Chameleon Skinks are extremely hard to see, even in open ground. As a result of their natural camouflage any enemy shooting at them suffers a -2 penalty to hit.

Champion: Only Oxayotl can be chosen as Champion for your regiment of Chameleon Skinks. Nevertheless you can choose to have a standard bearer and/or a musician.

Wild Skinks - The Free Spawned ................ 6 points per model

The fall of the Slaan Empire left many ancient and powerful secrets layign about under heaps of crumbling debris and the leftovers of great cities. Over the centuries, ancient secrets were consumed by the jungle foliage, most lost to antiquity, but occasionally something would linger on. These pockets of bubbling, unchecked power have spawned numerous menaces from brutish beasts to seemingly natural catastophies. One such happenstance are the Wild Skinks or The Free Spawned as they are called by the Slaan scholars.

These lizardmen are spawned deep in the thickest jungles in long-forgotten pools where the Slaan's power still seaps from ancient ruins. Such pools are rare, but where they exsist they produce a most vicious strain of Skink. Wild skinks are noted for their pale shading, almost albino to some observers, but not as much as they are known for their almost evil temperment and mad customs.

Canabalism, ritual murder, and dark sacrifices al labound in the ruined temples and old crumbling cities these jungle spectres haunt. Captured foes, cold and warm-blooded are treated as mere food or worse, nearly always ending up in the maws of the most powerful and crafty among the Free Spawned. Poison seaped from jungle toads coats any weapon they carry, causing agonizing death to any who cross them. Wild Skink Shamans are known to lick certain certain jungle amphibians and reptiles or drink their venom to ilicit psychodelic effects which enhance their magic to new levels though with many dangers.

Actively hunted down and rounded up by many Toad Priests, some of the Slaan Lords have seen the value in these savage and untamed children of their folly. Carefully kept at bay with trade and concessions made to look profitable, these crafty lords can often call upon the madness from the jungles to aid them against a foe. This comes with twin edges however as The Free Spawned are far from predictible and often end up attacking friend or foe without consideration. Your army may include a single unit of Wild Skinks. Wild skinks do not have heroes and their Shamans do not fight, too incapacitated by their strange magick practices.

Profile M WS BS S T W I A Ld
Wild Skinks 6 2 3 3 2 1 4 1 6

Equipment: Wild Skinks carry a variety of hand weapons.

Save: 6+ that can never become worse than 6+ because of the Strength of an attack (scaly skin)

Options: Spears (+1pt), javelins (+1pt), and shields (+1pt)

Special Rules:

Frenzy: Wild skinks are vicious and carnal creatures, slavering for the blood of others, wanting nothing more than to kill the other 'more fortunate' creatures of the world. They charge into battle with reckless abandon, caring little for their own survival as long as some other creature suffers for their hardship. Wild Skinks are subject to frenzy as described in the Warhammer rulebook.

Poison: Wild skinks are not naturally venomous, but they expose themselves to a great deal of poison from other creatures. Any Wild Skink can be considered to either be carrying a poisoned weapon or having enough accumulated toxicity that they may make poisoned attacks. As such, attacks from Wild Skinks count as +1 to their Strength.

Ambush: Wild Skinks are known to secret themselves in the foliage and wait for an unsuspecting passerby to pounce upon. As such Wild Skinks may be deployed, hidden, anywhere on the battlefield outside of their opponent's deployment zone.

Skinks: Wild skinks are still Skinks. they share all the same rules as ordinary skinks save the rules involving Kroxigors (they are not reared with them).

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