LIZARDMEN SPECIAL RULES


The following special rules apply to the Lizardmen army.

 

·         Cold Blooded:  Lizardmen units roll ALL leadership tests on 3d6, discarding the highest dice.

·         Aquatic:  Skinks, Kroxigor, and Salamanders may all move through water features without penalty, and will benefit from soft cover when in such terrain.

·         Scaly Skin: Many Lizardmen have extremely tough hides and as such receive a built-in save that may be combined with armor as normal.

·         Blowpipe: Range 12”, Strength 3, Multiple Shots x 2, they suffer from all normal penalties.

·         Throwing Darts : Range 6”, Strength 3, Multiple Shots x 3, Thrown Weapon.

·         Sotek’s Blood : Poisons on the roll of a 5+ instead of the usual 6.

·         Poisoned Attacks: All shooting attacks from skinks (arrows, darts, and javelins) count as poisoned.

·         Ceremonial Knife: Counts  as a hand weapon which makes poisoned attacks.

·         Mixed Sized Units: For units such Salamanders with Skink Runners, the opponent may target either of the two differently sized models freely.

·         Mark of Sotek: This gives the character +1 Ld. A character with the Mark of Sotek hates Skaven,

·         Sotek’s Chosen One: The general of the army will always have the Mark of Sotek at no additional points cost.

 

 

Prophets of Sotek

Occasionally a Skink is driven by visions of Sotek to lead the tribe. These Skinks are able to inspire devotion and bravery in the Skinks, and are also able to use Sotek’s magic.

Cold Blooded,  Aquatic.

Inspiring:  A Skink Prophet will make the unit he is with Immune to Fear.

Sotek’s Blessing: A Skink Prophet has a 5+ ward save.

 

Skink Warriors

Skinks are the more intelligent of the Lizardmen races, darting about in skirmishing hordes, peppering the foe with hails of arrows and javelins.

Cold Blooded, Aquatic, Skirmish.

Scout:  See page 112 of the rulebook, Skinks may deploy hidden within water features as long as they are at least 2” from the edge.  Skink characters may also scout if on foot.

 

Wild Skinks

Sometimes Skinks will leave into the jungle, returning with a crazed look in their eyes and muttering Sotek’s name. They become incapable of stealthy activities but are far fiercer than the average skink.

Cold Blooded, Aquatic, Skirmish.

Crazed: Wild Skinks are Immune to Psychology.

Spawned to be wild: Wild Skinks can never be joined by a character or use the general’s leadership.

 

Chameleon Skinks

Chamelon Skinks are the most reclusive of the Lizardmen races, accompanying the tribe invisibly, picking off enemy leaders then disappearing into the jungle.

Cold Blooded, Aquatic.

Chameleon:  Chameleon Skinks’ skin shifts colors to match their background, making them harder to target and even better scouts than their more common skink brothers.  After all deployment is finished, choose a terrain feature for each of your Chameleon Skinks to be hidden in. At the beginning of any Lizardman turn, the Chameleon Skink may be revealed, and can be used as normal. In addition, the Chameleon Skink’s camouflage causes an additional –1 modifier on enemy shooting.

Sniper : A Chameleon Skink may target any model within a unit at an additional –1 penalty to his shooting.

Loner :  A Chameleon Skink will never join units or use the general’s Leadership.

 

Jungle Patrol

The Skink tribes’ villages are guarded by patrols of Skinks mounted of the vicious Clawed Ones, outmanouvering the enemy and leading them into the thick jungle.

Cold Blooded,  Fast Cavalry.

Clawed Ones are:

Swift:  Clawed Ones ignore penalties for moving in jungle terrain as they are so sure-footed in their natural habitat, they need not slow down at all.

 

Great Crested Skinks

These Skinks are the elite guards of the Skink Tribes, often fighting in blocks rather than the standard Skink skirmish formation.

Cold Blooded,  Aquatic

Scout: See page 112 of the rulebook, Skinks may deploy hidden within water features as long as they are at least 2” from the edge. 

Discipline: Great Crested Skinks can reform into or out of Skirmish formation if they do not move or shoot. Note that they must be deployed as skirmishers in order to scout.

Elite: If accompanied by a character with the Mark of Sotek, Great Crested Skinks are stubborn.

 

Stegadons

Stegadons are ferocious beasts found deep within the jungle.  Very rarely, skinks are able to find the eggs of these tremendous beasts and raise them as beasts of war.  Stegadons are treated as ridden monsters with more than one rider.  Therefore their unit strength is five plus the number of riders.

Cold Blooded, Scaly Skin (4+ for the Stegadon), Cause Terror, Large Target.

Howdah:  The combined effect of the massive crest, bony plates, and armored howdah gives the skinks riding inside it a 2+ save, which cannot be improved in any way.

 

Mixed Weapons: Skinks inside the howdah have a variety of weapons, which are treated as a Hand Weapon, Shield, and Javelins.

Impact Hits: Stegadons cause d6 impact hits when it charges, like a chariot.

Giant Bow: Treat this as a bolt thrower with Strength 5 that can move and fire. Check line of sight from the tip of the bow.

 

Salamanders

Despite the inherent dangers of prodding beasts which can spit deadly venom, skink runner bring these beasts to battle to rain death upon their enemies.

Cold Blooded, Skirmish, Scaly Skin (6+), Aquatic.

Spit Venom: Salamander’s spit venom up to 24” using their BS as normal and suffering from the normal modifiers.  Units struck take d6 Strength 4 hits with no save.  Salamanders may not spit as a stand and shoot reaction.  If a 1 is rolled to hit with the salamander, one runner is eaten by the ravenous beast.

Venom Spray:  When charged, the Salamander becomes defensive and sprays the oncoming enemy with venom.  The unit must take a fear test immediately, if they pass the entire front rank takes a Strength 3 hit with –1 save.  Treat this as the stand and shoot reaction.

If the Salamander ever is left without runners, treat it as a ridden beast that has failed its leadership test and roll on the monster reaction table.

 

 

Terradons

Trained by skinks to carry fearless skink riders into the air, Terradons allow quick and easy communication between cities.  The champion windreavers (as Terradon riders are called) may capture a Terradactyl, a particularly vicious species of Terradon.

Cold Blooded, Flying Unit

Mounted:  Skinks riding a Terradon receive a 6+ save.  Remember, both may shoot their bows during the shooting phase.

Jungle Swarms

Skink Shamans will often summon swarms of serpents or other jungle beasts to accompany them to battle. For gaming purposes you should have a mixture of snakes and lizards on a 40x40 mm base.

Unbreakable, Poisoned Attacks


 

 

LORDS

 

 

Skink Prophet……………………………………………150 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Skink Prophet

6

5

6

4

3

3

7

3

8

 

Equipment: Hand Weapon

 

Magic: A Skink Prophet is a level 2 wizard. He may chooses his spells from the Lore of the Heavens or from Sotek’s Breath.

Options

·         Must have Mark of Sotek (no additional points cost)

·         May choose magic items from the Lizardmen magic item lists, with a maximum value of 75 points. 

·         May have a  Ceremonial Knife (+8 points).

 

Special Rules: Cold-Blooded, Inspiring, Sotek’s Blessing, Aquatic, Scout.

 

 

HEROES

 

 

PATHFINDER…….………………………………………….…65 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Skink Pathfinder

6

4

5

4

3

2

5

3

6

Clawed One

9

3

-

3

3

1

4

1

3

 

Equipment: Hand Weapon.

 

Options

·         One Pathfinder in the army may carry a Great Totem. He may have no other equipment except a mount, light armour and a magic banner (no limit).

·         May choose either an additional hand weapon (+4 points), a spear (+4 points), or a Ceremonial Knife (+4 points). In addition to these, Pathfinders may be armed with either a blowpipe, short bow (+8 points), javelins (+8 points), or throwing darts (+6 points).

·         May wear light armor (+2 points) and may carry a shield (+2 points).

·         May ride a Clawed One (+12 points) or a Stegadon purchased from the Rare Section as normal.

·         May have the Mark of Sotek (+50 points).

·         May choose magic items from the Lizardmen magic item lists, with a maximum value of 25 points.

 

Special Rules: Cold Blooded, Aquatic, Scout.  Clawed Ones are Swift.  Missile Attacks made by pathfinders are considered poisoned.

 

 

SHAMAN……………………………………………………………65 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Skink Shaman

6

2

3

3

2

2

4

1

5

Clawed One

9

3

-

3

3

1

4

1

3

 

Equipment: Hand Weapon.

 

Magic: A Skink Shaman is a Level 1 Wizard.

 

Options

·         One Skink Shaman per 1000 points may be upgraded to Level 2.

·         May ride a Clawed One (+12 points) or a Stegadon purchased from the Rare Section as normal.

·         May choose up to 50 points magic items from the Lizardmen magic item list.

·         May have the Mark of Sotek (+50 points).

 

Special Rules: Cold Blooded, Aquatic, Scout.  Clawed Ones are Swift.

 

 

CORE UNITS

 

 

 

SKINK WARRIORS…………………………………………………………………………………4 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Skink Warrior

6

2

3

3

2

1

4

1

5

First Spawn

6

2

4

3

2

1

4

1

5

Great Crest

6

3

4

3

2

1

5

1

6

 

Unit Size: 10-40

 

Equipment: Hand Weapon.

 

Options

·         Any unit may carry shields (+1 point per model), short bows (+3 points per model), or javelins and shields (+4 points per model).

·         Upgrade one Skink Warrior to First Spawn (+4 points) or a Great Crest (+9 points).

·         Upgrade one Skink Warrior to a Totem Bearer (+6 points).

·         Upgrade one Skink Warrior to a Musician (+4 points).

 

Special Rules: Cold Blooded, Aquatic, Skirmish, Scout. Missile attacks count as poisoned.

 

 

 

WILD SKINKS……………………………………………………………………………………… 4 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Wild Skink

6

2

2

3

2

1

4

1

5

 

Unit Size: 10-40

 

Equipment: Hand Weapon, Javelin

 

Special Rules: Cold Blooded, Aquatic, Skirmish, Crazed, Spawned to be wild.

 

 

 

0-2 JUNGLE SWARMS……………………………………………………………………………… 55 points per base

Name

M

WS

BS

S

T

W

I

A

Ld

Jungle Swarm

4

2

0

2

2

5

1

5

10

Sotek’ Chosen

4

2

0

3

2

5

1

5

10

 

Unit Size: 1-6 bases.

 

Options

·         One unit may be upgraded to Sotek’s Chosen (+10) points per base

 

Special Rules: Unbreakable, Poisoned Attacks. Do not count towards core requirement.

 

 

SPECIAL UNITS

 

 

BROTHERS OF THE CLAW……………………………………………………………………17 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Great Crested Skink

6

3

4

3

2

1

5

1

6

First Crest

6

3

4

3

2

1

5

2

6

Clawed One

9

3

0

3

3

1

4

1

3

 

Unit Size:  5-20 Great Crested Skinks riding Clawed Ones.

 

Equipment: Hand Weapon, Spear, Shield.

 

Options

·         Any unit may trade in their spears for javelins (+2 points per model).

·         Promote one Brother to a First Crest  (+12 points).

·         Upgrade one Brother to a Totem Bearer (+12 points).

·         Upgrade one Brother to a Musician (+6 points).

 

Special Rules: Cold Blooded, Fast Cavalry.  Clawed Ones are Swift. 

 

 

 

SALAMANDERS…………………………………………………………………………………80 points per unit

Name

M

WS

BS

S

T

W

I

A

Ld

Salamander

6

3

4

4

4

3

2

3

5

Skink

6

2

3

3

2

1

4

1

5

*You may take up to 2 Salamanders as a single Special choice.

 

Unit Size: 1 Salamander accompanied by 4 Skink Runners.

 

Equipment: Skink Runners have a hand weapon (goad or prodder).

 

Special Rules: Cold Blooded, Aquatic, Skimirsh, Spit Venom, Scaly Skin (6+ for Salamander),Venom Spray

 

 

TERRADONS…………………………………………………………………………………23 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Terradon with Skinks

2

2

3

3

3

2

4

3

5

Terradon with First Spawn

2

2

4

3

3

2

4

3

5

 

Unit Size: 3-10 Terradons with 2 Skink Riders a piece.

 

Equipment: Skink riders have a variety of equipment, this counts as a hand weapon and a short bow for game purposes.  Their attacks have been included in their profile.

 

Options

·         One Terradon may be ridden by a First Spawn (+10 points).

 

Special Rules: Fly, Cold-Blooded, Mounted.  Each model gets 2 shots from its skink riders, treat these attacks as Poisoned.

 

 

0-1 GREAT CRESTED SKINKS…………..…………………………………………6 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Great Crested Skink

6

3

4

3

2

1

5

1

6

First Crest

6

3

4

3

2

1

5

2

6

 

Unit Size: 10+

 

Equipment: Hand Weapon and Spear.

 

Options:

·         May have Shields (+1 point per model), Light Armour (+1 point per model), and Short Bows (+2 points per model)

·         One Skink may be promoted to a First Crest (+9 points)

·         One Skink may be upgraded to a Totem Bearer (+9 points). He may carry a Magic Standard worth up to 25 points.

·          One Skink may be upgraded to a Musician (+4 points).

 

Special Rules: Cold-Blooded, Aquatic, Scouts, Discipline, Elite.

 

 

 

RARE UNITS

 

 

STEGADON……………………………………………………………………………………………265 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Stegadon

6

2

0

5

6

5

2

4

5

Skink

6

2

3

3

2

1

4

1

5

 

Unit Size: 1 Stegadon and 6 Skink Riders or 1 Stegadon, 6 Riders, and 1 Skink character chosen from the Heroes section as normal.

 

Equipment: Hand Weapons, Javelins, and Shields.  If the Stegadon is not ridden by a character it will have a giant bow (crewed by 2 of the 6 skinks).

 

Options

 

Special Rules: Cold Blooded, Howdah.  The skinks’ javelins count as poisoned attacks.  Stegadons cause Terror, have Scaly Skin (4+), and are Large Targets.

 

 

0-1 CHAMELEON SKINKS…………………………………………………………………25 points per model

Name

M

WS

BS

S

T

W

I

A

Ld

Chameleon Skink

6

2

7

3

2

1

4

1

5

 

Unit Size: You may purchase up to 3 separate Chameleon Skinks as a single Rare choice.

 

Equipment: Hand Weapons, Short Bows, Blowpipes, Throwing Darts.

 

Options

 

Special Rules: Cold Blooded, Aquatic, Chameleon, Sniper, Loner. All missile attacks count as poisoned attacks.