Lizardmen

logo Before Chaos came into the world there was a more ancient forgotten age – the Age of the Old Ones. This far-off time lies beyond the memory of man and is recalled only dimly by the Elves – the most ancient of all the world’s warm-blooded races. In that distant age the planet was dominated by cold-blooded creatures. The undisputed rulers of the world were the reptilian lizardmen. The mysterious Old Ones themselves came not from this planet but from the great darkness. They travelled between the stars in their silver ships by means of immense inter-dimensional portals fashioned with arcane skills blending both sorcery and science. In that forgotten era the Old Ones were unchallenged masters of the universe of time and space. Our world was but one small insignificant colony amidst a glittering galaxy of stars.

According to the most ancient records preserved in Lustria, themselves a cryptic and much distorted copy of even older accounts now lost, the Old Ones discovered a dying world of ice deserts inhabited only by primitive reptiles. They employed their strange sorcery to arco-engineer the native creatures into various types of workers and slaves. First of all they set the mystical master-race of Slann to fulfil their ambitions and rule over the rest. The Slann used the incomparable power of their minds to reposition the planet in its orbit so that temperatures became more tolerable and jungles grew up to cover the equatorial regions. Most importantly they constructed a permanent trans-dimensional gateway through the axis of the planet. Portals over the poles allowed the Old Ones to transport huge fleets from world to world. By this means new creatures of many kinds were introduced including the ancestors of the warm-blooded races such as Elves, Dwarfs and Men.

The Slann caused their lizardmen servants to raise great pyramid cities where from mighty Slann Mages observed the stars and contemplated the inner secrets of the multiverse. Their great minds spanned the stars and their thoughts quested throughout the time-stream exploring its endless weave of possibilities and consequences. The secrets of the Old Ones lay within their grasp and their minions flourished on the newly made world. Mighty cities arose peopled by the lizard races. The first Elves walked the land of Ulthuan and the Slann nurtured them – cultivating the young race in preparation for the troubled time that they foresaw in the stars. What they saw was the coming of Chaos – the destruction of the Old One’s intergalactic civilisation and the collapse of the mighty warp gates. Being creatures of great wisdom the Slann set about creating new races strong enough to stand against the powers of Chaos gathering in the outer darkness.

The coming of Chaos to the world was the ultimate test of the Slann. Their civilisation was almost destroyed – many of the wise ones were slain – the warp gates fell and volatile magic flooded the world and altered it forever. But as the Slann had planned all along – their minions proved stronger than Chaos. The world was saved thanks to the lizard races, the first Elves, the ancestors of the Dwarfs, and the other nascent peoples nurtured by the Slann. But the world was changed. The efforts of the Slann had all but finished them. Their time of greatness was over and the remaining Slann Mages fell into a centuries long sleep from which they awoke enfeebled and diminished – if they awoke at all. Their great cities crumbled and declined. Only their cold-blooded servants continued as ever, guarding the pyramid cities and star-temples of the Slann, awaiting the instructions of their masters with reptilian patience. So it has been for thousands of years and now even fewer Slann remain than ever and the great ones of old have all passed on. The lizardmen races continue to live amongst the ruins and preserve to this day the intent of the Old Ones if not their understanding.

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Lizardmen army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Skinks

Infantry

2/1

3

3

35

2/–

Saurus

Infantry

4

3

5+

3

75

2/–

Temple Guard

Infantry

4

4

5+

3

110

–/1

Salamanders

Infantry

2/2

3

1

25

–/2

Kroxigor

Infantry

5

3

4+

3

135

–/2

Cold One Riders

Cavalry

4

3

4+

3

140

–/2

Terradons

Monster

2/1

3

6+

3

85

–/1

Stegadon

Monster

10/3

10

4+

1

225

–/1

 

Slann Mage Palanquin

General

+2

1

95

1

Saurus Hero

Hero

+2

6

1

45

–/1

Skink Hero

Hero

+0

8

1

70

–/3

Skink Shaman

Wizard

+0

6

1

30

–/1

Stegadon Mount

Monstrous Mount

+3

+90

–/1

Carnosaur

Monstrous Mount

+2

+65

–/1

Special rules

Army rules

Born in Jungle

No command penalty is applied to any units in the Lizardmen army on account of dense terrain. The Lizardmen’s ruin infested jungle homeland is mostly dense terrain and they are used to communicating through thick jungle and narrow tunnels by a mix of instinct and bizarre sub-sonic noises inaudible to other races.

Special rules

1. Skinks

Skinks have a shooting range of 15cm and 360° vision – stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

2. Reptilian

Reptilian troops can only be issued an order by a character within 20cm. If reptilian units form part of a brigade an order can be issued so long as all reptilian units are within 20cm of the character issuing the order. This rule represents the creatures being cold-blooded brutes and slow to react.

3. Salamander

Salamander stands are not deployed as independent units. Instead, any Skink infantry unit may add one stand of Salamanders. This brings the size of the unit to 4 stands – 3 regular stands plus the Salamander.

Salamanders always have the same Armour value as the rest of their unit. They fight as part of their unit and can be removed as a unit casualty if the player wishes.

Salamander casualties never count for Command penalties. Salamander stands never cause the parent unit to be in Irregular Formation no matter how they are placed.

If a Salamander stand is attached to a Skink unit the entire unit, including the Salamander, is considered to employ ‘Salamander Venom’ shooting attacks. Enemy Armour saving throws suffer a – 1 penalty when hit by Salamander Venom (e.g. 5+ save requires a roll of 6).

Salamander stands have 2 shooting attacks, a range of 15cm, and 360° vision in the same way as Skinks. If their unit is charged then Salamanders can shoot in the same way as any other shooting stand.

4. Terradon

Terradons can fly. Terradon riders have a shooting range of 15cm and 360° vision – stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

5. Stegadon

As the Stegadon is so gargantuan, it uses a 40 x 60mm base, with the short edge being the front.

The Stegadon causes terror in its foes.

The Stegadon can only be brigaded with Skink units. It cannot be brigaded with Skink units that have attached Salamanders. It cannot be brigaded with any other units including with other Stegadons.

The Stegadon’s crew has a shooting range of 15cm and 360° vision – the unit can draw line of sight from all edges of its stand for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

Because the Stegadon has so many hits we must consider the possibility of hurting the beast and reducing its effectiveness. Therefore, if a Stegadon has accumulated 6–9 hits by the end of the Shooting or Combat phase and is no longer engaged in combat it is deemed to have been badly hurt. Once a Stegadon is badly hurt all accumulated hits are discounted and its Hits and Attack values are halved for the remainder of the battle to 5/2 Attacks and 5 Hits.

6. Slann Mage

The Slann Mage rides a palanquin carried by his bodyguard of fierce Saurus warriors – his combat bonus is due to his bodyguard. The Slann Mage is the army’s general but uniquely amongst commanders he cannot give orders, but has foreseen the flow of the battle and given his Skink retainers instructions. To represent this any Skink character within 20cm of the Slann can announce his use of the General’s Divine Guidance – deducting −1 from his dice score (e.g. 8 counts as 7, 10 as 9 and so on). When Divine Guidance is used the Skink cannot ‘Blunder’ – any roll of double 6 simply counts as a fail. If a Divine Guidance roll is failed then the Slann’s Divine Guidance cannot be used by any other characters that have not ordered yet in that turn, their confusion over the mixup is represented by adding +1 to their first order rolls.

In addition the Slann is a great sorcerer. He can cast spells as a Wizard and can be given a magic item restricted to either a general or wizard should you so wish. Slann Mages are especially powerful wizards and to represent this can re-roll a failed spell on any dice result except a 1. If a spell is failed because a 1 is rolled then no re-roll is permitted. The Slann Mage can also cast his spell using a Skink Shaman as the focus if desired – work out range and line of sight as if the spell was cast by the Shaman. This does not affect the Shaman’s own ability to cast spells that turn.

7. Stegadon Mount

The Slann Mage may ride on top of a Stegadon, adding +3 attacks to its rider. If he rides a Stegadon then any unit he joins will cause terror and the usual Combat modifier will apply. No other character can ride a Stegadon.

8. Carnosaur

A Saurus Hero can ride a Carnosaur. If a character rides a Carnosaur then any unit he joins will cause terror. No other character can ride a Carnosaur.

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Lizardmen spells

Gaze of Sotek

5+ to cast Range 30cm

Burning jade coloured rays leap from the wizard’s lidded eyes enshrouding and choking his enemies in writhing coils of magic.

This spell can be cast on an enemy unit. The Wizard must be able to see his target to use this spell. The spell cannot be directed at a unit engaged in combat.

The Gaze of Sotek is treated like three ordinary shooting attacks except that armour has no effect (all targets count as having no armour). A unit can be driven back by the Gaze of Sotek as with ordinary shooting.

Mazdamundi’s Revenge

4+ to cast Range 60cm

The wizard’s foes bowels melt with dread or possibly something much worse, hindering their movement as if hobbled.

This spell can be cast on any enemy unit within range regardless of whether the Wizard can see it or not.

The spell takes effect until the end of the opposing player’s next turn.

Whilst the spell lasts the unit cannot charge and if engaged in combat will not pursue or advance. Even units that are otherwise obliged to charge, pursue, or advance will not do so if affected by Mazdamundi’s Revenge.

Wings of the Jungle

5+ to cast Range N/A

An eerie aura surrounds the Wizard and his companions lifting them into the air and transporting them effortlessly from one place to another.

The spell can be cast on any unengaged friendly unit that the Wizard has joined. The spell affects only a single unit, never a brigade and there is no supporting charge possible.

The unit can be moved just as if it had received an order in the Command phase. The Wizard is moved together with the unit and remains joined with it. Other character stands that have joined the unit will not move with it: they remain where they are.

Shield of the Old Ones

5+ to cast Range 30cm

The enemy’s blows are magically turned aside by the strange power of the Old Ones.

This spell can be cast upon a friendly unit that is engaged in combat and which is within range. The Wizard does not have to be able to see the target to cast the spell.

The effect lasts for the duration of the following combat phase.

The unit’s Armour value counts as 1 better up to maximum value of 4+. I.e 0 counts as 6+, 6+ as 5+ and 5+ as 4+. If the unit’s Armour value is already 4+, or another bonus brings it to 4+, this spell has no effect.