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Lizardmeni z głębokiej "Afryki"

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Published by Dupa, 2022-06-02 16:34:27

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Lizardmeni z głębokiej "Afryki"

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CONTENTS

I N T R O D U C T I O N ...................................................................... 3 T H E F O R C E S O F L U S T R IA ................................. (C O N T .)
Salam ander H u n tin g Packs.................................................... 46
C H IL D R E N O F T H E O L D O N E S ........................................4 R azordon H u n tin g P a c k s .......................................................47
T h e L iz a rd m e n ........................................................................... 6 B a stila d o n s................................................................................ 48
T h e G reat C a ta stro p h e ..............................................................8 C arnosaurs...................................................................................50
T h e A ge o f Iso la tio n ................................................................ 10 K ro q -G ar.....................................................................................51
T h e R at and the S e rp e n t..........................................................12 L o rd K ro a k ................................................................................ 52
T h e A ge o f S trife....................................................................... 14 L o rd M a z d a m u n d i.................................................................. 53
T h e A w akening..........................................................................18 G o r - R o k .....................................................................................54
L u stria ......................................................................................... 21 C hakax......................................................................................... 55
Tim eline —Chronicles o f the L iz a r d m e n ........................... 26 T e h e n h a u in ................................................................................ 56
Tetto’e k o .....................................................................................57
T H E F O R C E S O F L U S T R IA ................................................28 T iqtaq’t o .....................................................................................58
A rm y Special R u le s .................................................................. 30 O x y o d ..........................................................................................59
Slann M ag e-P riests.................................................................. 31 T h e L ore o f H ig h M a g ic .......................................................60
Saurus L e a d e r s ......................................................................... 32 D isciplines o f the O ld O n e s .................................................. 61
Saurus W arriors......................................................................... 33 Treasures o f the O ld O n e s .....................................................62
C old O ne R id e rs .......................................................................34
Temple G u a r d ........................................................................... 35 R E P T IL IA N G L O R Y ................................................................ 64
Skink L e a d e rs ........................................................................... 36
T rogolodons................................................................................ 37 L IZ A R D M E N A R M Y L I S T ....................................................82
S k in k s ......................................................................................... 38 L o rd s ............................................................................................85
Cham eleon S kinks.....................................................................39 H e ro e s..........................................................................................87
K ro x ig o r.....................................................................................40 Core U n its.................................................................................. 90
Jungle Sw arm s........................................................................... 41 Special U n its ..............................................................................91
T erradon R iders......................................................................... 42 R are U n its .................................................................................. 94
Ripperdactyl R iders.................................................................. 43
S te g a d o n s .....................................................................................44 S U M M A R Y .................................................................................. 96

Written by: Jerem y Vetock C over Art: P aul D ainton

PRODUCED BY T H E GAMES WORKSHOP DESIGN STUDIO

Additional Playtesting: Ben Curry, Adam H all, Ben Johnson, G reg M ilne, M artin M orrin, Chris Taylor.

© Copyright G ames W orkshop L im ited 2012. Games W orkshop, the Games W orkshop logo, GW, W arhammer, the W arham m er logo, W arham m er Armies, Citadel, the C itadel device,
T h e G ame o f Fantasy Battles, the twin-tailed comet device, W arham m er Lizardm en a nd all associated m arks, logos, names, places, characters, creatures, races a nd race insignia,

illustrations and images from the W arhammer world are either ® , T M and/or © Games W orkshop L td 2000-2012 variably registered in the U K and other countries around the world. All R ights Reserved.

N o part o f this publication may be reproduced, stored in a retrieval system, or transm itted in any form o r by any means, electronic, m echanical, photocopying, recording or otherwise,
w ithout the prior permission o f the publishers.

T his is a w ork o f fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people o r incidents is purely coincidental.

British Cataloguing-in-Publication D ata. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only.

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INTRODUCTION

From their jungle-continent of Lustria, the Lizardmen look outwards and see a world gone awry. As the
ultimate enemies of the Dark Gods and the true inheritors of the planet, the Lizardmen have determined
their only recourse is to go to war to set things right.

T his volum e is the definitive guide to the L izardm en, the HOW THIS BOOKWORKS
cold-blooded defenders o f the world. It is th eir sacred duty
to fulfil the enigmatic plans o f the O ld Ones, and any who Warhammer: Lizardmen contains the following sections:
stand in their way can expect no mercy. H eed the drum s
and the reptilian roars of the jungle and join the gathering • Children o f the Old Ones. This section describes
Lizardm en armies as they march forth for battle. the history o f the Lizardm en, from their mysterious
creation by the god-like O ld O nes long ago, through the
WARHAMMER - cataclysmic upheaval that changed their world forever,
THE GAME OF FANTASY BATTLES to their current battles against their age-old nemeses. It
includes a descriptive account o f their lush and dangerous
I f you are reading this book, then you have already jungle continent, including a map and details o f their most
taken your first steps into the W arham mer hobby. The famous battles.
Warhammer rulebook contains all the rules you need to
fight battles with your Citadel miniatures, and every army • T he Forces o f Lustria. Each and every troop type in
has its own army book that acts as a definitive guide to the L izardm en arm y is examined here. You will find a full
collecting and unleashing it upon the tabletop battlefields description o f each unit alongside complete rules for any
o f the W arham m er world. T his book allows you to turn special abilities or options they possess. T his section also
your collection o f Lizardm en into a single-minded force of includes the Treasures o f the O ld O nes and the L ore of
destruction that stops at nothing to defeat their enemies. H ig h M agic - magical artefacts and spells unique to your
army, and the rules to use them in your games.

LIZARDMEN • Reptilian Glory. H ere you will find a showcase o f the
impressive range o f Citadel miniatures available for the
A Lizardm en host deployed for battle is a formidable sight. L izardm en army, gloriously painted by Gam es W orkshop’s
A screen o f nimble skirmishers spreads out first, followed by ’Eavy M etal team.
rank after rank o f merciless warriors. They are guided by the
mightiest o f mages and their war leaders are battle-scarred • Lizardm en Army List. This section takes all o f the
veterans who will fight to the end. In the air above winged characters, warriors, and monsters from the Forces of
beasts screech, while out o f the jungles stomp hulking Lustria section and arranges them so you can choose an
reptilian monsters. They are pitiless killers, savage creatures army for your games. U nits are categorised as characters
o f an elder age. Ifet the L izardm en do not w ar for p lu n d er or (L ords or H eroes), Core, Special or Rare choices, and can
territory, b u t instead fight for a higher cause —a w orld order be taken in different quantities depending on the size of
laid out ages ago by their long-lost cosmic masters. game you are playing.



CHILDREN

OF THE

OLD ONES

Since the days o f their creation, the
Lizardmen haoe been at the forefront o f the
battle fo r the world’s suroioal. Their armies
are anchored by savage warriors spawned
fo r the sole purpose o f war and augmented

with titanic reptilian beasts whose tread
shakes the earth. Their enigmatic leaders
arepowerful wizards and wield magics
beyond the ken o f mere mortals. While
much has been lost ooer the long ages o f
warfare against the many foes o f order,
the Lizardmen stillfight on - unleashing
their cold-blooded sacagery upon any
who would stand in the way o f their sacred

mission. A s carced upon the pyramid
blocks, this is the tale o f the L izardmen and

their defence o f the world.

THE LIZARDMEN

Beneath totem s o f gold, the Lizardmen march to war, steadfast, and completely w ithout m ercy —yet each o f the
the ground trembling from the approach o f their armies. species perfectly fulfils a different role in the G reat Plan.
They go to battle for reasons indecipherable to others,
an ancient plan known only to them selves. For they are T he undisputed leaders o f the Lizardm en are the Slann,
the rightful inheritors o f the world and it is their sacred, bloated and barely mobile toad-like creatures whose magical
if inscrutable, duty to restore order across the planet. If powers are greater even than those o f the Elven Loremasters.
this means the w holesale eradication o f races outside of O f all the L izardm en species, the Slann are the least
the Great Plan, then so be it. num erous, with perhaps only a few hundred in existence
and no sign of their numbers ever being replenished. W hen
U tterly enigmatic, the Lizardm en have been stranded roused, the long-lived Slann can move mountains with their
by their creators, left to contemplate a world irrevocably minds, displaying a mastery over the sorcerous arts that belies
changed. O ver the millennia, the Lizardm en have sought their sluggish physical appearance.
after the clear guidance once supplied by their almighty
creators. Against the growing threat o f an age-old enemy, the Serving beneath the Slann are the reptilian Saurus, the
L izardm en have slowly come to the realisation that there is soldiers o f the Lizardm en. They are strong and obedient
no gain in lamenting a bygone age, and that the time to enact warriors, protected by natural scales and hard bony plates.
the G reat P lan is upon them . From temple-cities and ancient In battle, they wield heavy clubs spiked with jagged stone
ruins they issue forth, em erging out o f the jungle to coldly or metal. T heir claws, tails and powerful jaws are weapons
implement their vision upon the world. as well, their m ouths opening wide to reveal rows o f sharp
teeth. It is the Saurus’ role to attack any whom the Slann
THEY W H O W OULD RULE THE WORLD declare are foes, and they follow these orders with a single-
m inded savagery th at is frightening and efficient in
Feared and m isunderstood by all who know o f their equal measure.
existence, the Lizardm en are not a single race but rather a
cohesive society composed o f distinct species: Slann, Saurus, In contrast to the hardened ferocity o f the Saurus, who are
Skinks and Kroxigor. All are considered alien by the other spawned for combat and guardian duties, the Skinks are
races o f the w orld —for they are weirdly impassive, coldly more mentally and physically agile. It is they who are the
artisans and adm inistrators o f L izard m en society. A lthough
7 have scoured the coasts o f three continents, yet in all my years dim inutive and skittish, Skinks also have a role on the
o f reaoing I have neverfought anything like the cold-blooded battlefield, where they make fast and nimble scouts. In
men ofLustria. Their main troops, large bipedal man-lizards, potent cohorts, they rain poisoned darts and javelins upon
are seemingly immune to pain, fighting on long afterfoes with their foes, proving a useful complement to the Saurus.
Skinks are highly organised and the most sociable o f the
any sense would have fled. Time and again I have seen them fight L izardm en; it is they w ho direct the Kroxigor, hulking
to the last, pausing only to tug crossbow bolts from their thick bipedal crocodilian creatures whose strength is used to
hides. Eoen in death I hace seen these creatures attack, in one case build temple-cities and sm ash foes to a pulp. Skinks also
a severed head continued snapping at us fo r threefull days, and capture and train many o f the reptilian beasts found in the
in another, the ja m , once clamped onto flesh, could not again be surrounding jungles.

prised opened, but had to be cutaway from the victim DENIZENS OF LUSTRIA
- a process none could survive.
Although their armies once roamed across the whole world,
The smaller, smooth-skinned creatures are less hardy, but are no ages ago the Lizardm en retreated back to their original
less dangerous. Like little darting lizards, they speed in and out stronghold —the vast, jungle-covered continent o f Lustria.
o f cover, and their use o fpoison-tipped weapons has ensured M uch o f that great land is wilderness stalked by fearsome
that any that are captured sufferpainful death. Worse still, at predators long extinct elsewhere. O ver the aeons, the
times the smaller race fights alongside Troll-sized reptile-men, Lizardm en have developed or learned to harness many of
hulking beasts that can tear a man in two. With their two-handed these reptilian creatures, using them both as beasts o f burden
and as devastating shock troops in war.
mauls I am sure such beasts could stove in the side o f a ship
within afew blows. But it is the larger creatures Ifear the most Massive arm oured brutes, such as Stegadons and
- enormous reptiles the size o f Giants, ravenous monsters that Bastiladons, use their bulk to clear pathways and crude roads,
broke our battle lines and reduced many o f our ships to kindling. ploughing over full-grown trees as if they were reeds. Packs
Now th a t! have seen Lustria with my own eyes I believe the tales o f raptorial Cold Ones are captured and used as mounts for
are true - both o f the gold that can bepried out o f every ruin, and the Saurus. In the skies, Skinks can be seen soaring on the
also o f the denizens o f that cursed land. Lizardmen, savage in backs o f leathery-winged reptiles. There are venom-spitting
deed and heart. It matters not the price, I will not return to those lizards larger than horses, spike-covered beasts and colossal
saurians that tower over even the Giants of the north. From
forsaken jungles again.’ the bloodthirsty roar o f the Carnosaur to the undulating
shriek o f the Troglodon, the jungles are filled with the
From the logbook o f Vincenzo Corenzo, H primordial sounds o f reptilian monsters.
Mercenary Capitano out ofTilea p

|ч ш т

THE COMING OF THE OLD ONES pole were created to allow easy access to this hopeful new
colony. Before the designs for their newest planet could be
T he origin o f the L izardm en is a tale that goes back to a fully set in motion, the O ld O nes had to reshape it to better
primeval era when the world was dark and largely encased fit their needs. U sing powers beyond mortal comprehension,
by thick sheets o f ice. L o n g before Chaos came to the world, they shifted the planet’s orbit towards the w arm ing sun. In
in a time before Elves, Dwarfs or M en, the land was ruled time, the ice sheets retreated, verdant forests soon grow ing to
by titanic monsters. These enormous creatures battled cover over the newly revealed land.
for dominance and the warmest regions, those nearest the
equatorial band, became the most highly contested zones. CHILDREN OF THE GODS
Some o f these life forms were unthinking creatures o f pure
instinct, others were established civilizations that rose and fell T he O ld O nes created servants to tend to their needs. T hus
in that forgotten age. O f that time o f eternal twilight there was the first spawning o f the Slann M age-Priests begun.
is little knowledge, although buried ruins and descendant They were the grand viziers, trusted creatures o f prodigious
creatures still remain. intellect, and the only beings able to withstand direct contact
with the near-omnipotent O ld Ones and comprehend their
Into this brutal age came a mysterious race o f god-like teachings. It was the Slann who were to guide the lesser
beings that plied the heavens in silvered ships. These races whose creation w ould soon follow. For upon the world,
strangers, known as the O ld Ones, came from beyond the the O ld O nes had encountered many primitive creatures,
stars where they ruled an empire that spanned not just the including those that would one day be transform ed into the
cosmos, but time itself. T h e ir technology was advanced first Elves, Dwarfs and M en. Powerful and far-sighted,
beyond im agination —to them , astrology and astronomy, the O ld O nes could shape new life forms even from these
science and magic were all one and the same. E ach w orld in imperfect materials. They did encounter some creatures
the O ld O nes’ em pire was linked by a gateway. Some were whose existence was incompatible with their future plans. As
small portals, allowing an individual to travel inconceivable the climate warmed, the Saurus were created to destroy these
distances with but a single step. O thers, often situated in anomalies and soon vast arm ies m arched to w ar —a fight to
the cold void o f space, were portals so large that vessels the eradicate those native races that needed to be removed.
size o f moons could pass through. In their travels across the
endless expanse o f the universe, one planet caught their eye, T he O ld O nes frequently used the polar gateways to travel
for they saw in it a unique and boundless potential. the cosmos, but in the meantime they created further
spawnings o f Slann to execute their plans. W hile the Saurus
T he O ld O nes decreed that this world would have a central brought order to the world with their brutal campaigns of
place in their unknowable plans and stellar gates at either destruction, greater projects were undertaken. By command
o f the O ld Ones, the Slann established the rainforest temple-
cities in the region that would one day become Lustria.
T he Skinks were the technicians and the overseers; it was
their role to direct the beasts o f burden to haul and heft the
heavy loads. In this manner, the Lizardm en built fabulous
structures that rose high above the steaming jungles.

T h e O ld O nes’ instructions to the Slann were very specific as
to the locations where the temple-cities, and the many other
architectural wonders, were constructed across the globe.
Each one was raised up purposefully to form a vital nexus
in a w orld-spanning ‘geomantic w eb’, an interlinked matrix
o f natural earth-energy that encompassed the planet. Each
site was linked to the next and the O ld Ones were able to
draw upon this vast reservoir o f energy to manipulate untold
devices and enchantments o f great power.

T he Slann M age-Priests were also able to tap into the
geomantic web, and with its energies they could shift
continents and further aid the unknowable plans o f the O ld
O nes. So long as each link remained connected, they could
be used to telepathically communicate with one another over
vast distances. By entering a trance, the M age-Priests could
transm it pure thoughts and hold councils o f communion.

LOOMING CATASTROPHE

All was not well with the world, however. D istressing signs
began to manifest outside the gateways at the planet’s poles.
They were but portals to another dimension, and it was
from there that trouble arose. In the swirling madness of
that otherworldly realm, nascent beings stirred, malign
intelligences that resented the O ld O nes’ trespasses.

THE GREAT CATASTROPHE

The O ld Ones were beings o f order and near-omnipotence, the brunt o f the attack. W hat followed was a series o f terrible
but it is unknown when they first detected the im pending wars, titanic clashes that spanned continents, lasted centuries
disaster, or if they realised its magnitude. Although they and claimed untold lives. T h e Saurus m et the daemonic tide,
tapped into the energies o f the realm beyond their portals, able to match their ferocity and return it in kind, but the
they had always struggled to contain that power - and soon m ight o f the L izardm en did not rest solely with its armies.
found themselves embattled by the forces o f that impossible T he Slann, atop their pyramid-temples, gathered the ram pant
dim ension. H av in g glim psed some future portent, it is magical energies to fuel spells o f unprecedented destruction.
probable that the races the O ld O nes created were intended They gulped in the magic-infused air and belched forth
to fight against the creatures from the Realm of Chaos. firestorms, unleashed tidal waves, or split the earth asunder
to lay waste to the invaders. In the w ar’s opening stages, the
After the Lizardm en, the first o f the newly created races was Slann proved more powerful than even the most magically
the Elves, and they learned the lore o f magic in the lap of adept o f the Daemons. However, as the Chaos energies and
the gods themselves. T he Dwarfs soon followed, although unending reinforcements continued to flood into the world,
their magic was insular and intrinsic to their craftsmanship. the balance began to shift.
As the pressures o f their cosmic war intensified, the O ld
O nes created the prolific and adaptable race o f M an, and, THE CRUMBLING OF CIVILISATION
seemingly in haste, finally the H alflings and the O gres were
risen up from the lesser things that roamed the world. As the Chaos energies ebbed stronger, the Slann felt their
powers dim, their spells growing harder to control. Even
THE COMING OF CHAOS a minute error while manipulating magical forces resulted
in horrific m ishap —m any Slann suffered m ind-shredding
Disaster came suddenly. W hether due to enemy attacks backlashes or were lost to their own incandescent miscues.
or structural failure, the portals collapsed. T he eldritch W hile the unconstrained W inds o f M agic sapped the Slann,
machineries of the gates crashed down upon the world in a it conversely invigorated the Daemons, for they were born of
burning hail o f star-metal. Simultaneously, the poles o f the the unnatural stuff and could readily shape it for their own
world imploded, opening rifts into the beyond. Chaos spewed use. A s the magical suprem acy shifted, so too did the war.
forth from the spirit realm. M eteors of congealed magic,
a substance known as warpstone, left weirdling contrails O n the battlefields, titans made o f pure fury smashed into the
that set the skies aflame. T he planet shuddered under Saurus cohorts until the land was awash with blood. Plague
thunderous im pacts, with some meteorites burrow ing like monsters and beasts o f living brass hurtled headlong into
animals, gnaw ing deep into the w orld’s foundation. A layer o f cold-blooded colossi, while above, flying reptiles battled bat­
w arpstone dust was cast into the air, its m utating properties winged behemoths for control o f the skies. Despite mauling
causing untold atrocities. Across the globe, the seas churned their daemonic foes, the Lizardm en were driven back. The
and the forest canopies shook, convulsing with grotesque Slann drew ever more upon their nexus o f power, using its
growth. W here the northern gateway had once been, there grounding to steady the unstable energies swirling around
now throbbed a second moon, a green satellite made o f them. In desperation, they enchanted the jungle, turning
pure warpstone. M an y cries were lifted to that sickly orb, as their surroundings into a deathtrap full o f carnivorous plants,
hideously twisted creatures were born, how ling in their agony. living quicksand pits and teeming swarms o f insects whose
stings could crack D ragon scale. Rivers were redirected
As their portals collapsed, the O ld O nes disappeared, their to impede the daemonic advance and volcanoes rose and
fate unknow n. Yet the disaster could have been worse, if erupted to slow their hellish progress. Yet still, the fell legions
the O ld O nes’ most powerful servants, the Slann, had not ram paged onwards. T he Lizardm en withdrew to their
staved off complete destruction by sealing much o f the rent temple-cities, bastions o f order amongst a sea o f Chaos.
in reality. So great was the strain o f that u n dertaking that
half o f their num ber were slain —their brains m elted by the For a time, even the relentless minions o f the D ark Gods
incongruity o f Chaos. D espite their sacrifice, the Slann could were checked as the Lizardm en exacted a trem endous toll.
only shrink the gap; they could neither close it nor stem the G iant reptilian beasts waded into the tum ult, crushing paths
tide o f magical energy that swept the planet. T he O ld O nes through the hellish hordes before being lost to sight beneath
were gone, and the Lizardm en and the fledgling races were the writhing masses. Strange devices left by the O ld O nes
now abandoned before a new and diabolical foe. were unleashed, artefacts o f power that melted away the
opposition by the thousands. H eedless o f their losses, the
THE WORLD BESIEGED Daemons continued to batter away at the protective barriers
conjured by the Slann to protect each temple-city.
In the wake o f the clouds o f magic came the daemonic
legions o f the Chaos Gods. They crystallised out o f the
swirling madness, materialising in numbers beyond
count. Each D aem on was a powerful facet o f its master,
an unnatural being that burned with the urge to destroy.
A nd so the war for the mortal realm was begun. Faced with
annihilation, the rem aining Slann rallied, mustering armies
the sizes o f which have never been seen in the world since.
The Daemons attacked everywhere, but the Lizardmen bore

Eventually, the D aem ons devised a way to breach the wards O f all that long war, no battle was more fiercely fought than
and X ahutec was the first to fall, its inhabitants slaughtered the one amongst the streets o f Itza. O nly an epic stand by
and its sky-scraping pyramids cast down. It began a chain L o rd K roak’s arm y o f Temple G uard prevented the D aem ons
reaction, weakening the magical barriers erected over each from overrunning the Great Pyramid. For many days and
other temple-city in turn. So H uatl, Tlanxla, and X hotl fell in nights, the elite Saurus warriors stood firm on the lofty
quick succession. At X hod, the Slann M age-Priests managed Bridge o f Stars. U sing his reservoirs o f energy, L o rd Kroak
to hold out long enough to send warnings to the remaining prepared his final incantations. As the last o f the Temple
cities, allowing them to employ suitable counterspells. G uard was cut down, L ord Kroak spouted forth spells that
T he Daemons were stymied for a period, yet they were were the preserve o f gods, raining fire from the heavens to
unrelenting. They devised new devilries to defeat each vaporise the foe. T im e stood still as the fabric o f the universe
defence, unleashing a plague to overcome Chaqua, levelling strained at the outpour o f sheer power. 'Set eventually even
Quezotec with the sonic barrage o f a billion slaughtered souls L ord Kroak succumbed. A dozen Bloodthirsters, protected
in agony, and sum m oning shadowy tentacles to drag the great by the favour o f their dark god, fought through the deluge
triangular temple-city o f Zarm uda deep under the sea, where o f spells and reached the top o f the pyramid. There, they
its force dome eventually cracked. After a thousand years of fell upon L o rd K roak’s form , ripping him apart in a savage
battle, only a handful o f temple-cities stood, each a bastion instant. So overcharged with arcane energies was L ord Kroak
protected by the greatest o f the remaining Slann. that his spirit fought on, refusing to let even death hinder
him . Set free o f his flesh, K roak’s radiant will soared above
THE DEFENCE OFITZA the ruins, scourging the invaders with a divine light that was
like unto a second sun. T he First City was saved.
At last the way was clear for the Daemons to besiege Itza,
the F irst City and lynchpin o f the L izardm en’s arcane A lthough Itza was delivered, the war raged on. Across the
defences. Itza was under the protection o f L o rd Kroak, first globe, the younger races also faced the D aem on legions.
o f all Slann spawned upon the w orld and the m ightiest o f Despite retreating to their mountain holds, the Dwarfs had
mages. The energy dome that surrounded Itza crackled with been decimated. T he Elves o f U lthuan suffered tremendous
energy, tu rning D aem ons to d ust as they railed against it. loss, but in the end, their mages enacted the G reat Ritual - a
Tfet after years o f strain, even L o rd Kroak could sustain such spell that created a vast vortex that drained away swathes of
mystic walls no longer, and with a final surge, he exploded the magic that flooded the world. Deprived o f their lifeblood
the barrier outwards, flattening the surrounding jungle. A o f magical energy, the Daemons disappeared back to their
hundred thousand Daemons were banished in an instant. seething realm, ^et the world was irrevocably damaged, now
Nevertheless, the rem ainder swarmed into Itza. transformed into a world saturated with magic and monsters.

THE AGE OF ISOLATION

W ith the Daemons of Chaos banished, a new era dawned T he Slann struggled to rem ember the rituals they had
over Lustria. T he Lizardm en issued forth from amongst the routinely performed before the coming of Chaos. O ver a
ruins o f their temple-cities to a blasted, sm oking wasteland. thousand years had passed since those days, and there were
no longer any Slann o f the First Spawning to guide them —
RUMINATIONS O N A NEW AGE none had survived. O f those Slann that remained, there was
not one amongst their num ber that had entered the presence
T he Slann ordered their minions to begin reconstructing that of an O ld One. It was a lengthy task simply establishing
which they could. This task was urgent and gave the M age- which nodes o f the geomantic web were still serviceable,
Priests time to meditate upon the proper way to advance. as many sites had been dam aged or destroyed. T h e G reat
T he struggle for survival against the Daemons had allowed Cataclysm had a lingering effect upon the Slann, for they
no time to contemplate a future bereft o f the O ld Ones. The had looked into the swirl o f pure Chaos and that image had
L izardm en were uninterrupted during their rebuilding as the imprinted itself upon their orderly minds. It clouded their
rest o f the civilised races were also recovering from war, and consciousnesses and dim m ed their memories. L ong rests
because Lustria had grown treacherous. To tread upon that were required to sustain them after serious bouts o f deeper
continent was to invite death, as predatory beasts, tropical thinking. Yet despite the fact that they were but shadows of
diseases and all m anner o f deadly flora still rem ained —the their form er selves, the Slann rem ained masters o f the mystic
residual effect o f the Slann’s many defensive spells and arts, their arcane skills unsurpassed by other mortals.
perhaps the corrupting taint of Chaos.
A lthough the Great Ritual of the Elves had driven much
It was the intention o f the Slann to fortify their own o f the power o f Chaos away, it had not banished it entirely.
defences before re-establishing contact with the younger T h e poles o f the world still w rithed under its corrupting
races. They certainly intended to continue their monitoring sway and the world still suffered an influx o f its energies,
duties and most probably their m entoring roles to those ebbing and flowing in a patternless way. T h e Slann identified
under-developed projects begun by the O ld Ones. But the trem endous threats already seeking to underm ine the
in this new age, the Slann soon discovered that even their Elves’ vortex at the centre of their island home of Ulthuan.
best-constructed designs now seemed error-prone and W ere it to stop draining the w orld’s magic, the D aem ons
displeasingly flawed. Details slipped away from the leaders of would soon reappear. T hus did the Slann begin their
the L izardm en and they spent m uch time contem plating why. greatest undertaking o f this new age. W hat rem ained o f the
geomantic web was used to strengthen the G reat W arding
—a string o f lesser siphons, defences and sentinels that would
keep the Realm o f Chaos at bay and secretly lend its power
to the vortex o f the Elves. M any M age-Priests spent the
following millennia attending exclusively to this task alone.

T he rem aining Slann M age-Priests set about piecing
together the Great Plan. Immediately before the Great
Catastrophe, the O ld O nes had dictated instructions
and predictions onto many plaques o f stone or gold. T he
remnants o f the god-like beings’ intentions were now
scattered throughout the world, often buried in ruins. Those
sacred plaques that were recovered were studied and their
meanings m ulled over. Since those days, the L izardm en have
continued to scour the world in order to recover more such
artefacts. Even the suspicion o f such an item being found was
sufficient to rouse a M age-Priest from deep contemplation,
and for a m ighty host to be dispatched to retrieve it.

RELIC PRIESTS

In the wake o f the defence ofltza , LordK roak’s loyal Skink
attendants lamented the death o f their almighty master, whose
body was scatteredfar and wide. Diligently, the Skinks collected
eoery last scrap o f that ravaged body and, with great reverence,
the remains were swathed in resin-soaked wrappings. Thus was

created the first Relic Priest, o f which many more have been
і created. The Lizardmen hace found the spirits o f these departed

Slann so powerful that they often linger near theirformer bodies
In times o f need, a Relic Priest is broughtforth from hidden
crypts to enact once more the Great Plan o f the O ld Ones.

A LONG, STEADY DECLINE before him and he croaked out a single sentence before
lapsing into unmoving repose. The Skink Priests attending
W hile the daily activity o f the long-lived Slann slowed, new H uinitenuchli erupted in excited chatter as they debated the
spawnings o f Skinks and Saurus were continually generated m eaning o f the M ag e-P riest’s utterance. Finally, the most
at all the rem aining temple-cities. As the Slann withdrew senior of their kind pointed at the H igh Elves and declared
into their own cerebral worlds, the Skink Priests - the most that H u initenuchli had said, ‘T h ey should not be here’.
intelligent o f their kind —became the daily leaders o f the
Lizardm en. It was their ceaseless industry that restored In an instant, the Temple G uard closed in around the Elves.
the temple-cities, rebuilding everything for which they had Seeing their peril, the Elves drew their own weapons and
architectural plans. It was they who ordered the overgrown bedlam erupted. T he Temple G uard instinctively protected
jungle cut back to develop the roads between temple-cities. their master and half o f the Elves were cut down. T he H igh
Elves’ captain led a desperate fighting retreat down the steps
A nd so, over the years, the Lizardm en, once the most and through the vast city gates. T hey were allowed to escape,
advanced civilisation to walk the world, regressed to a but even so, only the captain and a handful o f warriors ever
primitive state. T he O ld O nes took on the aspect o f distant m ade it back to their ship. M an y m onths later, wracked by
gods, worshipped by the Lizardm en and called upon in times disease, the captain brought word back to the Phoenix King,
o f need by the Skinks. They began to make bloody sacrifices Bel Shanaar, o f the cold-blooded creatures o f the jungle. It
to attract the attention o f their missing gods. T he relics that would be many years before the Elves o f U lthuan dared to
they collected upon the orders o f the Slann were held in set foot in Lustria again.
w onder; all hope o f understanding the technology o f their
function lost, replaced with superstitious ceremony and ritual. In time, the other younger races discovered the hidden
continent o f Lustria and attempted to penetrate its depths.
THE RISE O F THE W ARM BLOODS M ost that set foot upon its golden coastlines died a gruesome
death before travelling far into the jungle. O thers succeeded
In the wake of the G reat Catastrophe, the first of the younger in plundering outlying sites, stealing away treasures
races to set foot upon Lustria were the H ig h Elves. Only sufficiently valuable to establish entire empires in the lands
the most learned o f Elven mages had even an inkling o f the from whence they came. T he coming o f these races was,
beings that dwelt in the southern jungles, and they expected to a degree, predicted. W here once the Slann had been
to find only ruins. O n a mangrove-choked shore on the tasked with controlling every step in the development o f
isthm us o f Pahuax, a graceful ship pierced the steamy veil. the approved mortal races, now they could plainly see that
To tread the soil o f Lustria was deeply significant for the entropy had crept into the G reat Plan.
explorers, for their race had been forbidden to leave U lthuan
and they suspected they now trespassed in the hall of gods.

Skink watchers noted the intruders before they had marched
a hundred paces. W hen runners arrived to deliver w ord to
what remained of the temple-city o f Pahuax, the M age-Priest
H uinitenuchli was roused from his recuperative slumber. H e
was still recovering from the battle o f X uhua Lake, and had
yet to fully regain his previous vigour. Displeased that his
slum ber was disturbed, he uttered a num ber o f orders to his
attendants that were indecipherable, yet undeniably offensive,
before lapsing back into sleep. Shorn o f their m aster’s
wisdom, the Skinks were forced to deal with the H ig h Elves
as best they could. As such, they adopted a watch to see what
the fair-skinned trespassers would do.

T he H ig h Elves, sickened by the cloying heat, had already
suffered losses to bloodwasps, piranha-lizards and the jungle
itself. A fter twenty days, their captain led only a score o f
survivors to stand in the shadow o f the bronze gates o f the
great city o f Pahuax. By this time, L o rd H uinitenuchli had
awakened. H e was carried to the Star Cham ber at the apex
o f the Golden Pyram id where he ordered the intruders to be
brought before him, so that he might look upon them and
determine their place in the G reat Plan.

W ith proper ceremony, the Elves were brought into Pahuax.
T hey walked w hat rem ained o f the city’s processional avenue.
Even in its ruined state, the Elves gazed in awe at the
majesty of the architecture and the hulking Temple G uard
that flanked them. They climbed the steep stairs to the top of
the Golden Pyramid, their skin tingling from the powerful
confluence o f the geomantic nexus. C om plete silence fell,
as H uinitenuchli appeared not to register their presence. At
long length, the M age-P riest’s eye focused upon the beings

THE RATAND THE SERPENT

O ne o f the most significant events in the history o f the prim ordial liquids o f C haqua’s spaw ning pools, as was
Lizardm en was the rise of the cult o f the Serpent G od, Sotek. custom, but instead foul, malformed creatures that crawled
Traditionally, the gods o f the Lizardm en were, and still are, forth to mercifully die within a few hours.
the O ld Ones: such shadowy entities as Tlaxcotl, Chotec,
Q uad, Tzunki, Xapiti, H uanchi and the inscrutable Терок. C haqua’s Slann M age-P riests were alarmed, sending war
Sotek was a new god, an upstart god of the Skinks who has patrols to sweep the nearby jungle. South o f the temple-city
now risen to reign as the pre-eminent god of the Lizardmen, they discovered a vile new race that had infested the nearby
eclipsing much worship o f the mysterious O ld Ones. ruins o f Quetza. They were rat-m en that walked upright
and bore the taint o f corruption. T he Skaven were already
A m ongst the sacred plaques o f Chaqua there existed a established in Lustria; the pox-ridden Clan Pestilens, disease-
passage not found in the inscriptions o f any other temple-city. worshipping monks o f their loathsome race, had gnawed out
T his was known as the Prophecy o f Sotek, and it predicted vast warrens and undertunnels. After harsh skirmishes, the
a cataclysmic invasion o f Lustria by two-legged vermin. It Skinks returned bearing Skaven captives. T he Slann knew
said the ruination would last centuries and m ust be borne. It these twisted beings were not part o f the G reat Plan and said
foretold o f the fall o f many temple-cities, including Chaqua, so. T h e Skaven were to be studied in hopes o f finding a cure
and the spreading o f a terrible plague. However, this Time for their entropic maladies. However, unbeknownst to the
of the Rodent would be brought to an end when the mighty Lizardm en, the captives brought som ething else to Chaqua.
Sotek would appear, and his coming would be heralded by
the forked tongue o f the serpent. T he temple-city was soon fully in the grip of plague, and
even the M age-Priests showed the unmistakable signs. They
THE PROPHECY COM ES TRUE withdrew into council to consider the matter and after several
days o f fevered contemplation, the sickly M age-Priests
It was not until a virulent pestilence arrived in Chaqua that agreed that the time spoken o f in the prophecy was at hand.
the Prophecy o f Sotek was brought forth from long neglect L oo k in g to the sky, they saw through eyes made rheum y by
and scrutinised in detail. A careful analysis required months contagion the distant gleaming of a heavenly portent. As the
o f study, and in the meantime, thousands o f Skinks sickened light in the sky grew stronger, its twin tails began to look
and died. Even worse, the spawning pools were infected, like the tongue o f an enormous serpent. W hen the light was
as it was not fully-formed Skinks that em erged out o f the visible even in the daytime, the M age-Priests succumbed
to their maladies. T he rem aining Temple G uard bore their
DUE SACRIFICE masters into the pyramids, sealing them from within. So
passed the venerable M age-Priests of Chaqua. Leadership
Those few races that encounter Lizardmen and lice to tell o f o f the city’s survivors fell to the Skink Priests who had, until
itfind them an alien and incomprehensible race - utterly cold recently, served the Slann. T he greatest o f their num ber was
and devoid o f compassion. Like wild beasts, the Lizardmen are Tehenhauin, who recovered the plaques relating to Sotek
instinctive and savage. They are able to slaughter every last one and carried them at the head of a great column of survivors
o f theirfoes with brutal efficiency and they do not know the leaving C haqua. H e sought to w arn all L izardm en o f the
meaning o f remorse, however, the Lizardmen way o f war is not im pending danger and rally them for revenge.
inherently cruel. Even when mercilessly mauling an invader or
wiping out those deemed undesirable, the Lizardmen do not kill A CENTURY O F BATTLE

wantonly. That changed against the Skaven. Tehenhauin travelled across Lustria, preaching the Prophecy
o f Sotek. H e claimed that the Serpent G od would rise to
While superstitious acts have gained inpopularity since the deliver the Lizardm en from plague and rat-spawn, but the
loss o f the O ld Ones, these were taken to horrific new levels god could only become manifest if given his proper due —
with the coming o f the new god Sotek. Inspired by Tehenhauin, and as paym ent Sotek dem anded millions o f ratm en to be
Skink Priests led the ritualistic slaughter o f untold thousands sacrificed in his name. Skinks took to this new cult, but the
ofratmen. These Skaven were sacrificed in horrificfashion - M age-Priests held it in disdain, refusing to acknowledge
sometimes thrown alive into writhingpits o f serpents, other Sotek, for no m ention o f his name could be found in
times split open and choice organsproffered to the heavens. any other o f the ancient plaques. This disbelief became
I f the Skaven was lucky, he was simply beheaded by a Saurus increasingly difficult to m aintain in the face o f the plague’s
executioner. It is recorded thatKroq-Gar, a mighty Saurus devastation and the oncoming tide o f ratmen. All across
Lustria, Skaven armies emerged from the underground,
leader, haspersonally delivered the killing strike to over a bursting forth to overrun outposts, ruins and even fully
thousand Skaven warlords since the Rise o f Sotek. Entire temple- occupied temple-cities.

cities would turn out to watch the sacrifice o f an important All o f L ustria was soon plunged into an age o f war, pestilence
Skaven commander, the vastplazas filling with clamourous and bloodshed. As the Slann meditated on the right course of
Skinks. For the mostpart, the inscrutable Slann Mage-Priests action, it was Tehenhauin who rose up to lead the Lizardm en.
leave such barbaricpractices alone, although they could no H e proclaimed him self the Prophet o f Sotek and his fiery
longer ignore the populous rise o f the new god Sotek, nor could oratories —consisting o f m uch chittering on the subjects o f
they rein in the base practice o f offering up sacrifices to attract Skaven-slaying and growing the power of the Serpent G od
- became very popular amongst the Skinks. H e gathered an
the blessings o f the gods.

army around him and fought wherever the Skaven were most O nes. Every single Slann was conveyed to Itza, where they
numerous. N either side showed the slightest mercy towards gathered in solemn convocation. Tehenhauin, the Prophet of
the other. Screeching Skaven hordes threw themselves upon Sotek, was sum moned to speak before the Slann, although
the temple-cites, while Skink war-parties scoured the jungle, by their orders his words were not recorded. N one but those
seeking out entrances to the ratm en’s un d erg ro u n d lairs. present know w hat tru th s were revealed, b u t in the council’s
W ithout consulting the M age-Priests, Tehenhauin ordered wake, the M age-Priests declared it was fitting that Sotek be
forth the Engines o f the Gods, arcane devices o f great venerated and that pyramid-temples be built in his honour.
destructive power left behind by the O ld Ones. T he Skaven
were blasted into ashes by the thousands. REOCCURRING MALIGNANCY

T he years turned to decades and still the conflict raged Clan Pestilens had been expelled from Lustria, although
on, the comet waxing stronger. Tehenhauin exhorted his there were still many signs o f their malignant passing. The
followers to capture and sacrifice more o f the cursed vermin. temple-city of Chaqua was re-opened, although the sealed
W ith each battle, the num ber of Skaven rendered unto the pyramids were left untouched. T he warrens beneath Quetza
Serpent G od swelled. Although the coming o f Sotek was remained tainted beyond redemption. Swarms of serpents
foretold by prophecy and heralded by the comet, Tehenhauin guarded the twisting tunnels, but no Lizardm en could set
claimed it was still necessary to grant the new god many foot therein and survive the plagues that still lingered there.
sacrifices to assure his full m ight upon his arrival. H enceforth, Q u etza w ould be called ‘the D efiled’ and left to
the jungle, although Skink patrols assured nothing escaped
A fter a century o f open battle, the war reached its bloody in or out o f that cursed region. T he long war had instilled
climax. A lthough he led his host to many victories in that in the Lizardm en a cold contempt for the twisted ratmen
time, it was the battle o f Gwakmol Crater where Tehenhauin that w ould long endure. H av in g taken each oth er’s measure,
caused the most slaughter. There, so many cowering Skaven the two races would clash many more times. W henever
were captured that their long colum ns took days to pass as the Lizardm en and Skaven face each other, Sotek and the
the Lizardm en herded them deeper into the jungle. U pon H orned Rat, the verminous god o f the Skaven, enact once
the crum bling altar of some long-lost and forgotten god, more their eternal struggle. Even in their deepest trances, the
Tehenhauin began the most potent ceremony he had yet led. Slann still listen for the gnaw ing below.
So many Skaven were slain that their streams o f blood ran
into the River Amaxon, turning it crimson. W hile the twin­ The Lizardm en no longer stood upon the cusp of a new
tailed comet filled the sky, th roughout the jungles a w rithing era, but had fully entered it. This was to be an age o f blood,
carpet o f snakes crawled forth. From that day onward, the sacrifice, and the worship o f savage and inscrutable gods.
power o f Sotek coursed through L ustria and Tehenhauin’s
forces proved to be all but unstoppable.

THE RISE OF SOTEK

T he Prophet o f Sotek, and his armies, drove the Skaven
back, breaking their armies and slaughtering them as they
fled. T he many armies o f ratmen retreated back to their last
remaining stronghold, the ruins beneath Quetza. There, Clan
Pestilens’ leader, L o rd N urglitch, gathered his Plague L ords
for desperate council. M ustering into a single horde, the
Plague L ords led their clan in a breakout attempt. Suffering
enormous losses, they pierced the encircling Lizardm en and
fought their way many hundreds o f miles to the coast. Every
step was contested, for Tehenhauin strove for nothing less
than total annihilation o f the vile ratmen.

T h e final battle was fought upon the vitrified shores of
Fum ing Serpent Island. T here, the Skaven attem pted to
flee the continent, for L o rd N u rglitch had seen enough o f
Lustria and hoped to establish a new base in the Southlands.
By tricking a quarter o f his army into perform ing a sacrificial
delaying action, the rest o f the ratmen deserted their kin and
sailed eastwards on a ram shackle fleet. W h a t happened next
is the stu ff o f legend. W ith a m enacing hiss, the Skinks claim
that a serpent o f unimaginable size, none other than Sotek
himself, rose from the bubbling volcano. Accompanied by
slithering snake-spawn, the Serpent G od plunged into the sea
in pursuit o f the fleeing Skaven. Such is the m yth o f Sotek.

W ith the Skaven defeated, the Slann M age-Priests could
no longer ignore the power of the new Skink god. They
declared a G reat Convergence - a physical meeting of the
M age-Priests, as had not been done since the age o f the O ld

THE AGE OF STRIFE

For ages, Lustria was a hidden continent, a nigh-impregnable THEY CAME FROM NAGGAROTH
realm whose forbidding jungles deterred almost all invaders.
Yet a new era was underway, and the younger races were T he most prolific raiders were the D ark Elves o f Naggaroth.
increasingly draw n to the L izardm en’s lands, covetous U sin g their far-seeing ability, the M age-P riests had watched
o f their wonders and wishing to see for themselves if the the civil w ar on U lth u an and had long pondered its m eaning.
rum ours o f cities o f gold were true. To the M age-Priests, these twisted creatures were scarcely
distinguishable from any other o f their kind. T he Lizardm en
A num ber o f these intrusions were lone raids, o f little concern had scant contact with any Elves following the disastrous
to the Slann. They used such opportunities to observe the encounter at Pahuax. T he Slann M age-Priests had, at first,
younger races. W hile M age-Priests were wholly obsessed allowed the D ark Elves to enter Lustria unopposed, or
with the discovery and protection o f the ancient plaques rather, not faced by the L izardm en themselves —the ju n g le’s
and sacred sites, they were dismissive o f golden trinkets or natural defences were unavoidable. In this way the Slann
baubles. T hus, the most tumbledown, vine-choked ruin in hoped to gain insight on the Elves’ intentions. W hat the
the depths o f the wilderness m ight be under heavy guard, M age-Priests saw only served to confirm their opinion that
while jew el-encrusted statues o f purest gold were wholly the younger races had deviated far from the Great Plan. It
abandoned to the jungle. T heir Skink underlings were far was their shared telepathic determination that any contact
less forgiving, however, and w ould seek to obtain orders to with such a race o f creatures could only lead to conflict.
retrieve objects o f even the least significance. W hen denied
their wont, the boldest leaders o f their kind fabricated excuses T he D ark Elves were arriving in Lustria in larger forces
to attack invaders, tolerating no others in their domain. since their discovery o f the Black Way, an u n derground
network o f subterranean rivers and seas that stretched all the
W hen enemies came in greater numbers, as they began to way from the cold lands of N aggaroth. Armies o f D ark Elves
do with more frequency in this new era, it was the job o f the had been using this route to emerge in the heart o f Lustria,
Skink patrols to alert the armies o f the nearest major outpost allowing them to avoid the lethal dangers o f the jungle.
or temple-city. N one o f the invaders could stand before the T he passive approach o f the Slann came to an end with
m ight o f a fully deployed Saurus host, but these larger-scale the desecration of the M onum ent of Izzatal and the Elven
attacks upon Lustria shook the lethargy from the Slann attempt to capture the Skink Priests from the floating temple
M age-Priests. T he world was changing again. o f Chotec, but perhaps the most damaging of the D ark E lf
assaults was the theft o f the Star Stela o f Quetli.

---

The stelae are stone slabs inscribed with eldritch symbols and the enigmatic Lizardm en left without a backward glance.
the Star Stela was an especially prized artefact, for the stone U nbeknow nst to the humans, the army had been sent to
held the secrets o f star alignment. Even as the D ark Elves recover a particular item; gold and jewels did not concern the
hauled their plunder through the Black Way, the M age- Lizardm en, though they represented a fortune.
Priest Tepec-Inzi of Itza was startled awake, roused from a
decades-long trance. H e sensed the ramifications o f the Star A nd so Skeggi survived, in time becoming a prosperous
Stela in the wrong hands. Acting in great haste, the M age- base from which the men of the north would launch many
Priest m ustered an arm y and transported it all the way to the ventures. Although raiding parties that intruded deep into
grey shores o f the A shen C oast —intercepting the D ark Elves the jungles never returned, those that stuck to the coastlines
as they em erged from the Black Way. found sites ripe for plunder. T he wonders, and treasures, of
the great temple-cities of the interior o f Lustria remained
T he battle that ensued was rem arkable for its ferocity, for the hidden. O n the orders of the Slann M age-Priests, the
D ark Elves had no intention of being cheated of their prize. Lizardm en endured the m inor raids, for they had far greater
Tepec-Inzi left the battle plan in the hands o f his trusted matters on which to focus their much-needed meditations.
Saurus leader, G or-Rok, whose albino scales marked him as
blessed by the O ld O nes. G iven the o rd er to ‘retrieve’, G or- THE ANCIENT ENEMY
Rok met the D ark E lf assault head-on. H e famously used
his massive stone shield to sm ash the opposing com m ander’s It was not only greedy treasure hunters that the N orthm en
chariot into splinters. W hen stabbed through the chest, brought with them to Lustria when they established their
G or-Rok refused to die, instead pulling his assailant towards settlement o f Skeggi. T he fierce tribal men carried with them
him by drawing the iron lance through his own body until their warlike gods - erecting crude idols and performing
he was close enough for his jaws to rip out the E l f ’s throat. barbaric ceremonies in their honour. T he names attached
Steadily, the L izardm en forced their foe back against the to these deities by their hum an worshippers had not been
cruel breakers o f the underground sea. O nly after the batde previously heard upon Lustria, but the continent had felt
had ended and G or-Rok had retrieved the Star Stela was their power before. Strange stirrings not sensed for millennia
the D ark Elven weapon removed from the mighty Saurus’ disturbed the meditations of the M age-Priests, echoes from
blood-slicked form. T he Star Stela was returned to its the distant past reverberating from the m ind o f one Slann to
rightful place in the temple-city o f Itza, where henceforth it another. Chaos once more walked upon the shores o f Lustria,
would be protected by the Temple G uard, lest any attempt this time carried in the souls o f the men o f the north.
to steal it again. Furtherm ore, all D a rk E lf raids into L ustria
from that time onwards were to be met in force, and Skink W hat awakened the Slann to the re-emerging threat o f Chaos
patrols were assigned to scout deep into the Black Way. was the tragedy o f L ord Zhul, the master M age-Priest of
Xahutec. L o rd Z hul was especially steeped in the lore and
THE COMING OF MAN study o f the O ld O nes and his wisdom was legendary, yet
during his few waking hours, he began to issue irrational
T he first humans to land upon the coasts o f Lustria were orders. W hen L o rd Z hul’s Skink attendants considered
from Norsca. L ed by an infamous Norscan adventurer, his latest words, it was observed that he made contrary
Losteriksson, N orthm en crossed the seas and ransacked an pronouncements only when his palanquin was positioned
overgrown ru in they found near L u stria’s coast. H eedless to face the rising o f the northern constellation at the zenith
o f the blasphemy they had ju st committed against the O ld day o f each month. The alignment, as tracked along the
Ones, the men loaded their longboats with golden artefacts geomantic web, passed directly over the ruined pyramid-
and sailed for home. temple o f Tlencan. Suspecting this m ight be the root o f the
confusion, an expedition in strength was launched to discover
It was not long before word of their riches spread throughout w hat m arred the tranquillity o f L o rd Z hul’s thoughts.
the grow ing realms o f M en, and many ships sailed west to
find their fortune. Few survived the perilous journey and The overgrown ruins o f Tlencan were located on an island
m ost that did were slain in the jungle —eaten by enorm ous off the Scorpion Coast. L ed by Skink C hief Quzipantuti,
reptilian creatures, swallowed by sentient quicksand or the Lizardm en force travelled quickly, mighty Bastiladons
overcome by tropical disease. T he Norse, however, led crushing paths through the jungle while a flight o f Terradons
by the returning Losteriksson, succeeded in establishing scouted the path ahead. Once there, an investigation o f the
a settlem ent on the isthm us —a colony nam ed Skeggi. vine-covered ruins ensued. In the upperm ost chamber, in
Fearing what might lurk in the hinterlands, Losteriksson the holy pool o f power reserved for M age-Priests, there
forbade his followers from entering the deep jungle, instead slum ped a vile D aem on Prince. Q uzipantuti saw that a blade
concentrating on building a stockade fort and collecting the o f Elven forging transfixed the creature, its innards glowing
gold and precious stones from the ruined watch posts along like lava. T he wounded D aem on had followed the lines o f the
the coastline. N ot all o f his followers listened, however, and geomantic web, hoping to leech the power to restore itself.
one reckless band probed the thick jungle, stumbling across a
site o f great riches that was guarded by the Lizardm en. The Q uzipantuti knew that the Daemon must be destroyed, but
humans seized what they could before fleeing to their base. before the Skink C hief could sum mon his army, the D aem on
had called upon its patron. Balefire spewed from the pyramid
Losteriksson only discovered what had happened when an and a swarm of iridescent and crimson Daemons emerged
army of Lizardm en emerged out of the jungle, encircling from out of the air itself to do battle. They were met by a
the settlement. T he N orse believed themselves doomed, storm o f javelins and barbed darts and, though many fell,
b ut L osteriksson ordered all treasure to be cast over the log the Daemons pressed home their attack, tearing through the
ramparts. Recovering only a single glyph-inscribed plaque, Skink cohorts and crashing into the Saurus lines.

So fierce was the D aem on attack that they cut down half plates shifted beneath the hum an encampment. A terrible
the reptilian warriors and would have swept them away earthquake shattered the region, reducing Cadavo to ruins.
altogether were it not for a timely charge by the Bastiladons. W h e n the dust settled, all its defenders had been crushed to
T hick arm oured plates protecting them from harm , the a bloody pulp. Satisfied that the troublesome warmbloods
enormous beasts waded through the Daemons, crushing would trouble him no more, L ord M azdam undi returned
more with every stride o f their trunk-like legs. Twin Arks of to H exoatl, with a m ind to resume his contemplation o f the
Sotek borne on the creatures’ backs poured forth serpents great mysteries o f the universe once again. Yet his blood was
beyond number. Perhaps Sotek, or the O ld O nes themselves, stirred, and his slumbers were not again so deep.
took outrage at the contamination o f the temple, for the
serpents were joined by further swarms from the jungles. A THE NETHER-THING
living sea o f serpents, a veritable tidal wave not seen since
the wars with the ratmen, swept over the Daemons and into It was during the year of the Jade Star Sea that the largest
the pyramid-temple itself. T here, they entered the topm ost Daemon incursion since the G reat Catastrophe came to
chamber and assailed the wounded D aem on Prince, their L ustria. Its leader was Slaa’U laan, a D aem on referred to
venom overcoming even that unnatural creature. W ith their in ancient stone tablets as ‘the nether-thing o f the second
leader gone, the D aem on army vanished completely. moon’. Slaa’U laan was am ongst the m ost destructive and
vile o f fiends during the G reat Catastrophe and had been
At the very moment the Daemon Prince succumbed, L ord responsible for the capture o f m any M age-Priests, all o f
Z hul gave a feeble croak and perished. T he mental duel to whom were sacrificed in obscene rituals. It was the great
keep his thoughts pure had finally defeated him. H is body L o rd H uinitenuchli o f Pahuax who had finally banished
was prepared with resin and bedecked with gold to rest the foul D aem on at X u h u a L ake all those years ago.
w ithin the crypt o f the G reat Pyram id, to be honoured as
long as the Lizardm en realm stands, ^et his loss was not in
vain, for it opened the minds o f his fellow M age-Priests,
alerting them to the return o f that most malign o f influences.
Chaos was no longer invading L u stria only through its
m utated offspring or the stained souls o f the younger races.

LORD MAZDAM UNDI AWAKENED W h en Slaa’U laan returned to L u stria m any thousands
o f years later, L o rd H uinitenuchli, who had relocated to
Despite the upsurge o f invaders entering Lustria, some of Xlanhuapec, could not be roused. Only L ord Tenuchli,
the eldest and most powerful o f Slann M age-Priests could subordinate M age-Priest to the great L ord Huinitenuchli,
not be roused. T he great L ord M azdam undi, the oldest could be awakened. Accompanied by Chakax, the Prime
Slann still alive, was especially groggy and his Skink Priests Guardian of the City of M ists, L ord Tenuchli led an
despaired o f ever wholly waking their exalted charge. It took expedition to the Pillars of U nseen Constellations and there
a spectacular display o f greed and hubris to finally impel found the full might of Chaos assembled.
L o rd M azdam undi to a fully awoken state.
T he battle that ensued was a one-sided massacre, for the
O n three separate occasions, E l Cadavo, a mercenary captain, Saurus warriors were made sluggish by the arcane energies
established a settlem ent upon the Isthm us o f Pahuax, always that flowed forth from the corrupted site. Slaa’U laan led the
nam ing it ‘Cadavo’ after himself. E ach time, Skink patrols slaughter-filled charge and strode amongst the Lizardmen,
eagerly sent back word and the Skink Priests climbed snipping off heads and striking down whole ranks at a time,
high onto the Great Pyramid of Hexoatl. There, L ord while the Saurus struggled to raise their weapons, so sapped
M azdam undi reclined - slum ped in concentration, his eyes were they o f strength. In scant moments, only L ord Tenuchli
glazed and his prodigious tongue lolling. N one o f those remained, with Chakax immobile by his side.
wakings went well, but each ended with the groggy Slann
acquiescing to the Skink request to drive off the invaders. It Slaa’U laan charged the Prim e G uardian, believing him
was like a Stegadon tail swatting away a bloodwasp. N one incapacitated by magic, but Chakax was able to shrug off
believed the hum ans would be so foolish as to return. the disorienting spells and was only static because as o f yet
there was no direct threat to him self or the M age-Priest
W hen the Skink Priests, with anxious glee, reported that he guarded. As Slaa’U laan neared, Chakax exploded into
E l Cadavo had, indeed, returned and established a new violent motion, pulping the Daemon into a steaming mass
settlem ent again, L o rd M azd am u n d i’s eyes opened wide o f bubbling daemonic ichor. 'Set even in its death throes,
for the first time in ages. H is contemplations had now been the great D aem on directed its last energies into an arcane
disturbed three times in a decade - to a Slann but the blink blast aimed at L o rd Tenuchli. Chakax saved the Slann from
o f an eye. So L o rd M azd am u n d i made his preparations and instant death by stepping in front o f part o f the blast, yet
read the constellations, learning that he was destined to be L o rd Tenuchli was badly wounded, his throne crashing to
awoken yet again unless he took matters into his own hands. the ground. W ith Slaa’U laan’s death, the daemonic host
T he M age-Priest ordered his throne placed upon the back of dissipated, leaving only Chakax and the wounded L ord
the largest Stegadon and marched to meet the intruders. Tenuchli alive. W ith orders to stay by his M ag e-P riest’s side,
Chakax could only stand immobile, unable to seek help. A
L o rd M azdam undi was determ ined to see the settlement cycle o f the moon passed before a patrol found them and
destroyed once and for all, as a w arning to all those who escorted the unconscious Slann back to the City o f M ists, the
would dare invade the realm o f the Lizardmen. The faithful E ternity W arden keeping pace every step o f the way.
Slann unleashed such immense power that the tectonic



THE AWAKENING

A new era was beginning, for more and more often the Slann As it was, the Skaven were forced to attack the front o f the
were awoken from contemplation by nightmares; beset with Lizardm en battle lines and many o f the degenerative ratmen
waking visions and ancient memories o f daemonic attack. were slain. However, it was a price the invaders were willing
L ed by the rejuvenated L ord M azdam undi, the M age- to pay, for not only d id they outnum ber their reptilian foes a
Priests felt the great forces stirring in the world once more, hundred to one but, during the tum ult, their secret weapons
sensing with their mighty minds the waxing o f Chaos at the were able to deploy. Small teams o f ratm en carrying devious
distant poles. A lthough still troubled by soporific fits, the fire-throwing devices came forward, unleashing torrents
M age-Priests committed themselves to opposing Chaos, and o f tainted flame to incinerate many Saurus. As the brunt
sought to counter its influence wherever it was discovered. o f their numbers slowly pushed the Lizardm en back, a
strange portent occurred. T h e Chaos M oo n , hanging low
At any given time, up to half o f the M age-Priests still living in the sky, slipped from view as the true m oon eclipsed it.
are engaged upon the monumental task o f confronting T h is sign gave hope to the L izardm en, and in it, Tetto’eko
Chaos. From their places o f power - most often atop read m any things —including the key to victory and the dire
pyram id-tem ples —the spirit-selves o f the Slann M ag e- consequences should his L izardm en arm y fail.
Priests battle in the ether against foes that would expand the
Realm o f Chaos over the entire world. For the next few hours, Tetto’eko chittered out high-pitched
com m ands, all o f which were followed to the letter by the
It was not coincidence that as the strongest surge o f mystical army, and each manoeuvre came ju st in time to blunt a
energy seen in millennia erupted out o f the north, the largest forthcoming Skaven attack or counter some devious trick
horde of mortal servants of Chaos invaded the northern o f the ratm en that was otherwise destined to overtax the
reaches o f the O ld World. T hough the Lizardm en did not precarious Lizardm en defence and turn the battle into a
march against the forces o f darkness, every M age-Priest rout. T he Saurus Cold O ne cavalry did not question the
pooled their powers so that the Chaos incursion might be command to charge suddenly into the thick mists on their
repelled. T hrough their combined wills, the Slann dampened right flank, but when they did so they smashed aside Rat
the influence o f the Chaos Gods and denied Daemons the O gre packs that were hauling massive constructions into
chance o f entering the fray themselves. T hough M agnus the place —w ar m achines whose enfilading fire w ould have
Pious - the great hero of the Em pire who led the defence of obliterated Tetto’eko’s forces. Skaven tunnelling teams
the hum an realms —never knew o f it, w ithout the endeavours bored up from below to discover not vulnerable flanks, but
o f the Slann, his armies would have been ravaged by Chaos waiting Salamander hunting packs. Soon, the smell o f burnt
Sorcerers with unlimited powers, as well as beset by the full rat filled the batdefield. Again and again, the outnum bered
m ight o f the D aem on legions. Lizardm en staved off defeat with timely counter-attacks,
each time mustering the ideal retaliation. Infiltrating Skaven
At this time, the Slann also detected a subde instability in Assassins were revealed and slain before they could employ
the mystic vortex maintained by the Elves o f U lthuan. The their poisoned blades, and Skaven weapon teams were
workings o f the G reat Ritual were weakening, in danger of destroyed even as they prepared to fire —their own demise
ultimate collapse. T he Slann leant their own efforts to form often causing a chain reaction o f explosions that ran down the
mighty magical bulwarks around the Elven spell, helping to Skaven lines as further diabolical devices burst into flames.
maintain the vortex with power drawn from the geomantic
web. To date, the H igh Elven Loremasters remain unaware W ith the immediate threats stymied for the moment,
o f this mystical aid, though perhaps the wisest o f them Tetto’eko closed his eyes and drew upon the W inds o f M agic,
suspect that a power other than their own is also at work. reaching ou t to the heavens. E m ploying his prodigious will,
the mighty Skink Priest pulled an unseen giant celestial
THE RETURN OF THE RATMEN object from out o f orbit in the heavens above, bringing it
crashing down upon the deserted city o f Q uetza. W ith a
Skink patrols had long watched the boundaries of Quetza, thunderous impact, the comet fell to earth, collapsing the
the Defiled City, g uarding against the return o f the Skaven. tunnels underneath the city and stemm ing the endless tide of
Suspicions were raised when many of these patrols suddenly Skaven reinforcements. T he remaining ratmen, a cowardly
w ent missing: the Skink A strom ancer Tetto’eko had foretold lot, sprayed their m usk and fled - only to be cut down by
the Skaven’s return, and had seen in the stars that the the pursuing Saurus or preyed upon by the many hungry
Lizardm en were quickly coming to a junction in the course creatures awaiting in the surrounding jungle.
o f the O ld O nes’ plans. W hen no Slann could be awoken, he
led a mighty force out o f Tlaxtlan himself. By his m ighty deed, Tetto’eko w on the battle and steered
the fate o f the Lizardm en to victory where their defeat had
T h e arm y approached the Defiled City, Tetto’eko at its head, seemed inevitable. However, the Astromancer scried the
m ounted atop his stone palanquin, when suddenly he relayed stars, and the message was unequivocal: the rat stars waxed
a series o f sharp commands. Dutifully, the Saurus shifted strong. A vast netw ork o f tunnels was revealed to Tetto’eko;
from their marching columns into fighting ranks and none far beneath the surface o f the earth, it stretched across the
too soon. M om ents later, the gro u n d caved in and a tide o f world, and each passage was choked with malevolent vermin
filthy ratm en erupted from below. T he Skaven had returned kind. L ed by their loathsome god, they were coming to
to Lustria, and in numbers beyond counting. Were it not for Lustria; indeed, many o f their agents were already in place.
Tetto’eko’s foresight, the L izardm en cohort w ould have been T he Lizardm en m ust ready themselves for another war
instantaneously surrounded and overwhelmed. against the Children o f the H orned Rat.

GROWING DISORDER For the Lizardmen, some unintentional good came out of
the defiling o f the Golden Ziggurat. Deep in the innermost
T he increased watchfulness o f the L izardm en proved wise, chambers o f the structure, the Skink Oracle found a plinth
as the M age-Priests detected a subtle ripple in the geomantic w hereupon foul sacrifices had recently taken place. T h ere also
web and a straining of the G reat W arding. The spirit-forms was a scattering o f sacred plaques; the relic crypts had been
o f the Slann traced the lines o f disturbance until they reached opened in the barbarians’ quest for treasures, but they had
the Spear o f the Gods, a mighty colum n o f glittering crystal not recognised the glyphs or the inherent value in the stone
rising a mile into the sky from the stormy waters o f the Sea of tablets. The Oracle, however, did - instantly identifying that
Squalls. From this vantage point, the Slann determ ined the these were a segment o f the G reat Plan o f the O ld O nes —
source o f the trouble lay in the Turtle Isles, a thousand mile- left forgotten on this forsaken island many ages ago.
long chain o f islands skirting the west coast o f Lustria.
THE GREAT WARDING FALTERS
To find out more, the Slann sent out an expedition of
Terradon Riders, which were joined by a Skink Oracle. The N o sooner had the lost plaques been delivered to H exoatl
Oracle guided his Troglodon, following the strange scent of than other disturbances reverberated across the geomantic
magic - swim ming through monster-infested waters to allow web. T he M age-Priests could not distinguish a source,
the M age-Priests to see through his eyes. It was not hard to and those Slann not engaged in studying the newly found
pinpoint the disturbance; an incandescent pillar o f light rose plaques sought out that which was increasingly putting
miles into ominously swirling clouds. At the base, the Oracle pressure on the arcane sentinels that helped keep the power
discovered a ziggurat o f purest gold. A site o f great power o f Chaos at bay. T h ere was no single answer, for at dozens
in the days o f the O ld Ones, this once-sacred nexus had o f points across the globe, the sea-faring human tribes of the
become uncoupled from the grid and long been forgotten by northlands sought out ancient waystones. Some sites, like the
the Slann. Yet it had not gone undetected by the D a rk G ods, G olden Ziggurat, were left deserted in the wild places of the
w ho had sent their m inions to befoul it. world, while others were defended by various creatures or
races; in many cases, Elves, attracted by the unseen power,
The sea-faring hum an tribes, M arauders of the north, had had established colonies atop the older ruins, unintentionally
defiled the pyramid, unleashing ancient powers that they serving as guards over the distant nodes. W ith fire and
did not understand. At the end o f their ritual, the barbarians slaughter, the N orthm en stormed these garrisons, and cast
had been slain by the forces released, yet the pawns had down the standing stones, rededicating them to their own
played their part. W ith its corruption, the Golden Ziggurat dark gods. T h e effect on the geomantic web was felt keenly,
was fully unlinked from the geomantic web, and the spells as each lost site weakened the whole.
weaving together the G reat W arding grew a fraction weaker.

It was clear to the Slann that Chaos was ascendant, and they out the sun. M any o f the foes’ war machines were smashed,
predicted that the attacks on the nexus points could only be bu t after two cycles o f the moon had passed, the battle was
followed by a direct assault upon L u stria itself. Yet L ustria still ongoing, and it could only be a m atter o f time before the
is vast, and where the foe m ight strike was hidden from their forces o f Chaos entered the city. However, on the sixty-third
foresight. The mind-miasma that had affected the M age- day o f the siege, everything changed.
Priests since the G reat Catastrophe was intensifying, and
each Slann felt his orderly and tranquil thoughts pulled in all As the sun rose over the margin of the world, a saurian roar
directions. W ith the depletion o f so many sacred sites, for a came from the mist-wreathed jungle. T he forces o f Chaos
tim e all balance was lost and the M age-P riests were blind to stood dum bfounded as they sought the source o f this bellow,
what was about to occur. and the earth began to shake under a heavy tread. The jungle
itself erupted; a mighty Carnosaur led the surge, Kroq-Gar,
From the jungles north o f H exoad came a vast army, a the great Saurus war-leader on its back, and behind him
force composed o f thousands o f mortal servants o f Chaos. came an arm y o f C old O n e cavalry. To m eet this new threat,
A mercenary throng of D ark Elves from N aggaroth led Vashnaar the Tormentor m ounted his D ragon and charged.
them, acting as scouts for the hordes from the north. At the Yet K ro q -G ar’s arm y was not alone.
head o f the force, atop a smoke-belching D ragon the shade
o f m idnight, rode a being o f purest evil - Vashnaar the Gathering the m ight of Lustria about him, in an army whose
Tormentor, an anointed Champion o f the D ark Gods. power had not been seen since the G reat Catastrophe, came
L o rd M azdam undi. H e rode upon a Stegadon so large that
HEXOATL ENCIRCLED the jungle parted in its wake. T he ancient judgem ent o f the
O ld O nes b urned in the Slann’s eyes, and at his comm and,
W ith the sentinel stones not functioning, the Chaos armies the earth was rent, a gap that swallowed half o f the Chaos host
m arched undetected into L ustria. It was H exoatl’s M aster o f before the true batde began. A nd what a batde it was - Kroq-
Skies, a Skink C h ief nam ed T iktaq’to, w ho first sighted the G ar and Vashnaar were locked in combat, each the equal of
invaders. Atop his Terradon, he swiftly sent word to H exoad the other. Reptilian titans o f an elder age clashed with the
but, to his dismay, L o rd M azdam undi was absent; secreted monstrosities o f the north. W ith a blaring of war horns, the
atop a jungle ruin contem plating the recently discovered gates o f H exoatl were flung open and the defenders sallied
plaques. All o f the other M age-Priests were in trances and forth to join the fray. Steel-clad barbarians crashed into the
would not awake for days. scaled Saurus warriors and the carnage was total.

A ssum ing com m and o f the arm y o f H exoad, T ik taq ’to set By dusk, L ord M azdam undi and K roq-G ar stood upon
to the city’s defence before leading a series o f h it and ru n the batdefield and surveyed their victory. T he jungle
attacks to slow the foe down. For three days and nights, was flattened in a twenty-mile ring and the dead lay in
T iktaq’to and his aerial arm y o f T erradon R iders harried the m ountainous piles. Vashnaar’s severed head h u n g from
approaching advance. They struck from above, launched K ro q -G ar’s saddle and the hooves o f M azd am u n d i’s
counter-attacks and dropped boulders to crash into marching Stegadon were crimson with the blood. T he forces o f Chaos
colum ns. O n the fourth day, with his enemy seething with had been defeated and H exoatl was saved.
rage and seeking an opportunity to swat the irritating
nuisance, T iktaq’to lured m any tribes o f barbarian horsem en THE MESSAGE FROM THE OLD ONES
and N aggarothi cavalry into the Bloodleech swamp, where
they were cut down by ambush. Despite the losses, the Chaos W ith Vashnaar’s defeat, the pressure upon the G reat
forces advanced to dominate all approaches to Hexoatl. W arding lessened, but did not disappear. The Slann reasoned
that Vashnaar had taken advantage of an upsurge in the
As the two great forces began to clash in earnest, several of power o f Chaos and that others would follow in his wake.
the younger Slann awoke and terrible blasts o f sorcerous L o rd M azdam undi announced that he had deciphered the
power rent the skies asunder. In the m idst of the sprawling meaning of the plaques found on the Turde Isles, saying
carnage, Vashnaar dealt death. Backed by the Chaos Gods, they were composed mere days before the G reat Catastrophe
none could stand before him. Although the Saurus fought and their message was incontrovertible. They stated that
with cold-blooded discipline, they were driven backwards the G reat P lan could not proceed until all the corrupting
until the Chaos host was at the gates o f the temple-city, and elements that were sure to be introduced by the looming
the siege of H exoatl began. W hile Chaos Sorcerers and Slann disaster were eliminated. Foremost amongst these would
lit the air with mystic duels, Vashnaar the Tormentor ordered be the followers of Chaos. All such creatures, the plaques
up batteries o f war machines the like o f which had never been claimed, must be expunged and, as L o rd M azdam undi
seen in Lustria. All gears, cogs and vast rune-etched barrels, pointed out, anything less w ould be a failure o f their duties
they were siege engines twisted to contain the tortured to the O ld Ones. T he true power o f Chaos was stirring in
souls o f Daemons. T heir fire was fury made manifest, the world once more, and the Lizardm en must rise to meet
and they rained blazing hellshot to smash apart the stone it. T hose younger races that would not join them against
blocks o f H exoatl’s walls, creating gaping holes. Into those the comm on foe m ust be considered enemies. A time o f vast
breaches, Vashnaar ordered his heavily arm oured warriors, battles, L ord M azdam undi pronounced, was at hand.
the elite killers o f his army. In their vanguard raced m utated
behemoths, muscle-bound monsters made of teeth and rage.

Tim e and again, the defenders of H exoad repulsed the Chaos
attacks at the walls. From the jungles came aerial assaults led
by T iktaq’to, and the w ings o f his airborne assaults blotted

LUSTRIA

For long ages of the world, the mysterious continent of
L ustria has rem ained hidden to outsiders. T h is is not by
accident or by some geographical oddity, but rather by
strongly maintained magical wards, enchantments which
disorient intruders. Those that manage to pass through the
unseen barriers find other dangers —L u stria’s coasts are
home to treacherous tides, unnatural eddies and typhoons
o f great power. In its clear blue waters lurk scaled reptilian
beasts whose jaws can splinter a ship’s hull.

W hile the waters surrounding Lustria are perilous, the whole
o f the enorm ous continent is one o f the m ost hostile regions
in the entire world. T he majority o f its landmass is covered
in jungle, a darksome abode where death comes in myriad
guises. M ighty, prehistoric carnivores rule the forests —some
actively stalking their prey, while others lurk in am bush,
awaiting whatever wanders close. N o less deadly are the
ju n g le’s smaller killers; everywhere, debilitating parasites
lurk, awaiting their opportunity to latch onto a new host,
and the hum id air buzzes with swarms of blood-sucking
insects so voracious they can exsanguinate a m an before his
body can collapse to the forest floor. O nly the L izardm en
and other cold-blooded creatures can endure the stifling heat
and humidity for long; other races eventually sicken and
die. To its native L izardm en, however, L ustria is a haven —a
deathtrap to invaders and a bulwark against the disorder set
loose in the world with the coming o f Chaos.

Lustria contains mighty rivers, vast tracts o f unbroken
swampland, arid deserts, soaring mountains and a vast and
fertile plain - deep grasslands and savannahs that stretch
beyond the horizon. Yet one feature dom inates all others.

THE PRIMORDIAL JUNGLES to the many creatures that make the jungle their hunting
ground. Every hanging vine might be home to fist-sized
A t least four-fifths o f L u stria is covered in ju n g le so thick stinging insects, and prides o f scale-maned reptilions wait in
that its m any levels o f canopy block out the sky. E ven the concealment ready to pounce upon passers-by. G reat hunting
high peaks and plateaus are blanketed, and it is said that cats, cannibalistic monkey-kin, and the buzzing swarms of
arboreal creatures can cross the entire continent without enorm ous insect life makes the jungle a constant battle zone,
once stepping upon the ground. In places, the trees soar w here survival is an hourly struggle, l e t m ost dangerous
many hundreds o f feet in the air and are older than the race o f all that hunts beneath the canopies are the giant reptiles.
o f M an . T h e jungle floor is choked by dense undergrow th These beasts have long been extinct from the rest o f the
and there are few true paths beyond anim al trails. Visibility is world, but in Lustria, they rule supreme.
lim ited and the air is thick, often w reathed in drifting mists.
Swift-moving colonies o f bipedal razorbeaks scurry through
To an outsider, the claustrophobic jungles o f Lustria are the underbrush, while packs o f Cold O nes hunt the game
m uch the same, but to its native creatures, nothing could be paths, seeking fresh meat. From the canopies above swoop
further from the truth. T h e dense ferntree valleys, the titanic down Terradons and all m anner o f lesser w inged reptiles.
skywoods and the moss-covered flood zones each offer their T he jungle floor trembles with the tread o f the mighty
own deadly perils. To creatures that have lived their lives Stegadons, their passage uprooting trees and making short­
braving such dangers, it becomes instinctive to identify the lived roads through the jungle. Enorm ous sauropods stretch
hundreds o f different environments, anticipating the types of their necks to pluck creatures out of even the uppermost
plants and creatures that m ight lie in am bush. In the jungle, branches, while plodding T hunder L izards actually penetrate
you are always being stalked - knowing by what can mean above the canopy, seeking to swallow entire cloud banks,
the difference between life and death. To intruders, it is an altering weather patterns for miles around in order to charge
alien landscape, a singular green hell, where anything (or the fearsome attacks they use to kill their prey. In the deepest
everything) is trying to make a meal o f them. jungle, rarely seen even by the Lizardm en, lurk strange,
feather-winged serpents, m ulti-legged behemoths and the
A great am ount o f the plant life o f L ustria is carnivorous mysterious A rcanadon. Yet all o f these creatures know fear
- grasping creeper vines, blood-hungry spore clouds and w hen they hear the roar o f the C arnosaur —for none are safe
im paling spikethorns all seek the unwary. Yet even the from the relentless ferocity o f that king o f savage killers.
om nipresent dangers o f lethal flora pale in comparison

THE TEMPLE-CITIES Four m ajor temple-cities currently stand intact, although
this has not always been the case. In the ages since the G reat
U p o n entering the dark beneath the canopies o f L ustria, it is Catastrophe, the fortunes o f the temple-cites have risen
impossible to see more than a few dozen yards ahead, much and fallen according to the unknowable will o f the O ld
less view more distant features. O nly the most tow ering o f O nes. Some cities have been inexplicably abandoned, their
creatures, or those gifted with flight, will ever witness the populations marching in long columns to rebuild an ancient
hidden continent’s m ost glorious spectacles. R ising proud ruin many miles distant. Sometimes a Slann M age-Priest
above the canopy and gleaming in the bright sunlight stand will set out to refound some other location —tem porarily
the great temple-cities o f the Lizardm en. re-establishing a dwelling am idst the overgrown ruins so
that he can meditate in peace upon deep matters that require
Amongst the eldest structures in the world, the temple-cities thoughts from that particular alignment.
were raised during the age o f the O ld Ones. For their size
and simple grandeur, they have never been equalled by the Itza - the First City
constructions o f any younger race. M onolithic structures
and vast pyramids still stand, breathtaking in their scope, Itza was the very first of the temple-cities to be founded, and
unrivalled in their enormity. In their time, each one teemed it is hom e to the m ost powerful and ancient practitioners
with thriving activity; the Slann M age-Priests and their of magic to be found anywhere in the world. Foremost
viziers were kept busy supervising the nurturing o f the am ongst them is the venerable Relic Priest, L o rd Kroak,
various races created by the O ld Ones, the Skinks ensured whose indomitable spirit has guarded Itza against the return
daily operations ran smoothly and, from under the decorative o f Chaos since the Great Catastrophe. Although it has
arches, the Saurus legions marched on their wars of been hard-pressed on several occasions, never once has Itza
extinction. Dozens o f saurians from the jungle were captured yielded to an attacker.
and trained for domestic uses —Stegadons hauled forwards
building materials for the Kroxigor, Pliodons acted as living The pyramid-temples clustered in the heart o f Itza are taller
ferries across the wide canals, and Voxosaurs emitted their than m ountains and are great conduits o f power. At times,
piercing screams to sound alarms. T he O ld O nes themselves the concentration o f so many ancient Slann causes the very
would come and go, their star-sailing ships landing in the air to seethe with arcing magical energy, while at others, a
wide plazas. palpable feeling o f serene contemplation overcomes all who
visit. Itza is a sprawling city with dozens o f distinct districts,
Each o f the temple-cities was constructed to be different each overcrowded and busding with Skinks who move at
in its own way, although all have been carefully positioned a frenetic pace. T h e skies above are filled with Terradons,
to relate to a specific celestial body or astral phenomena. each carrying messages or perhaps a dignitary from some far
In this manner, the structures sit atop and serve as pivotal distant temple-city.
nexus points in the geomantic web, the source o f much of
the Slann’s pow er and o f energy vital to the m aintenance H ere are housed the greatest armies o f the Lizardm en
o f the G reat W arding. Since the coming o f Chaos, and the and also their greatest treasures. Buried in the labyrinth
deviations from the Great Plan, some o f the alignments have beneath the city’s wide streets are vaults that hold many o f
drifted apart. M u ch that once was has been lost, as many the O ld O nes’ creations. There are devices o f such potential
temple-cities were destroyed. W here possible, their ruins devastation that not even the Slann M age-Priests dare dwell
are still guarded, for they are still circuits that make up the upon their nature for long.
greater whole. Yet over the ages, some sites have been left
permanently neglected, their power and population lost to the Hexoatl —City of the Sun
Lizardm en forever.
H exoatl is the northernm ost o f tem ple-cities, located on
At the heart o f every city are the pyramid-temples. Large the Isthm us o f Pahuax. It is L u stria’s first line o f defence
and majestic, these stepped ziggurats loom over everything. against invaders from the north. Two hundred miles to
At each of their summits, far above the world, sit the most the north o f the city can be found the G rey G uardians, a
ancient o f the city’s Slann M age-Priests. E ach apex is known sentient m ountain range created by the city’s ruler —L o rd
as a Star Cham ber and within this sacred space a Slann can M azdam undi - with a single mighty thought. H e raised
align his thoughts and engage in conversations with others them to block the path o f an oncoming D ark E lf army that
o f his kind, though they be far distant over the horizon. threatened to overwhelm the City o f the Sun and the tactic
From his seat o f power, a Slann can turn his attentions to proved so effective that the powerful M age-Priest has made
the constellations above, seeking signs o f the return o f the the enchantment permanent.
O ld Ones. T he taller the pyramid, the more powerful the
M age-Priest; the surrounding smaller structures are for
lesser priests. T h is is done so that the elder generation can
keep their mental pathways clear - undisturbed by the naive
questions and less weighty thoughts o f younger Slann or,
worse still, the im pertinent and im patient Skink Priests.

D eep within each pyramid are many vaults, crypts and
chambers, each accessible only through secret and well-
guarded passages. These vaults may contain the mummified
remains o f venerated Slann, mirror-like pools for observing
distant locations, ancient devices left behind by the O ld Ones
or other relics, such as a tem ple-city’s sacred plaques.

Throughout its history, the Isthm us o f Pahuax has been a Xlanhuapec - City of Mists
frequent landfall for warmbloods who survive the journey
across the great ocean. All o f the intruders’ settlements have T he second o f the temple-cities to be founded, Xlanhuapec
been abolished, save only for Skeggi, whose occupants have, is a mysterious place that holds many secrets left behind
on the whole, proven wise enough to avoid conflict with by the O ld O nes. For its own protection, the entire city
M azdam undi’s armies. H ex o ad is understandably the m ost is perpetually w reathed in banks o f coiling m ist and it is
martial o f temple-cities. It is encircled not ju st by jungle but possible to pass within a few yards o f its boundary stones
also high walls, upon which stand many towers. Serried ranks w ithout noting the city’s sprawling presence, so thick are
o f Saurus and Temple G uard march down its wide avenues, those swirling vapours. Xlanhuapec houses a num ber of
and Skink patrols, reinforced by whole herds o f Stegadons, ancient artefacts, including the Placid Pool - reflective waters
sweep the surrounding land for hundreds o f miles around to that allow w orld-spanning visions; the Device o f the Great
ensure any threat is stopped before it can reach H exoad. Beyond - a communications relic through which others from
far distant stars occasionally speak, and an E ternity Ship —a
Tlaxtlan —City of the Moon great egg-shaped vessel w ithin which time does not flow.
These hoarded treasures and more are jealously guarded
Tlaxdan was built and named when but a single moon and it is a death sentence for any outsider to so m uch as
orbited the w orld, not the two th at can be seen today. T h e glimpse the city beneath its protective shroud o f mists, for
tem ple-city is the destination for those Slann M age-Priests X lanhuapec is gro u n d sacred to the L izardm en.
who specialise as astromancers and prognosticators; their
observations of the moon and stars made for stunningly Xlanhuapec stands upon an auspicious alignment o f the
accurate predictions o f future events. W ith the G reat geomantic web and, at all times, one o f the city’s M age-
Catastrophe, however, the second moon o f pure Chaos came Priests m ust maintain the cloying cover o f mists, a spell
into being. It is not subject to the universal laws held in that has rem ained u n interrupted for long ages. T h e Slann’s
such high regard by the Slann, for it orbits according to no very words turn to creeping vapour, which spreads forth
fathomable pattern —a source o f unending consternation to to encompass the entire city - a sprawling metropolis
the Slann and Skink Priests who still look to the stars to read th at extends dozens o f miles in all directions from the
the future. T he Slann M age-Priests o f Tlaxdan, and their m ountainous heights o f its centrem ost pyram id. It is said that
Skink Priest attendants, have long pondered the impossible the mist possesses terrible strength, and in times o f need can
conundrum that is the Chaos M oon. T hey have dedicated take the shape o f creatures - elemental magic formed from
m uch energy towards pushing it out o f the w orld’s orbit, w ater and air. Few invaders have ever been able to penetrate
directing meteorites to strike it and hundreds o f other ploys, the city and live to tell the tale, although those survivors have
yet still the fell moon plagues them. spread many rum ours o f the city’s matchless treasures.

A LEGACY IN RUINS PLACES OF POWER

T he majority o f the temple-cities o f Lustria are now in T he temple-cities are far from the only structures rearing
ruins, choked and overgrown by the jungle, although not above the jungle canopies or languishing in the misty
necessarily deserted. There are many different reasons why darkness beneath. Thousands o f sacred sites can be found
these wonders have been reduced to such decrepit states. across L ustria, their locales not scattered random ly b u t built
M ost were ravaged during the Great Catastrophe, overrun in accordance with the geomantic web, or placed to tap into
by daemonic hordes. O ver the ages, other L izardm en cities some other vital power source or alignment. T he Stellar
have fallen to disasters, plagues, the invasions o f warmbloods, Pyram ids o f the Southern Skies are the destination o f many
shifting tectonics instigated by the Slann themselves, and Slann M age-Priests, for to m editate in their shadow is to gain
other reasons unknown. divination surpassed only by the O ld O nes themselves. In the
last millennia, there have been many battles fought here, for
Those temple-cities that were destroyed during the Great the D ark Elves have learned o f the site’s awesome powers.
Catastrophe are often haunted by their past, such as what W hile D ark E lf sorceresses have defiled pyramids’ summits
rem ains o f Tlax, w hich is now know n as the City o f Ghosts. by reading the entrails o f their sacrificial prisoners, few have
So momentous were the calamities suffered there that liked w hat they have foreseen —m ost often a swift death at
unspeakable things were etched into the air itself. To this day, the hand of vengeful Lizardmen.
when the alignments of the stars are right, the past replays
itself and spectral forms battle once more for possession of M any mystical places are situated near bodies o f water, such
the city. M an y other temple-cities have similar tales, such as as the Wellsprings o f Eternity and the Fire Bogs, where rings
Xahutec, which was destroyed when the Daemons entered o f carved stelae rise out o f the murky swamps; each contains
within its protective barrier through a rift; a portal that rem nants o f the powerful spells that L o rd M azdam undi
allowed troops from the nether-realm to bypass the Slann’s once unleashed there. N orth o f Itza, the Em erald Pools are
protective wards. Like a w ound that will never fully heal, that reserved for the Slann M age-Priests, and the glowing waters
self-same hole in reality has re-opened several times, causing are said to have a restorative ability. A t the G reat Confluence,
major incursions that have destroyed each of the attempts m any rivers flow together and between them form the
to resetde the ruins. Now called the City o f Echoes, the largest series o f waterfalls in the world - and the ornate
L izardm en have since vacated X ahutec’s cursed ruins, bu t floating temples that rise on those mists are places o f mighty
post a strong guard around its perimeter to raise the alarm contemplation indeed.
when the D aem ons return in force yet again.
Some o f the most impressive Lizardm en structures are
Chupayotl, now called the Sunken City, toppled into the sea, utterly baffling to the few outsiders who have survived their
while C haqua, the City o f G old, fell to the plagues o f the trip into the jungles long enough to discover them. M ost
Skaven —the contam ination w ithin its walls rem ains so potent often, these were designed by the Slann in attempts to signal
that its overgrown ruins still cannot be repopulated, even the long-lost O ld Ones, or perhaps to scan the skies and
after so m any years. Axlotl, the Star City, fell first durin g glean some clue as to their whereabouts. T h e Z iggurat o f
the G reat Catastrophe and again in the Skaven rising. Since D aw n, its fiery beacon eternally lit and pulsing regularly, is
those days it has been partially reconsecrated, although it visible even beyond the horizon. L egend tells that any who
stands em pty - or it appears so, as it is nearly impossible to touch the fire and live are gifted with the power o f the sun
pick out the Chameleon Skinks that keep silent vigil in the itself, which has drawn ambitious treasure-seekers from many
treeline outside the tum bledow n city. Q uetza, the birthplace realms. T he Sentinels o f Xeti, a row o f monoliths covered
o f the Skaven Clan Pestilens, has remained defiled and unfit in graven patterns and shim m ering inlays, are said to listen
for L izardm en to return; however, its labyrinthine under­ for messages from the O ld Ones, although they have yet
tunnels are now haven to serpents beyond count, and Sotek’s to receive any signal. In central Lustria are a series o f vast
Children have not allowed any o f the ratm en to return. symbols carved into the ground and mystically kept free of
encroachment by the sprawling jungle. From the ground it
N o t all o f the ruins stand empty, however, for some, such is impossible to discern their shape o r pattern, for they are
as the tem ple-city o f H u atl, are in the process o f being complex patterns intended to be seen from above by the
refounded. H undreds o f Kroxigor work to replace stone enigmatic O ld O nes, in the hope that they will guide their
blocks in alignment, and the jungle has been beaten back. ships to a safe return and reunite them with their long-
Already the G reat Temple has been rebuilt and its Star orphaned children.
Cham ber houses a M age-Priest for the first time in an age.
Oyxl, the E ternal City, was ruined by D aem ons, b u t its G reat
Pyram id is still attended by Skink Priests and it is said that
the Skinks o f that city have almost mastered the carnivorous,
flightless birds that roam the surrounding plains. Pahuax,
the City of Ash, has been abandoned and refounded no fewer
than six times; through it all, the pyram ids have stood tall, a
weathered but defiant testam ent to the powers o f the ancients.



CHRONICLES OF THE LIZARDMEN

The Lizardmen track time by the alignments of celestial bodies and their sacred plaques form a calendar
stretching back to the creation and forward to the end of time. As this slew of celestial data is mind-
bogglingly complex, all dates that follow use the Imperial Calendar, as used by the Men of the Empire.

TH E DAWN OF -c.4500 T h e E nd is Nigh T H E A G E OF STRIFE 535 N ew Spawning
C REA TIO N
Only a handful o ftemple-cities remain, =1399 111 O m en Thefirst ofthe twin-tailed beings
The prehistory o fthe world is shrouded and the Daemon onslaught threatens to known as Skink Oracles emergefrom
in the mists o fhalf-truth and legend. overwhelm them. Pahuax is breached Undetected\ the Skaven Clan Pestilens the spawningpools o fItza. They
Great change is brought to the primeval and its inhabitants slain. occupies the ruined city o f Quetza. An alone o fall the Lizardmen are able to
planet by the beings known as the Old ill omen is recorded in the alignment o f approach and ride upon the dreaded
Ones. They descendfrom the skies and -c.4450 Death of Lord Kroak the stars, although its true meaning is and ill-tempered Troglodons.
begin to re-order the world. not revealed to the Slannfo r centuries.
The Siege o fItza, which had lasted 876 The Vampire Coast
To execute their designs, the Old overfour centuries, is broken by the -951 T ke G reen M ist
Ones made the First Spawning o fthe eldritch might o fLord Kroak. Although Theflotsam o fmany shipwrecks washes
Slann and, under their direction, the slain in battle, Lord Kroak's w ill is so Under cover o fa poisonous mist, the up on Lustria, including a Vampire
Lizardmen are created: the Saurus as strong his spiritfights on —invoking a Skaven make their boldest attack yet, named Luthor Harkon. H e creates
living weapons, the Skinks to carry out last spell that banishes Daemons and emerging to take the ruins o f Conqueso. the Undead realm that is eventually
complicated orders and the Kroxigor secures Itza from its doom. named the Vampire Coast, where the
to aid in building. Whatfollows is a «ml > bodies o fdrowned sailors killed in the
long age where the Lizardmen rule -c.4420 The G reat Ritual 4 treacherous waters o ffthe coast rise
supreme, creating vast temple-cities and from the cold depths to haunt the lands.
landmarks o funsurpassed wonder. The High Elves complete their Great
Ritual and the daemonic legions vanish 888 Raiders from tike N o rtk
While the Saurus wipe out those races from the world.
deemed undesirable, experiments by Norse adventurer Losteriksson lands in
the O ld Ones create new races. O fthis TH E AGE OF Lustria andfounds the colony o fSkeggi.
time o fform er glory little is recalled; ISO LA TIO N Other raidersfrom the north also begin
stone-chiselled writings have worn to arrive at Lustria.
away, and temples have crumbled into - тічіХ у ісЛ теп JC /xplorers
ruin. D own the ages, countless Skink Thefirst High Elves setfoot on This marks the beginning o fthe 901 H uatl Resettled
scribes have tried to replicate those Lustria and are brought to Pahuax. century-long campaignfought against
earliest records, but their copies degrade thejungle Ores o fthe Scorpion Coast. The X aki Star is swallowed by the
with each new translation. The Slann -3894 Chupayotl Destroyed Kroq-Gar ends thefighting by slaying Chaos Moon, prompting a delegation
haveforgotten muchfrom that age, the Warbosses o fall six enemy tribes. o fMage-Priestsfrom Xlanhuapec to
their memories growing dim. To the The temple-city o f Chupayotl slips into lead a column o fworkers to begin
younger races, the Old Ones are wholly the sea —a disastrous event that was re-founding the ruined city o fHuatl.
unknown; only the Elves maintain notprophesied on any plaques. A ll o fits
some ancient myths o ftheir creatorgods. Mage-Priests are slain. The unknown -215 Darik E lf R aid ers 912 Demise of Lord Z h u l
enters the minds o fthe Mage-Priests.
THE GREAT Thefirst D ark E l f raiders penetrate The death o fLord Zhulfollows
CATASTROPHE -3 1 2 7 T h e Thought Fog the Lustrian jungle to steal artefacts. a daemonic incursion at Tlencan.
Xahutec is abandonedfor thefinal time
-c.5600 Polar G ates C ollapse Skink scribes record that Lord Xltep 1 TLe Prophecy of Sotek shortly after, its population scattered to
isplagued by memory loss; afog has the remaining temple-cities. The Mage-
The O ld Ones disappear and the descended upon his once-clear thoughts. The temple-city o f Chaqua is Priestsfinally recognise that Chaos has
Lizardmen are left to defend against abandoned due to Skaven plagues. The returned to Lustria.
the largest Daemon invasion ever Lord H ua-H ua o fXlanhuapec claims Skink Priest Tehenhauin preaches the
known. Xahutec is thefirst temple-city victory in a 500 year old debate about Prophecy o fSotek as a twin-tailed 930 Dead Tide
tofall. Within three hundredyears, all what to do about the younger races. No comet appears in the sky.
Slann o fthe First Spawning are slain, other Slann speaks to Lord H ua-H ua A shambling horde o f Zombies emerges
save only L ord Kroak o fItza. fo r the next thousandyears in protest. 100 Sotek Triumphant from thejungle but is halted by Lord
Xltep, fulfilling the Prophecy o f
-C.5000 L ustria Besieged =1500 Realignment With a climacticfinal campaign, the Huanca-Xlanpac.
Skaven arefinally drivenfrom Lustria
Exceptfo r enclaves in the Southlands, Lord Quex enacts his realignment by Tehenhauin's armies. The Cult o f 954 R etu rn of Chaos
the Lizardmen are pushed back to o fthe continents. In the course o fthe Sotek gains prominence amongst Skinks.
Lustria, which is transformed into a continentalfine-tuning much o fthe Allac Fellclaw leads afull-scale Chaos
deathtrap to thwart the invaders. world suffers disastrous earthquakes — 315 Victory in Naggaroth invasion o fLustria. H is horde is
most notably affecting Skavenblight and defeated and driven into the sea. The
the D w a r frealm that stretches across In order to reclaim the stolen Star fe w survivors that escapeflee back to
the Worlds Edge Mountains. Stela o f Quetli, Lord Tepec-Inzi opens the northlands with much stolen gold,
a portal to Naggaroth. There, an army however, all the sacredplaques they
led by Gor-Rok defeats the D ark Elves had stolen were recovered.
and reclaims the Star Stela.

1004 Invasion Tkwarted THE AGE 2418 Tke False Moon War 2519 Battle Eternal
O F A W A K EN IN G
A t the equinox ofTlac-Ipec, Lord A major blow is struck in the Slann s With the rising o feach Chaos Moon,
M azdamundi consults theplaques of Also known as the Age o fRecompense. ongoing w ar with the Chaos Moon. Daemon legions march out o fXahutec
Huatl. H e raises the mountain range The Slann Mage-Priest Tecciztec o f once more. Only the eternal vigilance
known as the Grey Guardians to block 2303 A iJ Unlooked For Tlaxtlan enacts a ritual aimed at o fthe Saurus warriors maintains a
the path o fa mighty Dark E l f invasion pushing thefalse moon out o forbit. blockade around the cursed ruin, but
that was advancing to invade Lustria. Taking a celestial readingfrom the Althoughfailing to muster enough the bitterfighting costs many lives.
stars, the Slann bolster the power o fthe power to complete the task, the Chaos
1237 Horrors at Xakutec Great Warding lessening the influence Moon is sufficiently shaken that chunks 2520 Lost Plaques
o f Chaos and thus aiding the Empire's o fit split o ffandfall across the world
The ruins o fthe temple-city o fXahutec famous hero, Magnus the Pious, in his with devastating effect to those beneath. While seekingfo r the disturbancefound
are again overrun by Daemons. Great War Against Chaos. in the geomantic web, Ten-Zlati, the
Unleashing Kroq-Gar to contain the Oracle o f Kroak, recovers the Lost
threat, many Slann work to close the 2321 T k e Black Sian Battles 2465 B attle of Blackswamp Plaquesfrom the Golden Ziggurat on
magical breach once more. the Turtle Isles.
Portents o fill-omen abound on a day This marks the end o fa ten year
1492 Explorer that the sun that rises over Lustria campaignfought in the swampy 2521 B lin «
is colouredjet-black. The geomantic woodland offthe Tarantula Coast.
Explorer Marco Colombo voyages to webflickers, the Great Wardingpulses M any Savage Ore and Forest Goblin Chaosforces attack key sites o fthe
Lustria and records his travels. weakly and theforces o f Chaos attack. armies are destroyed. For his role in Great Warding around the world,
Daemon legions manifest across the recovering lost ruins, the Skink Priest culminating in assaults on Lustria. On
1721 Xlankuapec Slaugkter whole o fLustria and thousands o f Tetto’eko is gifted a throne such as the the Isthmus o fPahuax, a Beastmen
battles take placefo r a blood-filled week Slann sit upon. army destroys the Monument o fthe
D ark Elves launch an attack upon until the true sun rises once again. Moon and the Monument o fthe Sun is
the temple-city o fXlanhuapec. The 2471 Ckokaklox Defiled desecrated. So many key nodes are lost
intruders bypass the city's defences and that Chaospowersfiood the world and
penetrate to the outer quarters. Using Luthor Harkon and the D ark Elves theforesight o fthe Slannfails.
the living mists that surround the unite to raid the coastal ruins o f
city, the Lizardmen mount a series o f Chokablox. During the battle, Harkon 2521 Invasion
devastating counter-attacks to slaughter is captured and imprisoned.
the intruders. None escape the mists. Vashnaar the Tormentor leads an
2349 T k e C itadel of Dusk 2489 Tke Skaven R eturn invasion into Lustria. H e unites D ark
1809 Paliuax Rebuilt Elves, Beastmen and monsters beyond
A bridge o fmagical energy is summoned The Astromancer Tetto’eko stems a count. Attacks by Tiktaq’to stall the
The Great Pyramid o fPahuax is and a Lizardmen armyfrom Itza major Skaven invasion and redirects a Chaos invaders long enoughfo r Slann
rebuilt. During excavation, workers crosses to the island on which stands comet to crash down upon the Skaven Mage-Priests to wake and defend
discover an eggfrom a Quango, a the Citadel o fDusk. The High Elves stronghold o fQuetza, the Defiled City. Hexoatl. By year's end, the temple-city
creature not seen since the time o fthe there are hard-pressed by a D ark E l f is besieged and likely tofall.
O ld Ones. The egg is given to Lord attack and only the timely intervention 2502 Slagmire Destroyed
Mazdamundi who declares that its o fthe Lizardmenforce ensures that the 2522 Triumpk
hatching may be o fgreat import. assault is repulsed. Without speaking a I t isforeseen that a device being built
word to the survivors, the Lizardmen by the Skaven in their lair o f Slagmire Lord Mazdamundi and Kroq-Gar
1883 T k e Volcano Gods march back across their magical bridge. must not be completed. Tehenhauin is arrive at the head o fseparate armies in
chosen to lead the assault and the Slann time to relieve the Siege o f Hexoatl. An
Skinks believe the great Krakatoa is use magic to transport the Prophet o f epic battle isfought there and the Chaos
awakening once more, but the eruptions Sotek and his army into the Skaven host is, at last, broken.
prove to be an influx o f Chaos. den. A three year battle leads to the
Daemons again stalk Lustria. Gor-Rok eventual defeat o fthe Skaven and the 2522 Portents
defeats a plague army at Itza, a massed destruction o ftheir rocket invention.
charge o f Stegadons prevents a breakout The Slann Mage-Priests meet in mind-
from the ruins o fXahutec, and the 2355 T k e B attle of Ckolulec 2512 Terrors From tke Deep council and agree that all signs point
assembled Mage-Priests ofTlaxtlan to yet larger invasions to come. A ll o f
overcome a host o f Greater Daemons to The disgraced D w a r fengineer Sven A D ark E l f army emergesfrom the Lustria preparesfo r war.
save their temple-city. Hasselfriesian sets outfrom Barak Van­ Black Way to raid coastal ruins. Kroq-
in his steam-powered ship, reaching Gar and his army drive the tentacled
1944 Fke End of Cadavo the Tarantula Coast after many battles beasts back into the sea and the Black
with the monsters o fthe deep. The Ark U m b ra l T id e is grounded by magic
Lord M azdamundi o fHexoatl invokes D warfs clash repeatedly with the and destroyed.
the mighty earthquake that wipes the Lizardmen at the ruins o f Cholulec.
settlement o f Cadavo —and all o fits 2517 Oxyotl Returns
inhabitants —from the map. 2 3 7 6 G row tk ofA g es
The long-lost Chameleon Skink known
1977 Sentinels of X eti A t this point, the spell that turned as Oxyotl mysteriously returns to
Lustria into a living deathtrap becomes Lustria, having been missing since
A Skink Priest at the Sentinels o fXeti yet more powerful, and the land'sflora the Fall o f Pahuax during the Great
believes he hears the distant voice o fthe andfauna enter a new period o fprolific Catastrophe. This coincides with the
Old Ones. The Slann Mage-Priests and acceleratedgrowth. Thejungles spontaneous and unheralded spawning
contemplate the matterfo r several become more dangerous andfilled with o f Chameleon Skinks in that long-
years, before renouncing such claims. more cold-blooded creatures than ever. ruined city, and many others as well.



THE

FORCES OF

LUSTRIA

The Lizardmen are an ancient race and had
proven themselves victorious on battlefields
long before the fledgling races such as Elves,
Dwarfs or Men could stand upright on their
feet. Theirs is the power that scoured races
untoldfrom existence and reshaped the very

surface o f the world. By their will and the
might o f their armies have the Dark Gods
been thwarted. Yet defence is not enough -
once again the Lizardmen have reawakened
to their greatpurpose, crusading outwards

once more to restore order.

This section o f the book describes the
fearsome Lizardmen in all their varied
guises. Here you willfind details fo r all
the different troops, heroes, and monsters
used in a Lizardmen army. It provides
the descriptions, imagery, characteristics
profiles and special rules necessary to use
all the elements o f the army, from the Core
units to special characters, andfrom the lost
Treasures o f the O ld Ones to the Lore o f

High Magic.

ARMY SPECIAL RULES

This section o f the book describes all the different units used Only the slightest o f ripples spread outwards as a smooth-
in a Lizardm en army, along with the rules necessary to use skinned reptilian head broke the surface o f the swamp. N o
them in your games o f Warhammer. W here a model has a mocement escaped the slitted yellow eyes o f the patrol leader.
special rule that is explained in the Warhammer rulebook,
only the name o f that rule is given. I f a model has a special These days, the floating ruins o f the Toradotek pyramids were
rule that is unique to it, that rule is detailed alongside its little more than tumbled stone hovering low ooer thejungle,
description. However, there are a num ber o f commonly
recurring ‘arm y special rules’ o r new weapon types that apply I tethered by innumerable creeper vines. Yet the site was reserved
to several Lizardm en units, and those are detailed here. for Mage-Priests - an unquestionable decree for which the
Lizardmen sentinels dedicated their lives. With calmprecision,
C O L D -B L O O D E D Tenehuac allowed the lead elements o f the enemy force to pass
his position, even though they were headed directly towards that
W henever a model with this special rule takes a Leadership sacredplace. His tongue darted out to taste the air, catching the
test, it rolls an additional dice and discards the highest result. scent o f more warmbloods on the way. He emitted a single shrill
call before sinking back beneath the film-covered surface.
PREDATORY FIGHTER
Deeper in the jungle the air hung thickly, the dense canopy
W henever a model with this special rule rolls a 6 To H it creating a gloom through which few sunbeams couldpierce.
in close combat, it immediately makes another Attack; roll The usual cacophony o f droning insectsfaded, a lack o f sound
To H it and To W ound as normal. Attacks generated by ominous to any creature that could read such signs. Yet the
the Predatory Fighter special rule do not generate further invaders were heedless - human barbarians from the north,
Attacks. In addition, a unit that contains one or more models followers o f the Dark Gods. They pushedforward, on the trail o f
with this special rule can only test to restrain pursuit if there
is at least one Skink character m odel (Skink C h ief or Skink some unseen eldritch power.
Priest, including Tehenhauin, Tetto’eko and T ik taq ’to) within
6" o f the unit. Then, with a shocking suddenness, the jungle came alive. The
rhythmic beating o f drums began as three separate lines o f
AQUATIC Saurus emerged to form a wall o f scaled shields across the
invaders’path. Tenehuac could distinguish eachformation - the
M odels with this special rule have the M arshland Strider stipple-scaled warriors under Tok-Ax, the spear legion ofPok-
and River Strider special rules. In addition, models with this Hopak, and the unbeaten ancients o f Scar-Veteran Ul-Chak.
special rule can march, claim rank bonus and be steadfast Risingpartially out o f the murky waters, Tenehuac and his patrol
even when in M arshland or a River. Furthermore, if every shot darts from their blowguns, some whirring harmlessly over
model in a unit has the Aquatic special rule, and the majority
o f the unit is w ithin M arsh lan d or a River, enemies shooting theirfoes, others burying themselves into exposedflesh.
at that unit suffer an additional -1 To H it penalty.
Even as the warmbloods turned to face this new threat rising
from the swamp, largerforms burstfrom the murky waters.

Salamanders spat gouts o fflame - the flaring brightness
illuminating the dim surroundings. In the flash o f light, other
Skink bands could be seen slinking amidst the massive ferns,
stopping only to send enfilading clouds o fpoisoned darts into
і the barbarians. Above, the screeching ofTerradons announced

the arrival Lojineta and his aerialpatrol. Enormous rocks
plummeted downwards to crash into the ranks o f the invaders.

W EAPO NS OF LUSTRIA A s nerve-shattering as these attacks were, Tenehuac knew
they were as nothing to what was coming. He felt vibrations
B low p ip e beneath his feet and heard the distant sound o f uprooted trees
Skinks use these weapons tofire needle-sharp darts at theirfoes. long before the Camosaur boundedfrom the treeline to wreak
carnage amongst the enemy. From its back, their war leader, the
Range________ Strength__________ Special Rules Saurus Oldblood A i-H o tl, drove his spear through the bodies

12" 3 M ultiple Shots (2), I o f the foe. Following this king o fpredators was a living wall o f
armoured monsters whose treadflattened a path as easily as it
Poisoned Attacks shattered shieldwalls. I f the Dark Gods heard the desperatepleas
o f their mortal minions, they did not acknowledge them.

Lustrian Javelin In a few short, savage minutes, it was o ver-th e sounds o f battle
Skinks coat theirjavelins w ith deadlyjungle poisons. replaced by the crunching o f bones. Tenehuac led his Skink patrol

Range________Strength___________Special Rules onto the trail o f the few survivors who escaped the slaughter.
None could be allowed to escape, fo r such was the merciless law
12" As U se r Poisoned Attacks,
o f the Lizardmen.

Q uick to Fire

SLANN MAGE-PRIESTS

T he favoured servants o f the O ld Ones, the Slann have : S lan n M a g e-P riest
considerable intellect and magical abilities, and rule the
Lizardm en as venerated M age-Priests. Although not TROOP TYPE: Infantry (Character).
physically menacing - their bodies are toad-like with large
heads and bulbous eyes - with a flick o f their multi-jointed MAGIC: A Slann M age-P riest is a L evel 4 W izard who uses
fingers, Slann can topple cities, engulf foes in flames or open spells from the L ore of H ig h M agic (see page 60) or one of
vast rents in the ground below. E nem y w izards find even the the eight Lores o f Battle M agic in the Warhammer rulebook.
mightiest incantation they try to employ unravelling before
them as a Slann contemptuously waves its hand.

T here were five spawnings o f Slann created by the O ld SPECIAL RULES: Cold-blooded.
O nes, each with a particular role to play in their G reat Plan.
N o new Slann have been spawned since the departure o f Mage-Priest Palanquin: M odels with this special rule can
their creators; all the Slann alive today are those self-same always re-roll failed D angerous Terrain tests. Additionally,
ones. W ithout any new M age-Priests, they are a dying race, while they have the troop type Infantry, they are never
faced with extinction. Well over half o f their kind died in the considered to be ‘models on foot’ for the purposes o f spells,
G reat C atastrophe, including all o f the First Spaw ning - the magic items and special rules.
wisest and most powerful o f the Slann, and the only ones
that had direct contact with the O ld Ones. In the ages since Shield o f the Old Ones: T his grants the character a 44-
then, m any other Slann have died violendy —irreplaceable w ard save.
losses that are greatly lamented. W ith each M age-Priest lost,
the Saurus and Skinks further insulate those that remain, Telepathic Confabulation: At the start o f each friendly
protecting them with their very lives. M agic phase, before dice are rolled to determine the strength
o f the W inds o f M agic, you may pick two friendly W izards
T he Slann see the world differendy from other beings. T heir with this special rule anywhere on the battlefield and they
orderly m inds are constantly at w ork —deciphering complex may exchange a single spell with each other. In subsequent
problems and w andering the cosmos. To the Slann, time turns, a different pairing o f W izards with this special rule
passes more quickly than it does for short-lived creatures, may be chosen.
and a Slann will regularly slip into extended periods o f restful
contemplation that might last decades, or even centuries, at
a time. They sit unm oving on their stone palanquins or in
their Star Chambers, and to an outsider a Slann might appear
asleep, or even dead. So deeply do they meditate that signs
o f life are hard to detect - their breaths are shallow and far
apart, their eyes unblinking and vacant, ^et the Slann are
attuned to m ore than mortals realise —for they can perceive
the magic and raw disorder that has hung in the very air since
the great influx o f Chaos.

Privileged Skinks attend to the Slann, patiently waiting for the
ancient beings to stir and recording their every prophecy or
proclamation. M ost often, however, Slann converse telepathically
between themselves; they can also see through the eyes o f some
Skinks, such as the Priests and Oracles, and enact their will
through them. Although they have lost m uch o f their former
power since the incursion o f the D ark Gods into the world, the
Slann are still the undisputed masters o f the magical arts.

j T T HhIR O N E S OF T H E A N C IE N T S

During the Great Catastrophe, the planet was contaminated.
Since then, Slann have avoided setting even a single toe upon the

earth, for this grounds their magicalpouter and disrupts their
thoughts. While ensconced in theirpyramid-temples, the Slann
areprotected, but when forced to leaoe, they sit upon floating

palanquins made o f stone and other, unknown substances.
A Slann controls his slab-throne’s movement with his mind,
hovering motionless or mooing at a respectable pace, and it

shimmers with apowerfulprotective force field.

SAURUS LEADERS

T he most powerful o f their kind, Saurus leaders are more T h e longer Saurus live, the tougher and more ferocious
than eight feet o f savage reptilian muscle. T he highest they become. T he hardened scales that cover their bodies
rank given is the title O ldblood, while those beneath them become thicker and some plates ossify completely. T heir
are known as Scar-Veterans. They are perfectly designed scales become paler, a m arking considered a blessing o f
killing machines, their martial prowess further enhanced by the O ld Ones. In addition to the further growth o f lethal
battle experience. To their foes, be they ancient nemesi or protrusions, the corded muscles o f these ancient Saurus
simply those who trespass upon the sovereign territory of become yet stronger, until they are able to crush rocks with
their masters, the Saurus leaders are nothing less than the their bare hands. Another obvious sign o f a Saurus’ age
vengeance of the O ld Ones made manifest. are the batde scars, burns and tooth marks that criss-cross
their bodies. Saurus leaders are often attended to by scores
Some Saurus leaders are marked for greatness at their o f Skinks. Directed by their priests, the Skinks will secure
spawning, bearing a different pattern or crest to the rest of bronze arm our plates upon an O ldblood or Scar-Veteran.
their brethren. Those few who emerge with pale or albino O ther venerations might include daubing warpaint, adorning
skin tones are always revered —for they are the favoured his scales with sacred oils, affixing sacred relics or festooning
o f the O ld O nes and destined to become mighty heroes of his body with the shrunken heads o f sacrificed foes, or other
the Lizardm en, 'iet a Saurus need not be different from his grisly tokens. Such actions not only brin g the favour o f the
comrades to gain veteran status; he need only survive. O ld O nes, but also m ark the status o f a leader.

It unknown for a Saurus W arrior to die o f old age, and Saurus are neither dim-witted, nor simple; their minds
unless they are slain by violence or plagued by an unnatural are narrowly focussed on batde, and batde alone. They
disease, they continue to serve. D espite this longevity, few instinctively know about military matters, and have no
Saurus live beyond a few hundred years. Given the constant concern for lesser issues. In L izardm en society, the Slann
dangers they face - the predatory flora and fauna o f Lustria M age-Priests choose the overall strategy and the Skinks
and the high attrition demanded by battles beyond count — direct its daily execution. In times o f conflict, however, all
only the most fierce and resilient o f their kind can endure. A defer to the Saurus, and they in turn rely on the eldest of
few exceptional Saurus have been alive for many thousands their long-lived k in d —for the O ldbloods and Scar-Veterans
o f years, overcoming threats and defeating enemies since the have honed their battle tactics over the ages.
world itself was young.

All Saurus W arriors are spawned with the knowledge of
how to fight, and the longer each lives, the more batdes he
survives. T he longer he survives, the more he understands
the needs not ju st o f a lone warrior, but also of an entire
army. W hile a Scar-Veteran cannot explain the m eaning o f a
refused flank, he will know how to launch such a manoeuvre.
A Saurus O ldblood could not express why he chose a defence
in depth to defeat a foe, yet he will inexorably recognise when
such situations are called for and react accordingly.

W ith only a low, g rum bling growl and a final bellow, an
O ldblood or Scar-Veteran can set an entire Lizardm en batde
line in order. O nce combat begins, the Saurus leaders eschew
all m atters o f finesse - hurling themselves into the fray with
merciless efficiency. E ach stroke, bite o r th ru st dispatches a
foe, often with the enemy literally torn limb from limb by the
ferocity o f the attack.

ивлшмг ™ ;sv ., T"u
Saurus Oldblood 4 60553358

Saurus Scar-Veteran 450552348

TROO P TYPE: Infantry (Character).

SPECIAL RULES: Cold-blooded, Predatory Fighter,
Scaly Skin (4 + ) (O ldblood only),
Scaly Skin (5 + ) (Scar-Veteran only).

SAURUS WARRIORS

W hen the L izardm en march to batde, it is the Saurus who
make up the hardened core o f the fighting forces. T his is no
surprise, for the Saurus were created solely for the purpose
of war and protection. T he O ld O nes cultivated this race
of reptilian warriors, although whether they created them
entirely, or raised them up from some prim ordial life form
o f the jungles, is not clear. W h at is assured, however, is their
role and function. In the prehistory o f the world, a time
before the coming of Elves or Dwarfs, it was the Saurus who
pacified the lands, fighting great battles and exterminating
entire species in accordance with the O ld O nes’ plans.

Saurus are brutish yet disciplined creatures. Even unarmed, Mfuwr M w s BS s T W I A Ld
they are extremely dangerous —their sharp claws can gouge 4 3 0 4 4 1 12 8
grooves into rock or tear out a foe’s throat with ease. T heir I S au ru s W arrior 4 3 04 4 1 13 8
m uscular tails can sm ash a man’s ribcage and their m ouths I Spawn Leader
are full o f enormous dagger-shaped teeth. T he power o f their
crocodilian jaws is such that a vicious Saurus bite can sever TRO O P TYPE: Infantry.
a limb or crush steel. I f not killed outright, those bitten by
a Saurus bear infected wounds, often succum bing to a foul SPECIAL RULES: Cold-blooded, Predatory Fighter,
fever and dying within a m atter o f days. Scaly Skin (5 + ).

A lthough unable to master more complicated devices, Saurus LIZARDMEN W EAPONS
use simple weapons to devastating effect —w ielding obsidian-
tipped spears and heavy clubs spiked with jagged stones. A great many o f the brutal weapons o f the Lizardmen are made
U sing their great strength, Saurus can leave the roads and from a material unique to Lustria. Harder than granite, the
hack through the dense jungle o f Lustria using brute force strange stone is known as obsinite, and it is a glossy jet black,
alone; however, they are more accustomed to exerting it although some obsinite quarriedfrom the Watchotep Swamp
against their foes’ stoutest legions.
bears a tinted marble-like quality. Obsinite is more durable than
A lthough they can, at times, appear slow o f reflex and steel and it neoer rusts. Skink artisans often reinforce or decorate
sluggish, Saurus can still achieve speed on the march thanks
to the power o f their loping gait. T heir tough hides bear the stone armaments with bands o f bronze or gold, sometimes
spines, bony crests and thick scales that can tu rn aside all b u t inscribing upon them the glyphs o f the O ld Ones. Jagged spikes
the surest o f sword strokes. For further defence, Saurus will
at times bear shields - bladed crescents made from the cured o f metal or cruelly shapedpieces o fjade are added to ensure
hides o f the large scaled beasts that prowl the deepest jungles. the heavy, blunt weapons can punch through armour and cause
Saurus are cold-blooded and seemingly impervious to pain, maximum damage to flesh. Skink Priests will often offer blessings
able to sustain horrific wounds and fight on without making overfavoured weapons, addingfeathers or gemstones in order to
a single sound o f protest. Indeed, so alien are they that they
register no emotion save a single-m inded savagery. attract the favour ofSotek, or o f the O ld Ones.

Saurus are not birthed, but spawned - crawling full-grown
from the dark pools constructed for such purposes many
ages ago when the O ld Ones walked the world. They arrive
not individually, b u t as a cohort —an entire m ilitary unit that
will stay together for the rest o f their lives. All those spawned
together bear the same colouration and markings as their
brethren. They share a mindset, acting with an eerie, but
unspoken synchronicity —the whole form ation tu rn in g as
one, or launching an ambush, w ithout the need for so much
as a single spoken word.

A lthough they do so infrequently, Saurus can speak. Their
language is little more than deeply grow led one-w ord
commands. These orders issue forth from a Spawn L eader
- the greatest amongst their num ber since they first emerged
from the spaw ning pool. In the course o f their long fives o f
battle, it is not unusual for a Saurus spaw ning to lose their
champion. In such cases, if the unit survives, another of
its m em bers will eventually grow into the role —or, as the
L izardm en say, receive the gifts o f the O ld O nes.

COLD ONE RIDERS

Saurus warriors are formidable fighters, but when mounted one o f the predators that beset any who travelled Lustria.
atop a Cold O ne they become a shock force capable o f However, that was before the blessing o f the O ld O nes was
delivering an absolute mauling. Those foes who can m uster visited upon certain Saurus spawnings. It is said that the O ld
the courage to stand before the sight o f oncoming Cold One O nes anticipated the future, foreseeing the eventual needs o f
cavalry find themselves beset by a whirlwind o f biting jaws, the Lizardm en and bestowing their gifts according to this.
slashing talons and jabbing spear thrusts. W hen a spawning o f Saurus emerged that proved able to ride
upon C old O nes, the Skink Priests claimed this as no less
T he Cold O nes are foul-tempered and dim-witted reptilian than the divine will o f Itzl, the great god o f beasts.
creatures. They emerge from subterranean lairs to prowl in
packs throughout Lustria. They are hunched bipedal beasts Saurus W arriors blessed by Itzl have an innate aptitude for
with muscular legs, but when Cold O nes move at speed, m ounted warfare. They exude a m usk not dissimilar to the
they often use their forelimbs for balance and to achieve a rank odour produced by the Cold O nes themselves, allowing
more rapid pace. These shortened arms come into their own, them to form bonds with the otherwise hostile creatures. T he
however, at the conclusion o f a hunt. W hen assaulting, Cold Saurus have dewclaws that are perfect for gripping the thick-
O nes lead with their scythe-like claws, attem pting first to scaled hides o f their reptilian steed, leaving them free to carry
disembowel their quarry. I f it spots an undefended limb or both spears and shields. All such spawnings produce a Pack
underbelly, Cold O nes dart out their elongated necks in a L ead er w ho instinctively leads the gro u p —know ing w here to
snake-like strike. W ith a horrific snapping o f powerful jaws, find the Cold O nes and how best to break them into mounts.
a C old O ne will clamp dow n and savage its prey, shaking and
twisting until it tears free a chunk o f flesh. Always ravenous, To direct the bloodlust o f a Cold O ne takes a dom inant will
Cold O ne packs can eventually bring down much larger —and even the Saurus sometimes find themselves struggling
creatures, ripping them apart and devouring them in a savage to control their mounts. O n occasion, the Cold Ones, their
flurry that splatters a glistening trail across the jungle. reptilian brains overloaded, become confused. In such cases,
the predators resort to their base instincts —roaring to the
Too ferocious to be domesticated for any useful labour, for heavens, clawing the ground in a display o f fury, or snapping
many ages the Lizardm en left the swarming Cold O ne packs mindlessly about them in a fit o f deadly pique. D uring these
alone, with scores o f Skinks learning the hard way that the impulsive moments, the riders can do little but hang on,
beasts cannot be tamed. T he Cold Ones were just another keeping their limbs away from the riot o f snapping jaws.
W hen their beasts can be commanded, however, the Cold
O ne cavalry are a formidable adversary with their savagery
squared —a deadly reptilian w arrior m ounted atop a fearsome
cold-blooded hunter. T h eir attacks leave behind little to
identify what m anner o f creature their foes once were.

C old O n e R ider M WS BS s TWI A Ld
Pack L eader 4 40 4 4 12 28
C old O n e 4 40 4 4 12 38
7 3- 4 --2 2-

TR O O P TYPE: Cavalry.

SPECIAL RULES: Cold-blooded, Fear,
Predatory Fighter (Riders only), Scaly Skin (5 + ),
Stupidity.

Thick-skinned: A rider atop a m ount with this special rule
receives an arm our save bonus o f + 2 , rather than the usual
+ 1 for cavalry mounts.

TH E GREAT C O D ITZL

The Lizardmen, particularly Skinks outside the temple-cities,
worship the great g o d Itzl - the three-homed ruler o f cold­
blooded beasts. The remaining temples o f Itzl are always distant
structures deep in the jungles ofLustria. Many feature great
gongs, instruments rung only when sacrifices have been tied to
attract Itzl’s creatures out o f the impenetrableforests to feed.

TEMPLE GUARD

The Temple G uard are a revered and uncommon spawning immobile statues, and can erupt into sudden violence should
o f Saurus. They were created to protect the Slann M age- they perceive any threat to their charges. Even Skink Priests
Priests and the temple-cities in which the Lizardm en dwell. and other attendants to the Slann approach with skittish
To their tasks, they dedicate every fibre o f their beings, caution, least they by some unintended move invite the
displaying a single-m inded determination that will result in Temple G uards’ heavy-handed response.
either the safeguarding o f their charges or their own deaths.
W herever a Slann M age-Priest goes, his Temple G uard will
As befits their honoured status, Temple G uard are armed follow him. I f the Slann wishes to ascend a towering pyramid
with heavy ornamental halberds and adorned with sacred or retire to the solitude o f a Star Chamber, his guardians
glyphs. In addition to arm our plates o f the strongest bronze, will dutifully follow. T h e m ost powerful o f their num ber, the
the Temple G uard bear distinctive helms fashioned from the Revered Guardian, takes the foremost position. N o m atter to
horned and crested skulls o f L u stria’s predatory beasts. Some the Temple G uard if the W inds o f M agic blow so strongly
Temple G uard are as old as the temple-cities and Slann that that prismatic arcs o f energy flash through the air, or if the
they protect. However, should one fall in battle, his helm is w arm ing rays o f a solar engine bask the area in its intense
salvaged by Skink attendants to be placed within the inner heat - they are beyond distraction. I f their tem ple-city is
sanctum of a pyramid-temple. There it remains, a relic, until threatened or a sacred object they were tasked with guarding
a new generation o f Temple G u ard is spawned to claim the is stolen, the Temple G uard will attack their foes relentlessly,
helms o f the fallen. It is believed that w hen a Saurus inherits pursuing until the threat is over or the object returned before
one o f these sacred heirlooms, he becomes im bued with a returning to their silent vigil. Should a Slann M age-Priest
portion o f its predecessor’s strength and m artial skill. In this go to war, his Temple G uard go with him, often forming up
way, the Temple G uard continue to safeguard their charges around their m aster —shielding him with their own tough,
for eternity —clearly the role for which they were designed. scaled bodies and interlocking shields. H eedless o f their own
casualties, the Temple G uard execute their sacred duty until
As protectors, Temple G uard are matchless. They stand the enemy is annihilated or they themselves are slain.
sentry, silent and motionless, not even blinking their eyes.
It has been known for Temple G uard to maintain such a M M U IItf " m'»» bs~ s T T 7 T T T
sleepless vigil for centuries, thick layers o f dust settling upon
their reptilian forms —yet the ever-watchful guardians are not T em p le G u ard 4 40441228

R evered G u ard ian 4 40441238

TRO O P TYPE: Infantry.

SPECIAL RULES: Cold-blooded, Predatory Fighter,
Scaly Skin (5 + ).

Guardians: W hen a m odel with the M age-P riest Palanquin
special rule joins a unit whose front rank contains five or
more models with the Guardians special rule, he m ust be
placed in the second rank, rather than the first. I f the unit’s
front rank is ever reduced to four or fewer models with the
Guardians special rule, the model with the M age-Priest
Palanquin special rule m ust immediately move to the front
rank (displacing rank and file models if necessary).

A m odel with the M age-P riest Palanquin special rule who is
in base contact with a model with the Guardians special rule
automatically passes any ‘L o o k O u t Sir!’ rolls he is entided to
make. I f this combined unit is hit by a bolt thrower, the shot
always hits the m odel closest to the bolt thrower that has the
G uardians special rule. I f this hit results in a casualty, resolve
a hit against the next m odel in the bolt’s path each tim e a
casualty is caused.

M odels with the Guardians special rule that are in base
contact with a friendly model with the M age-Priest Palanquin
and Fear special rules also have the Fear special rule.

Sacred Duty: W hilst they are part o f a combined unit that
has been joined by a model with the M age-Priest Palanquin
special rule, all Temple G u ard models in the com bined unit
have the Stubborn and Im m une to Psychology special rules.

SKINK LEADERS

O n occasion, a Skink spawning will not produce an entire Skink Priests often see it as acceptable to take a more
cohort from the pools o f life, as is the norm , b u t instead only proactive role in ensuring that the prophecies o f the sacred
a single Skink will issue forth. These individuals are marked plaques come true. T he Slann, should they notice such
by the O ld O nes and destined to lead, or otherwise achieve activities, find such im pulses to be reckless and attem pt to
greatness amongst their kind. Those Skinks attuned to the censor their Skink Priests, putting a temporary halt to such
energies o f the world and that show an aptitude for magic are practices as live sacrifices, the undue veneration o f active
the Skink Priests, the most intelligent of their kind. Their volcanoes, and any num ber o f new ritual blessings designed
role is to become the personal attendants o f the m ighty Slann by the Skink Priests to attract the O ld O nes’ attentions.
M age-Priests, and act as the prophets o f the Lizardm en.
In batde, Skink Priests are the eyes and ears o f a Slann,
Skink Priests are the only ones capable o f interpreting and who are powerful telepaths, capable o f perceiving the world
executing the will o f their Slann masters. T his is rarely through the Skink’s senses. A t need, a Slann can even direct
straightforward, as entranced Slann do little more than spells using a Skink Priest as a conduit. Ifet Skink Priests
mumble, yet each utterance, even the most incoherent are not merely vassals, for they also wield their own magic.
whisper, m ight have vast consequences —for o f all living Skink Priests can channel the forces o f nature to aid their
creatures, the Slann are the most powerful of mages, and cause, read the future to glean vital advantages or unleash
they alone w orked u n d er orders from the O ld O nes. As it is eldritch energies to smite their enemies. W hether directing
strictiy forbidden to disturb an entranced Slann in any but patrols around a temple-city or joining a large army, some
the direst o f times, it is left to a Skink Priest to make many Skink Priests choose to ride upon mighty Stegadons, both for
daily decisions for the whole o f L izardm en society. O n behalf protection and to allow them to better survey nearby terrain.
o f their masters, it is their role to ensure that the G reat Plan
comes to fruition. In the Lizardm en chain o f command, Skink Priests direct
their orders to Skink Chiefs. These are Skinks who have been
Slann are slow to react and may contemplate a single decision marked for greatness. W hile the Priests attend to prophecies,
for centuries at a time. T he same cannot be said for Skinks, it is left to the Skink Chiefs to execute orders. It is they who
for they are impatient beings. Like the Slann, Skink Priests typically oversee patrols, major construction projects and the
study the ancient writings, though they apply m uch less o f messenger system. They are aggressive by Skink standards,
the studious methodology that their venerated leaders use. sometimes riding to battle atop Terradons. It is not their
role to sacrifice themselves in battle, but rather to spy out
intruders, alert the Saurus and then guide them towards the
foe. I t is they w ho interpret the complicated instructions —
often passed from Slann M age-Priest to Skink Priest and
finally to themselves. T h en , in turn, it is they who give orders
to the Saurus and the cold-blooded behemoths that make up
the bulk o f the Lizardm en armies.

m m iwr M W S B S S T W I A Ld
S k ink P riest 6 23322416
S k ink C h ie f 6 45432636

TROOP TYPE: Infantry (Character).

MAGIC: A Skink Priest is a W izard who uses spells from
the L ore o f H eavens or the L ore of Beasts.

SPECIAL RULES: Aquatic, Cold-blooded,
Scaly Skin (6 + ).

Arcane Vassal (Skink Priest only): A Slann M age-Priest
(including L ord Kroak and L ord M azdam undi) can choose
to cast any magic missile or direct damage spell through
a model with this special rule within 24" o f him. I f he does
so, measure the spell’s range from the A rcane Vassal and use
that m odel’s forward arc and line o f sight for the purposes of
casting the spell. I f using an A rcane Vassal, a Slann M age-
Priest can cast magic missiles, even if his own un it is engaged
in close com bat (provided that the Arcane Vassal’s is not). I f a
spell cast through an A rcane Vassal is miscast, the result o f the
miscast is applied to the Slann M age-Priest, but the Arcane
Vassal suffers a Strength 3 hit due to the magical feedback.

TROGLODONS

Their clammy presence revealed by ominous hissing, the W ounds and save. In close combat, enemy models attacking
great beasts known as Pale D eath, or Troglodons, are the m odel compare their W eapon Skill to the Troglodon’s
am ongst L u stria’s deadliest hunters. L o n e cave-dwellers, W eapon Skill when rolling To H it. However, we assume the
Troglodons haunt subterranean grottos, emerging only to Skink Oracle R ider to be in complete control o f the beast,
feed. These creatures are virtually blind, but hunt using so the Troglodon’s L eadership is never used. A Troglodon is
senses other than sight. Swaying sinuously, the Troglodon treated as a M o n ster in all other respects, as described in the
uses its quill-like whiskers to track motion, while its forked Warhammer rulebook.
tongue tastes the air. U p o n locating its target, the Troglodon
springs and bites, savaging its quarry with jaws full o f hollow Primeval Roar: Once per battle, at the start of any friendly
teeth able to pum p forth noxious venom. T h e predator is Close Combat phase, a Troglodon can unleash its Primeval
known to spit this toxic bile, which helps the Troglodon Roar. T his affects the Troglodon, and all friendly units within
triangulate their victim ’s location, as the fluid makes a 12". All models in these units that have the Predatory Fighter
distinctive sizzling sound as it sears flesh. special rule gain an additional Attack on any successful To H it
roll o f a 5 or 6 (instead o fju st a 6) until the end o f the phase.
Skink Priests claim that the twin-tailed beasts are marked
by the O ld Ones, the Serpent G od or perhaps both. The Spit Venom: A Troglodon can spit its venom as a shooting
ferocious creatures are untam eable and all who approach a attack with the following profile:
Troglodon provoke a lethal attack, with one exception. A
Skink Oracle, a lone Skink spawned with a forked tail, can Range Strength Special Rules
instantly tame the Pale D eath, often adorning it with gems 18" M ultiple W ounds (D3),
or precious metals to show its sacred status. T he Troglodon Q uick to Fire
deigns to serve as a m ount for the tiny Oracle and, once
bound into service, the loathsome beast will never abandon UPGRADES:
its master. Divining Rod: A D ivining Rod allows its bearer to
channel power and dispel dice as if he were a W izard.
M ounted on a Troglodon, a Skink O racle travels the land,
using his obscure divining powers to seek out lost artefacts
o f the O ld O nes or to investigate disturbances felt in the
geomantic web. As with the Skink Priests, Slann M age-
Priests can see the world through the eyes o f a Skink Oracle
and can cast spells through them. This telepathic link
means the Oracles often appear just when they are most
needed - further adding to the superstitions surrounding the
mysterious Skinks and their revered mounts. All Lizardm en
rally at the wailing cry o f the Troglodon, for its eerie call stirs
their savagery and proves they have the O ld O nes’ favour.

pwiuwr M WS BS S T W I A Ld

I T roglod on 7 33555235
i S k ink O racle R id er - 233 - - 4 16

TROOP TYPE: Monster.

SPECIAL RULES:
Arcane Vassal (Skink O racle R ider only, see page 36),
Aquatic, C old-blooded, Large Target,
Poisoned Attacks (Troglodon only),
Predatory Fighter (Troglodon only), Scaly Skin (4 + ),
Terror.

Beast Rider: A Troglodon and its Skink O racle R ider have
their own characteristics, but are treated as a single model.
I f the Troglodon is rem oved as a casualty, then the Skink
O racle R ider is rem oved along w ith it. W hen moving,
the model always uses the M ovem ent characteristic o f the
Troglodon. T he Troglodon and Skink Oracle R ider use
their own W eapon Skill, Strength, Initiative and Attacks
characteristics when they attack. Each can attack any
opponent that the model is in base contact with. All hits upon
the m odel are resolved using the Troglodon’s Toughness,

SKINKS

Skittish and quick, Skinks stand out from the rest o f the when augm ented with a num ber o f the enorm ous Kroxigor.
sluggish Lizardmen. They are the mass workforce designed However, the volleys o fjavelins and darts that the Skinks
by the O ld O nes to perform many different roles, and can unleash are astoundingly dangerous, for they have
w ithout them , Lizardm en society w ould quickly collapse. learned to coat their weapons with lethal toxins distilled
from the venomous amphibians, insects and serpents that
Skinks are highly organised and sociable beings that thrive in the steamy jungle and profuse swamps o f Lustria.
instinctively work well in groups, even being able to coerce Em ploying their natural affinity with water, Skinks look for
other cold-blooded creatures into doing their bidding. Both opportunities to attack their foes from unexpected quarters.
physically and mentally agile, Skinks are perfecdy adapted to M any an enemy has been outflanked by Skinks who
ensure the smooth day-to-day running o f the temple-cities navigated what was thought to be an impassable swamp
as well as operating the far-ranging patrols that sweep across or river.
the vast jungle continent. O f all the Lizardm en, the Skinks
are the most communicative, using their changeable skin ттш т M w s B S s T w I A Ld
tones and crests colours to add subtle inferences to their vocal
language, in which they chitter endlessly in high-pitched Sk ink 6 23 32 14 15
voices full o f clicks, hisses and other curious sounds. S k ink B rave 6 2 3 3 2 14 2 5
S k in k S k irm ish er 6 2 3 3 2 14 15
Skinks take up weapons during their many patrols as well j P atrol L ead er 6 2 4 3 2 14 15
as to jo in the fighting d u rin g times o f war. As troops, they
range between reckless audacity and sudden panic. Their TROO P TYPE: Infantry.
skittish nature makes them m uch more prone to fleeing than
the stoic Saurus. They are typically used in two different SPECIAL RULES: Aquatic, Cold-blooded,
types o f formation. M ost commonly, the Skinks advance Scaly Skin (6 + ),
before the bulk o f the m ain army, harassing the foe’s Skirmishers (Skink Skirmishers and Patrol L eader only).
advance with hails o f darts. W hen massed together in a
fighting cohort, the Skinks can bulk out a Lizardm en battle Spawn-kin: Skink Cohorts may include a num ber of
line. T his fighting formation becomes considerably more Kroxigor as upgrades to form a mixed unit. W hen a mixed
effective when led by a Skink Brave or a Skink Chief, or unit deploys or reforms, these Kroxigor m ust be placed in the
u n it’s second rank, displacing Skink models as necessary to
the back rank. W hen deploying or reforming a mixed unit,
the w idth o f the u n it’s front ran k cannot be less than that
o f its second rank. I f no m ore K roxigor can fit in the un it’s
second rank, place the rem aining Kroxigor in subsequent
ranks. I f the u n it’s front rank is ever reduced so that its width
is less than the w idth o f the second rank, a Kroxigor m ust
immediately move to the front rank (displacing rank and file
models if necessary).

W henever you are required to w ork out the mixed u n it’s
frontage or ranks (and therefore supporting attacks and rank
bonus) count as if the footprint o f the entire mixed unit was
filled with Skinks.

U nless otherwise stated, close combat attacks can only target
K roxigor within a mixed u n it if an enemy m odel is either in
base contact with a Kroxigor, or if an enemy m odel is in base
contact with a Skink who is in tu rn in base contact with a
Kroxigor. Stomps and Thunderstom ps are always resolved
against the Skinks (if all the Skinks are slain, any excess hits
are lost). M issile and Im pact H its against a Skink Cohort
that contains one or more Kroxigor are random ised by rolling
a D 6 ; on a 1-4, the hit is resolved against a Skink, on a 5-6
it is resolved against a Kroxigor. However, if a m ixed unit o f
five or more models is hit by a bolt thrower, the shot always
hits the closest non-character model to the bolt thrower. If
this hit results in a casualty, resolve a hit against the next
m odel in the bolt’s path each time a casualty is caused.

Casualties are always taken from the rearm ost rank o f the
appropriate m odel type. Skink models that are in base contact
with a friendly Kroxigor model have the Fear special rule.

CHAMELEON SKINKS

Beneath the canopy o f the jungle, not everything is as it
seems. W ithout warning, invaders are struck by a multitude
of whirring darts, a sound not unlike the high pitched
buzzing o f the incessant Lustrian insects. To the enemy, it
seems as if the very jungle itself has come alive, though only
blurred shapes can be picked out amongst the vines and
leaves. M any panic at the thought o f being shot by some
invisible threat and fire back blindly into the dense foliage.
O ne by one, their cries fall silent as their bodies slump to
the forest floor. W h en the interlopers are dead and only the
sounds of the jungle remain, the shapes shift, revealing the
hidden presence o f the Chameleon Skinks. So do many foes
and invaders fall, their slayers nearby, but unseen.

W ith skin able to mimic the patterns o f their surrounding
environment, Chameleon Skinks are able to sneak within a
few arms’ lengths o f their enemies. From their ideal ambush
position, the well-camouflaged Skinks will loose a hail of
blowpipe darts, each tipped with the venomous secretions
o f a L ustrian tree frog. T h e poison is so virulent that it can
even boil the foul blood in a D aem on’s veins. Chameleon
Skinks are exceptionally accurate, able to fire with unerring
precision. T hey are aided by their large, pro tru d in g eyes
which give them the means to focus on two different things
independently, and to achieve all around sight w ithout
m oving their heads —a vital ability for a creature th at stands
completely still in order to blend in with its environment.
Last, but not least, the Chameleon Skinks’ eyes have a
telescopic ability, enabling them to zoom their focus upon
a target. Even heavily arm oured foes are not safe, as the
Chameleon Skinks can aim at the more vulnerable joints or
thread a shot straight through a miniscule vision slit.

Chameleon Skinks are an unusual spawning that for many C h am eleon S k ink M W SB SS T W I ALd
ages was thought to have become extinct. They originated Stalk er
exclusively from the sacred spawning pools o f Pahuax, a 6 2 432 14 15
temple-city destroyed soon after the fall o f the polar gates, 6 2 532 14 15
and it was thought that the last o f their kind was slain in the
batde o f Blood Ravine. However, beginning in the Age o f TROO P TYPE: Infantry.
Strife, a few haphazard spawnings occurred across Lustria,
and in recent years, they have proliferated at rates never SPECIAL RULES: Aquatic, Cold-blooded,
before seen. T he fact that they have spontaneously begun Scaly Skin (6 + ), Scouts, Skirmishers.
to spawn again has been interpreted in many different ways
by the Skink Priests. I t is assum ed to be a part o f the O ld Chameleon: Enem y units shooting at a unit o f Chameleon
O nes’ G reat Plan, b u t w hether the proliferation is due to the Skinks suffer an additional -1 To H it. M issile weapons that
growing Chaos threat, or because the O ld Ones deemed that do not roll To H it are unaffected.
Chameleon Skinks would be needed for the Lizardm en to
once more expand their realm, is mere speculation.

Chameleon Skinks do not dwell within the temple-cities, THE LOST W A A A G H !
but instead strike out deep into the Lustrian jungles. Some
spawnings roam in groups across the land, while others Warboss Grak Beastbasha o f the Red Snakes tribe was once
instinctively guard a hom e territory —m ost often a neglected visited by a vision from Gork (or possibly M ork) that inspired
m onum ent long lost to the jungle. From there, they join
Skink patrols and stalk rogue beasts when they inadvertendy him to lead a horde o f more than five thousand sun-crazed
enter sacred grounds. D u rin g invasions o r times o f war, Savage Ores in a march through the jungle to claim the ruins
Chameleon Skinks appear at army gatherings, putting o f the temple-city o fltza Chiquita. On their way, they were
themselves at the disposal o f the Skink Chiefs. They are regularly waylaid, led into the pathway o f hunting monsters,
often used to scout out the foe, stealthily creeping into a andpicked o ff mercilessly by poisoned darts. It took only seven
concealed position. O nce ensconced in cover, the Chameleon Chameleon Skinks to ensure that not a single greenskin from
Skinks will unleash death from their blowpipes, and only a that formidable horde survived. Such are the dangers o f Lustria.
determ ined charge will ever dislodge them.

KROXIGOR

Kroxigor are giant crocodilian relatives o f the Saurus. They crashing headlong into combat. There, the Skinks provide
are hulking creatures, their bodies consisting o f slabs o f rock- innum erable fast jabs and their skittish nature is curtailed
hard muscle and their massive jaws bristling with razor-sharp somewhat by the large presence amongst them. In turn, they
teeth. They move in silence, save for the heavy thum ping are backed up by the crushing power provided by the mighty
tread o f their feet. W hen enraged, they unleash their only Kroxigor. Because o f their massive frames, the Kroxigor
form o f speech —a blood-curdling roar that reverberates can easily reach over any intervening Skinks, allowing the
across the jungle. reptilian giants to pulp more than th eir share o f any foe.

Originally created by the O ld O nes as construction slaves, W hile Kroxigor are quite able to rip a m an apart with
Kroxigor are incredibly strong. U nder the guidance o f Skink their bare hands, to enhance their destructive potential,
overseers, the Kroxigor accomplish feats o f brute strength, Skinks will supply them with weapons. E ach ornate club is
such as hauling and placing the massive stone blocks taller than a Saurus W arrior and requires a dozen Skinks
instrum ental in the composition o f the ziggurat temples. to lift. T he Kroxigor swing these massive, death-dealing
Perhaps due to the tedium o f their labours, the Kroxigor were instrum ents with ease, able to splatter a man-sized creature
never intended to be mentally agile. They require direction beyond all recognition with a weighty blow that can shatter
and instinctively obey all instructions from their sm aller kin. stone. O nce the fighting has stopped, however, it is not
uncommon for Kroxigor to simply drop their weapons and
D uring times o f war, units o f Kroxigor are used as shock continue with another appointed task. They were not made
troops to batter enemy battle lines. K roxigor do not always for rem embering details for any length o f time, and for this
fight by themselves, however. Skinks tend to swarm around reason, some Skinks will secure the weapons to the Kroxigor
the Kroxigor, encouraged by the awesome power o f these itself, using lengths o f bronze chain. Even the most forgetful
mighty creatures. They form up around the trunk-like legs beast will therefore drag his weapon along behind him to the
o f the Kroxigor, which tower above them. For their part, the next engagement.
Kroxigor are likewise attracted to masses o f Skinks, as their
high-pitched sounds and energetic movements stimulate A n infrequent spawning, it is rare for more than a handful of
their own energy and fuel their own battle rage. In combat, Kroxigor to enter the world at the same time. They emerge
such formations prove unusually effective, with the Skinks from the same spawning pools as the Skinks, which may
able to pepper foes with poison-tipped javelins before go some way to explain why the two species share another
common affinity; like Skinks, Kroxigor are very at home
in the water - able to move at speed through waterways
or swamps. Between tasks, Kroxigor prefer to submerge
themselves in waterholes, leaving only the tops o f their heads
visible. In this way, not only do the beasts cool off, b u t they
have a chance o f surprising their next meal.

ММУМГ M WS BS S T W I A Ld
K roxigor 630543137
K roxigor A n cien t 630543147

TROO P TYPE: M onstrous Infantry.

SPECIAL RULES: Aquatic, Cold-blooded, Fear,
Predatory Fighter, Scaly Skin ( 4 + ) .

NAKAI -THE WANDERER

The ancientKroxigor known as Nakai the Wanderer is a reoered
creature, regarded by Skink Priests as a powerfuljungle-spirit
made manifest. Nakai is a mighty protector o f the Lizardmen
and can appear anywhere during times o f need. He famously
appeared at the Defence o fltza , wreaked haooc at the Red Fields
and was recently reported at the GreatReckoning. His presence
is a tangible portent that a battle o fgreat import is about to take
place. In the aftermath o f such major events, the Skink Priests
treat Nakai with deference, adorning his massioe, battle-scarred
body with ceremonial tokens. Over the millennia o f victories,
Nakai has become quite festooned with such golden tributes.

JUNGLE SWARMS
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The ruins, deserts and primordial jungles o fL u stria crawl
w ith all m anner o f life forms, m ost o f w hich have never been Ju n gle Sw arm 53022515 10
seen outside o f their home continent. Although small in
size when com pared to the apex predators —the th u ndering TROO P TYPE: Swarm.
reptilian titans that crash through the underbrush - in
many ways they are no less deadly. To catch prey and defend SPECIAL RULES: Aquatic, Cold-blooded,
themselves in this perilous environment, many o f these Poisoned Attacks.
creatures are highly venomous.

Every step an invader takes is potentially his last. W hile They’re Everywhere!: W hilst an enemy unit is in base
hacking a path through the dense foliage, it is all too easy contact with one or more Jun g le Swarms, all close com bat
to step within range o f a coiled serpent, to tread upon a attacks directed against the enemy have the Poisoned Attacks
camouflaged tiguana or to walk unawares beneath a hanging special rule.
vypervine. Scuttling huntipedes, spine-encrusted hyenadons
or the blue-ringed asp have venom that can kill a man-sized гSPAWNING POOLS
victim before he can stagger more than a few steps. In other, Lizardmen do not reproduce, give birth orparent young in any
more hospitable lands, finding such miniscule menaces in his conventional sense. Instead, entire generations - or ‘brothers
boots or crawling upon his bedroll is a mere inconvenience from the same water’- emerge, fully formedfrom spawning
for a traveller. In Lustria, however, it is likely the last thing pools. There are spawningpools beneath each temple-city,
he will see, as the creature’s bite or sting sends him into their dark waters stretching deep below into oast caverns. M ost
tw itching paralysis or heart-bursting fits o f agony. spawnings arepredicted on sacredplaques, while others occur
without warning - events treated as holy portents o fgreat
W hen threatened by invaders or when amassing an army significance. Spawningpools are sacredplaces to Lizardmen,
to march on distant lands, a Skink Priest will call unto and they willprotect the weirdly glowing liquid with their lives.
him self one o f the jungle swarms. W h at crawls, creeps and
slithers forth is m ind-boggling for warm bloods to behold —a
living carpet o f creatures that moves in a writhing mass. In
battle, they wash around the legs o f a foe in a wave, hissing,
spitting and plunging sharp fangs into unprotected flesh.
The smallest o f their kind can slip between even the slightest
crack or arm oured joint to deliver a mortal sting. Those who
scream out in pain find even their open mouths are targeted
by the swarm. O nly the boldest o f foes will dare wade
through such a sea o f venomous creatures.

Serpents play a large role in these great swarms, and more of
their slithering kind can be found in Lustria than anywhere
else in the world. T here are a m ultitude o f immense
specimens, such as the great A m axon swamp python —a
constricting predator that could wrap itself around a
Bretonnian sailing galleon and splinter its hull. Far more
comm on, however, are sm aller serpents —endless varieties
of vipers, ridgebacks, hooded bloodcobras and more. There
are parasitic snakes that inject smaller serpents into their
prey’s bloodstream , and those that die from such tw itching
horrors suffer a particularly gruesom e fate. T he borer snakes
will tunnel red holes into their quarry, only biting once they
are inside their victim. T here are electric snakes, whiplash
serpents and vipers whose bite is so lethal that it causes blood
to boil and brains to melt. Even the largest creatures of
Lustria watch where they tread.

W hen Skink Priests invoke the favour o f Sotek, calling to
his children with blood offerings, snakes appear as if by
magic —arriving in the same num bers in which they accept
sacrifices in the snake pits found in the heart o f every one o f
Sotek’s temples. T hey seem to w rithe straight u p from the
depths below, w riggling to do the Skink’s bidding. T h ro u g h
these sacrifices, the Skink Priests are given dom inion over
the serpents, and through them Sotek’s will is channelled. So
might the rightful vengeance o f the Serpent G od be exacted
upon the evils o f the world.

TERRADON RIDERS

Terradons are large flying reptiles that have haunted the skies ahead o f the m ain L izardm en force, the Skinks clinging to
above Lustria since the most ancient ages o f the world. They the flying reptiles’ backs, launching poison-tipped javelins or
are dangerous predators with sharp talons and pointed beaks slinging deadly fireleech bolas. Veteran riders, known as Sky
that are filled with needle-like teeth. M any creatures fear to Leaders, know to harass larger units, w hittling them down to
see the ominous shadow o f their wide wingspan or to hear the size before flying into com bat to finish them off.
shrill and piercing cries o f their hunting packs.
Terradons are known to snatch eggs from the nest-lairs o f any
Terradons dwell in high crags and atop the jungle canopy, n um ber o f L u stria’s gigantic creatures. Some o f these eggs
hundreds o f metres above the ground. T heir keen eyesight bear shells so thick that not even determ ined sledgehammer
can pierce the gloom o f the jungle, enabling them to spot blows can break them. This does not stop the Terradon,
potential prey at great distances. They will attack anything however, as it simply grasps the egg with its talons and soars,
man-sized or smaller, and are known to swoop down and dropping it from on high. The Skinks have exploited this
snatch their victims before finding a perch where they instinct in battle by training their Terradons to glide over
can leisurely pull their prey apart and feed. T heir huge, the enemy while clutching a rock in their talons. From far
leathery w ings can propel them at great velocity, and they are above, the Skink rider will survey the battlefield and choose
surprisingly agile, able to fly at full speed through the thick a target. O n the Skink’s signal, the T erradon will release its
jungle, avoiding branches, vines and trees. W hile hunting, burden. W ith the m om entum o f its fall, a single such boulder
Terradons often glide - hanging in the air upon the steamy, can cause horrific damage, but an entire unit can unload a
hot thermals that rise from the jungle. They can remain barrage —a veritable avalanche o f death from the sky that
airborne for days on end, but will plum m et earthwards upon wreaks blood-splattered devastation upon the foe. T he
seeing even the least m ovem ent o f potential prey. Skinks have improved the accuracy o f these natural bombs
by installing chains into specially crafted spheres o f masonry,
Skinks have mastered the art of riding Terradons by which are easier for the Terradons to grip and are inscribed
capturing Terradon hatchlings young enough that the beasts with ancient glyphs o f fortune and devastation.
bond w ith their future riders —no easy m atter considering the
height and precariousness o f Terradon lairs. T here is a great T erradon R id er M w s BS s TW I A Ld
dem and for these Terradon Riders as messengers and scouts, Sky Leader 6 23 3 2 14 1J
and they are exceptionally useful in battle. There, they streak , Terradon 6 24 3 2 14 15
2 30 4 322 13

TR O O P TYPE: M onstrous Cavalry.

SPECIAL RULES: Cold-blooded, Fear, Flying Cavalry,
Forest Strider, Scaly Skin ( 6 + ) .

Drop Rocks: O nce per game, d u ring the R em aining M oves
sub-phase, models with this special rule may drop rocks
unless they are fleeing or have declared a charge that turn.
All models in a unit m ust drop rocks at the same time.

To drop rocks, select one unengaged enemy unit that the
Terradons moved over in that turn. T hat target immediately
suffers D 3 Strength 4 hits for each Terradon in the unit,
distributed as for shooting attacks.

UPGRADES:
Fireleech Bolas: The sw am p-filled lowlands o fLustria are
haunted by thefireleech —a bloodsucker that secrets a slime
so volatile that when taken out o fits w atery abode, it quickly
catchesfire. The Skinks have learned to makefireleech bolas
—hooking the creatures at the end o fstout leather cords and
whirling them overhead to gain momentum before hurling the
flam ing apparatus to burn their prey.

Range________ Strength_______ Special Rules_____
6" 4 F lam ing Attacks,
Q uick to Fire

RIPPERDACTYL RIDERS

For sheer aggression, Ripperdactyls are in a class by that by covertly planting a single such toad upon an enemy
themselves. Though Skinks found training Terradons unit, the dim inutive riders can target who is most likely to
relatively easy, turning R ipperdactyls into sky m ounts proved bear the b ru n t o f the R ipperdactyls’ screeching fury.
far more difficult. To such a vicious creature, Skinks are
little more than a meal to be snatched up, snipped in two f W U in ilU M w s BS s T W I A Ld
by a razor-sharp beak and then gulped down. Even if a R ip p erd actyl R id er 6 2 3 3 2 14 15
R ipperdactyl is not hungry, it will still kill - for the act o f R ipperdacytl B rave 6 2 3 3 2 14 2 5
slaughter provides it far more satisfaction than mere food. I f R ip p erd actyl 2 30432323
Skinks are prone to twitching at shadows passing overhead,
the R ipperdactyl is a com m on reason why.

Able to knife through the air on rippling, membranous wings TR O O P TYPE: M onstrous Cavalry.
o f taut muscle fibre, the Ripperdactyls are enorm ous flying
lizards that soar in small packs above Lustria, riding thermals SPECIAL RULES:
until their incredibly sharp eyesight spots movement. For Armour Piercing (Ripperdactyl only), C old-blooded,
the Ripperdactyl, w here there is m ovem ent, there is prey, for Fear, Flying Cavalry, Frenzy (Ripperdactyl only),
anything that moves is a viable target. U sing wedge-tipped Killing Blow (Ripperdactyl only), Scaly Skin (6 + ).
tails to aid manoeuvres, Ripperdactyls fold their wings upon
themselves and plummet. L ed by the most ferocious o f their Toad Rage: Before the game starts, but after Scouts have
kind, the Ripperdactyls hurtle downwards like missiles, been deployed, a Lustrian blot toad m arker can be placed for
sm ashing into their foe with incredible velocity. T hose lucky each u n it o f R ipperdactyl R iders in your army. A single blot
enough to have witnessed a Ripperdactyl attack and survived toad marker can be placed on any enemy unit on the tabletop,
have likened their assaults to the feeding frenzies o f the this marker remains throughout the batde.
deadly ripperfish —a hurricane o f slashing claws and stabbing
beaks. Flocks have been known to swoop down upon beasts W hen fighting in close combat against a unit with a blot
as large as Colossadons, leaving scant moments later when toad marker, the Ripperdactyl’s Frenzy grants it D 3 + 1 extra
the carcass is picked clean o f the tastiest morsels. Being such Attacks, instead o fjust 1 (roll once for the whole unit) and
voracious hunters, they do not strip their kills to the bone — the Ripperdactyls re-roll all failed To H it rolls.
instead eating only the choicest bits before seeking new prey.

W hile sustaining many losses, Skinks learned that hatched
Ripperdactyls could not be trained. Even stolen eggs were
problematic, as upon cracking its shell, the claw-winged
creature inside attacked the first th in g it saw. I f the Skink
survived, there was a chance the beast might bond to him,
although such things took much time and many scars. After
about a year, if the Ripperdactyl had not yet eaten the Skink,
it accepted him as its master.

T he Skinks who survive bonding with their Ripperdactyls
are bold warriors, the most elite o f their small kind. Once
mounted atop a Ripperdactyl, they forgo javelins and
blowpipes, for the blood-hungry beasts they ride cannot be
stopped from plunging down upon foes. Instead, they arm
for close combat, donning ceremonial helmets and carrying
shields and long spears. L ed by their Brave, each fights with
aggressive skill, but they pale in comparison to their mount.
T h e razor-sharp talons o f a Ripperdactyl can decapitate foes
—their furious attacks often leaving a ring o f strewn innards
and lopped-off limbs behind them.

Although Ripperdactyls are merciless killers, eager to devour
anything that moves, there is one foe that they target above
all others. T h e L ustrian blot toad, the largest m em ber o f
the barking toad family, is a noxious beast, know n to invade
the cliff-side lairs o f Ripperdactyls. Even a single such toad
produces an odour almost unendurable to cold-blooded
creatures. W hen gathered in numbers, they release enough
foul swamp gas to drive off a hungry Carnosaur. For reasons
unknow n, the favourite food o f blot toads is R ipperdactyl
eggs. Naturally, Ripperdactyls seek out such beasts, destroying
any they find with extreme prejudice. Skinks have learned

STEGADONS

Stegadons are mighty beasts that have dwelt within the These creatures are reared by teams o f Skinks who stay with
primeval jungles since long before the coming o f the O ld them throughout their lifetimes, and the Stegadons grow
Ones. They are bulky creatures whose heads are covered by to become very protective o f those Skinks they have known
arm oured crests, out o f which project massive horns. W ith since their days as hatchlings. Large howdahs are attached to
bony scales and spikes shielding their bodies, there are few the beasts’ backs, and from this protected vantage point, the
predators that dare challenge them. Skinks can hurl a storm o f poison-tipped javelins in battle
and fire huge arrows from the m ounted great bows known to
Stegadons will feed upon almost anything they come across — the Skinks as ‘Sotek’s C urse’.
devouring lush vegetation or the flesh o f any creature foolish
enough to get in their way. It takes great quantities o f food O n the attack, a Stegadon lowers its horned head and charges
to sustain such behemoths, and they grow so large and heavy into combat. F or all its awesome bulk, the Stegadon’s short
that their footsteps have been known to split stone. Territorial but powerful legs can drive it forward at such a pace that its
and highly aggressive, Stegadons will charge any creature m om entum is nothing short o f devastating. Foes not slain
that intrudes upon their habitat. O th e r creatures stay well outright by the im pact o f its charge are crushed to bloody
clear o f these herds, for fear o f being trampled or gored. pulps by its sheer bulk or speared upon the ends o f one the
Even the Lustrian jungle appears to part for their formidable Stegadon’s im posing spikes.
girth; trees are smashed to splinters or swatted aside as the
Stegadon stomps through even the densest foliage. It is said ANCIENT STEGADONS
that the only beast in all o f L ustria that can make a Stegadon
alter its course is the colossal T h u n d e r L izard, although a The eldest Stegadons have grown yet thicker hides and
bull Stegadon sufficiently riled m ight well offer challenge, they are the strongest o f their kind. O ver the ages, some of
and in its fury may even drive the enem y off. their fiery tem per has cooled and, as they often outlive their
Skink crews, they gradually become more accepting o f new
Since the earliest days, the Lizardm en have used Stegadons handlers. Each new team honours their beast and the elder
as beasts o f burden, to smash roadways through the jungle Stegadons are widely venerated. M any crews will ham m er
and to drag huge blocks o f stone to build temples. They are bronze or gold plates covered with glyphs into their gnarled
also used for devastating shock attacks in times o f war, and hide, m ore to m ark a beast’s status than to provide additional
to add serious fighting heft to far-ranging ground patrols. protection. Likewise, on the eldest o f beasts, reinforced
masks are set over the creature’s headcrest, and ornam ental
bracelets or sharp metal tips are commonly seen to cover
its horns. Ancient Stegadons frequently carry fearsome
blowpipes in their fighting howdahs. E ach fires a cluster o f
darts that separates in flight to create a hail o f poisoned death.
It is for good reason that the Skinks nam e these fearsome
weapons ‘Sotek’s S ting’.

The most revered o f Ancient Stegadons are judged to have
sufficient strength and the right tem peram ent to carry the
archaic artefacts known as the Engines o f the Gods. I f the
Lizardm en ever had the knowledge o f how these ancient
wonders worked, they lost it long ago. However, they do
know how to activate them —when the glyphs are touched in
the right order, the device thrum s with arcane energies. The
Engine o f the Gods has mysterious powers that can protect
nearby L izardm en or send rays to smite their foes. E ven the
W inds o f M agic can be better siphoned to aid the casting
o f spells in the presence o f such a potent apparatus. O nly a
handful o f the Engines exist, and they are hidden away in
temple vaults and only rarely brought forth. They often serve
as w ar m ounts for Skink Priests o f great im portance, and are
used to anchor a batde line.

T he first to utilise the Engines o f the Gods was Tehenhauin,
the Prophet o f Sotek. At the height o f the Siege o f Q uetza,
Tehenhauin led his disciples into the surrounding jungle.
T hey returned three days later, the entire group riding upon
Ancient Stegadons that bore Engines o f the Gods, and used
them to destroy the ratmen. Since that time, the Engines of
the G ods have been brought forth only when they are needed
most, for each is an instrum ent o f the O ld O n es’ power, and
the loss o f a single one m ight irredeemably jeopardise the
G reat P lan o f the L izardm en’s long-gone creator gods.

S te g a d o n M WS BS S T W I A Ld Engine o f the Gods: A n Engine o fthe Gods is a mysterious but
A n cien t S tegadon 6 30565246 pow erful arcane artefact o fthe O ld Ones.
S k ink C rew 630665136
- 233--41- An Engine o f the G ods confers the following special rules:

TROOP TYPE: Monster. Arcane Configuration: I f you have one or more E ngines
o f the Gods on the battlefield at the start o f your M agic
SPECIAL RULES: Cold-blooded, phase, select one o f the eight Lores o f Battle M agic from
Immune to Psychology, Impact Hits (D 6 + 1 ), the Warhammer rulebook. U ntil the start o f your next M agic
Large Target, Scaly Skin ( 4 + ) (Stegadon only), phase, the casting values for all spells from the selected lore
Scaly Skin ( 3 + ) (Ancient Stegadon only), Stubborn, Terror. are reduced by 1 (to a m inim um o f 3).

Howdah Crew: A m onster with this rule is ridden by a Burning Alignment: A s the Engine comes into alignment,
num ber o f Skink Crew. T he m onster and its howdah crew magicalpow er is unleashed to scour the enemy.
have their own characteristics, but are treated as a single
model. T he model always uses the M ovem ent characteristic Innate bound spell (pow er level 3). Burning Alignment is a
o f the monster. T he monster and the Skink Crew use direct damage spell that targets every enemy unit within
their own W eapon Skill, Strength, Initiative, and Attacks 4D6". Each target suffers D 6 Strength 4 hits with the
characteristics when they attack. Each can attack any Flam ing Attacks special rule, distributed as for shooting.
opponent that the m odel is in base contact with. T h e crew
use their own Ballistic Skill when m aking shooting attacks. Portent o f Warding: T he A ncient Stegadon and all
All hits upon the m odel are resolved using the m onster’s friendly units w ithin 6" have a 6 + w ard save.
Toughness, W ounds, and save. In combat, enemy models
compare their W eapon Skill to the m onster’s W eapon Skill j UPGRADES:
when rolling To H it. A part from these exceptions, a model . Unstoppable Stampede: A model with this upgrade has
w ith this special rule is treated as a m onster in all respects, as j the Devastating Charge special rule.
described in the Warhammer rulebook.

E ith er a Stegadon or an A ncient Stegadon can be taken as Sharpened Horns: I f a model has this upgrade, its
a ridden monster for a Skink C hief or Skink Priest who Im pact H its have the M ultiple W ounds (D 3) special rule.
replaces one o f the Skink Crew. In this case, shooting attacks
against it will hit the m onster on the D 6 roll o f a 1-4, and the THE THUN DERO US HERDS
character on a roll o f 5-6, as normal. Additionally, should the
character be slain, there is no need to roll on the M o n ster
Reaction table.

EQUIPMENT: Stegadons roam throughout the Lustrian continent in herds
Giant Bow: A Stegadon’s Skink Crew fire huge arrowsfrom a ranging in size from a handful o f related beasts to great
giant, howdah-m ounted bow.
migrations o f many thousands. Some o f these groupings have
Instead o f firing another missile weapon in the Shooting distinctive colours and markings, such as the tan striped beasts
phase, one o f the Skink Crew may fire the giant bow. This that dominate the cracked earth o f the Huahuan deserts, or the
is a bolt throw er with the profile given below. T h e giant bow green-spotted Stegadons that lice in the hidden Gwangee Valley.
can be fired if the Stegadon moves (but not if it marches).
M ost Stegadons, however, oary in colouration, rangingfrom
Range________ Strength________Special Rules________ pale blue-greys to rich greens, browns and reds. A s the bony
36" 5 M ultiple W ounds (D 3), plates that cooer their thick hides age, they become much harder
Poisoned Attacks as well as lighter in colour. Young Stegadons can be quite brightly
coloured, and those within afew decades o f having hatched
A rm our saves are not perm itted against W ounds caused by are often heavily mottled or otherwise camouflaged. A s the
a giant bow. I f the giant bow rolls a 6 To H it, only the first monstrous reptiles grow older, they usually lose some o f these
m odel hit is w ounded automatically. I f that m odel is slain contrastingpatterns and become more evenly coloured. This is
then roll To W ound the next as normal.
not always the case, however, as shown by the brilliant
Giant Blowpipe: Two giant blowpipes are affixed to an Ancient diamond-backedpatterns exhibited by some Stegadons o f the
Stegadon’s howdah.
Piranha Swamps - notorious beasts that can wallow in the
Instead o f firing another missile weapon in the Shooting phase, deepest swamp channels, where they lie hidden in ambush.
up to two Skink Crew may each fire a single giant blowpipe.
Older Stegadons, particularly the largest bulls, leave their herds
Range________ Strength________Special Rules________ and strike out on their own. Such rogues establish farther-
18" 3 M ultiple Shots (2D 6),
Poisoned Attacks ranging territories, and challenge any o f their kind that dares
trespass. These head-clashing bouts can lastfo r days and can
flatten swathes o fjungle. It is not unknown fo r striking and
colourful markings to appear on the crests o f these elder beasts,

signalling that these are the mostpowerful o f their kind.

r SALAMANDER HUNTING PACKS

Salamanders are giant, predatory creatures that stalk the beast into a clear firing position, a difficult task as the
swamplands and estuaries o f L u stria’s jungles. Propelled Salamander often wishes to charge straight forwards into
by four thickly muscled legs and a powerful tail, they combat. I f the H andlers line it up correctly, they can coerce
are sw ift-m oving creatures w hether on land or in water. a Salam ander to spout its flame upon the foe, before allowing
Salamanders are voracious hunters, and their favoured the creature to finish the jo b w ith tooth and claw.
m ethod o f catching prey is to swiftly close the distance,
m oving through u n d erb ru sh or even subm erged u n d er water. The Skinks have learned that Salamanders are particularly
O nce within range, they launch a burst o f highly corrosive effective at burning foes out o f fortifications. T he burning
liquid from their gullets, a substance so volatile that it bursts liquid splashes through em brasures to bu rn alive any
into flames upon contact with the air. T h e b u rn in g pitch-like within. So were the wooden palisades o f the N orse colonies
substance sticks to victims, bu rn in g them alive, whilst already destroyed, and defenders removed from the towers o f the
beginning the digestive process. T h e creature’s neck-frills beached Black A rk, the Umbral Tide.
and back sails provide a cooling m echanism , ensuring
the cold-blooded creature does not expire from the heat MUiiuwr M WS B S S T W I A Ld
generated within its own body. S alam an d er 633543424
S k ink H a n d ler 623321415
It is difficult to catch and train a Salamander, b u t Skinks
know n as H andlers m anage to do so. U sin g sharp-tipped TROOP TYPE: M onstrous Beast.
jabbing spears, Skink H andlers goad Salamanders into
position, and then prod them until they are angry enough to SPECIAL RULES: Aquatic, Cold-blooded, Fear,
spit flames. Although sometimes employed by Skink artisans Scaly Skin (5 + ), Skirmishers.
to fire kilns, the Salamanders are most often used in warfare.
Poking a beast as violent as a Salamander is a hazardous task, Hunting Pack: A unit with this special rule consists o f a
and over the course o f their duties many Skink H andlers are num ber of monstrous beasts and infantry handlers. Although
eaten or covered in flaming bile themselves. they are m onstrous beasts and not m onsters, they follow all
the rules for M onsters and H andlers, as described in the
O n the battiefield, Salamander H u n tin g Packs often cover W arhammer rulebook. I f the unit needs to take a M onster
the arm y’s flanks. Skink H an d lers attem pt to move their Reaction test, the result applies to all rem aining m onstrous
beasts. Characters may not join a unit with this special rule.

Spout Flames: Spout Flam es is a shooting attack; all
Salamanders in the pack m ust shoot towards the same target.
Spout Flam es is fired using the same rules as a fire thrower,
but with the profile and differences given below:

A Salamander can Spout Flames if it moves, but not if it
marches. I f the artillery dice result is a misfire, no shots are
fired and D 3 Skink H andlers are removed as the Salamander
eats them!

Range________Strength_______ Special Rules_________
n/a 4 Flam ing Attacks,
Slow to Fire

THE BATTLE OF THE UMBRAL TIDE

The raiding army o fDark Eloes aboard the Umbral Tide, a
notorious Black A r k o f the Naggaroth fleet, was surprised in the

Black Way by a Lizardmen army. Beached by powerful spells,
the city-sized ship was swarmed ooer by Skinks, Kroxigor and
Salamander Hunting Packs that rose out o f the water to clamber
aboard. A lthough the ship’s many towers launchedflights o f
quarrels, the flame-spouts o f the Salamanders soon silenced
them, save for the cries o f the hopelessly burned. N o t a single
Dark E lf suro 'med and the ship’s massive hull remains, sticking
out o f the mudbanks, as a skeletal reminder o f the fate o f those

who dare enter Lustria.

RAZORDON HUNTING PACKS

Barbed Razordons are covered with a profusion of great
spines —hardened spikes m ade o f bone that project
menacingly out o f their bodies. As a defensive protection,
tiiis razor-sharp body arm our serves to deter all but the
most determined of creatures, and even the most monstrous
of L ustria’s many apex predators will think twice before
attacking a R azordon. T h e R azordon’s spines are not only a
deterrent, however, they are also a deadly offensive weapon.
B y way o f powerful muscle spasms, Razordons can discharge
their spines, shooting them outwards in a deadly hail.

Razordons are most commonly found in swampy regions
:r tidal basins, and more o f their num ber are concentrated
around the Amaxon Basin than anywhere else in Lustria.
There, in the overgrown backwaters, the favoured prey of
Razordons can be found in great profusion. Razordons feed
on any o f the enormous winged insects that plague the moist
swampy air in droning clouds so dense that they blot out
the noonday sun. W ithout wings, it is n o t easy to h u n t such
quick-flying quarry, but the Razordon has developed its own
unique way. It first slinks w ithin range by crouching low
and advancing through the high rushes, or by submerging
Itself in the water so that only its eyes and nostrils poke above
the floating algae o f the foetid marshes. W hen a good-sized
insect drones by, the R azordon will fire volleys o f its spikes
into the air, hoping to impale and bring down its prey. Even
clipping its target is enough to brin g it near the ground,
where the R azordon’s long claws and ragged, sharp teeth
are more than enough to finish off any insect, no m atter how
large. W hile any o f the plethora o f insect types will do, all
Razordons consider the horse-sized stegawasps or blood-
draining sabreflies special delicacies.

In m uch the same m anner as the Salamander, Skinks capture M SM U W " w s *7 w rrrr
and train Razordons, although the spiky beasts have no
domestic uses and are used exclusively on patrols or at war. R azordon 6 33543424
G oading such a creature to shoot its darts is a simple, if
somewhat risky operation: the Skink H andlers prod the S k ink H a n d ler 623321415
Razordon with the sharp end o f a spear, and then duck. As
R azordons are m ean-spirited creatures, it is not unusual for TROO P TYPE: M onstrous Beast.
an occasional dart to be fired towards the Skink H andlers
rather than the targets they would have chosen. SPECIAL RULES: Aquatic, C old-blooded, Fear,
Hunting Pack (see page 46), Scaly Skin ( 5 + ) ,
T he Lizardm en use Razordons as living pieces o f artillery, Skirm ishers.
driving them towards enemy battle lines, all the while
encouraging the beasts to fire a steady rain o f spines into Instinctive D efence: I f charged, a Razordon H unting Pack
enemy ranks. A single dart can be deadly, as it is shot out m ust Stand and Shoot if it is able to do so. However, when
with enough force to splinter a shield, or punch a hole clean calculating the num ber of shots fired, each Razordon can
through a man’s body. However, even a creature that is hit by re-roll the artillery dice.
a R azordon spike and survives is still in danger. E ach spine
has tiny barbs that ensure that pulling it out inflicts even S h o o t Barbs: Shoot Barbs is a shooting attack; all
greater injury and loss o f blood. Razordons in the pack m ust shoot at the same target.
Shoot Barbs is fired using the same rules as a cannon firing
Should a foe be so foolhardy as to charge a Razordon, grapeshot, but with the profile and differences given below:
the spiky reptile has developed a fearsomely devastating
reaction —flexing its scaly hide to blast forth a formidable A Razordon can Shoot Barbs if it moves, but not if it
volley. T hose attackers fortunate enough to make it past marches. I f the artillery dice result is a misfire, no shots are
the wall o f darts fired at them find themselves met by the fired and D3 Skink H andlers are removed as the Razordon
snarling Razordon. D uring the Battle for the Lost Plaque at eats them!
Lacoussaint, Razordon H unting Packs were massed together
into a large formation and managed to stop cold a formation Range________ Strength_______ S pecial Rules_________
of charging Bretonnian knights, slaughtering them to a man. 18" 4 Q uick to Fire


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