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Lizardmeni z głębokiej "Afryki"

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

Jaszczurki

Lizardmeni z głębokiej "Afryki"

BASTILADONS

Known to the Skinks as the Bastiladon, this hulking for the Bastiladon is a lum bering and ponderous creature,
quadruped is perhaps the m ost heavily arm oured beast in slowed down by its own dense weight. T he largest threat
L ustria. It is a w alking fortress, a living bastion covered to a Bastiladon comes not from the prowling gargantuan
in a rock-hard bony skin, and then further protected by carnivores, but rather the quicksand and boggy m ud that
massive iron-like plates —a natural arm our so dense that it can be found throughout the steamy jungles. Even on solid
can, sometimes, thwart the bite o f the mighty Carnosaur. ground, the heavy tread o f the arm oured beast leaves deep
Even those blows that crack the outermost arm our plates prints, and should one wander too deeply into a swampy area
cannot penetrate deeply into the beast due to the Bastiladon’s it can all too easily become hopelessly m ired. T h is is exactly
alternating layers o f thick leathery skin and additional scales. how the Skinks have come to trap Bastiladons —using all
their wits to subjugate and then train the beasts.
In combat, the Bastiladon attempts to stomp lesser creatures
with its enorm ous clawed limbs, driving their bodies deep W hen ridden to war, the Bastiladons carry with them some of
into the ground. W hile its incredible bulk never allows it the treasured weapons o f the temple-cities. T heir incredibly
to build up a thunderous impact like that o f a Stegadon, thick and arm oured hides allow them to carry devices which
the Bastiladon is still a formidable fighter. Its hawkish beak other beasts, even the revered Stegadon, steadfastiy refuse.
delivers bites that can cleave a full-grown bola-bola tree These revered and holy objects are m ounted upon the great
in two. T he Bastiladon’s best weapon, however, is on the beast’s back so that they m ight be activated to smite any who
end o f its long and heavily muscled tail - a massive knot of dare set foot in sacred Lustria.
compacted bone covered over with arm oured plates. This
mace-like protrusion can be swung with such devastating For example, the A rk o f Sotek, or Twin-headed A rk, is a
mom entum that it can shatter granite or pulverise man-sized device that was first used in the Skaven Wars by the order
opponents, leaving only blood-splattered craters to mark o f Tehenhauin himself. It is a sacred stone artefact lifted
where they once stood. Even the largest o f creatures must upon the Bastiladon’s arm oured back. In appearance, it is
respect this bone-breaking bludgeon. a stone basin engraved with symbols venerating Sotek. As
the Bastiladon pounds towards its enemies, the Skink crew
Because o f its nigh impenetrable armour, there are few activate these glyphs and, perhaps most importandy, rake
predators in Lustria that will dare to attack a Bastiladon. the coals beneath. From out o f the A rk ’s sacred confines
Such formidable protection, however, does come at a cost, pour forth an endless supply o f serpents, blessed by Sotek

-

(or at least enraged by the heat) and eager to attack the EQUIPMENT:
nearest foe. W hile some beasts w ould understandably baulk
at the m ultitude o f snakes, it is the red -h o t coals that cause Ark o f Sotek: At the end of each friendly turn, nominate a
creatures to refuse to carry this sacred device. Such is the Jungle Swarm unit w ithin 6" o f each Bastiladon with an A rk
thickness o f a Bastiladon’s arm our, however, that it does not o f Sotek and roll a D 6. O n a 4 + , add one base to the Jungle
even notice the blazing fires stoked on its very back. Swarm unit. This can take the Jungle Swarm unit beyond its
starting size. I f the base cannot be placed (because there isn’t
Like many Lizardm en devices, the apparatus at first seems to enough room , or you don’t have sufficient m odels), it is lost.
be quite simple, b u t the magic is twofold. Firstly, by Sotek’s In addition, the A rk o f Sotek has a special shooting attack,
blessings, the enraged serpents swarm out and strike at with the profile and rules below:
those nearby; yet, miraculously, the snakes only ever attack
the enemies o f the Lizardm en. T he second inexplicable Range________ Strength________ Sp ecial Rules_________
thing, although few foes ever live long enough to realise it, D 6" 2 See below
is that the A rk never runs out o f snakes. W h eth e r they are
summoned from the surrounding flora or created by eldritch T he A rk o f Sotek can be activated in any friendly Shooting
means is irrelevant; the serpents continue to issue forth, like phase, even i f the Bastiladon has m arched, charged or is
water from a well. So m any vipers, asps, and snakes o f all engaged in close combat. W hen activated, all enemy units
kinds writhe near the A rk that those swarms o f diminutive within D6" immediately take 2D 6 Strength 2 hits, distributed
reptiles accompanying the Lizardm en army grow ever larger as for shooting.
in its presence.
Solar Engine: All friendly units with the Cold-blooded
U pon need, the eldritch and inexplicable artefact known special rule th at are w ithin 6" o f one or m ore Bastiladons
as a Solar E ngine is taken from its secure cham ber deep with a Solar Engine gain + 1 Initiative. In addition, a Solar
within the confines o f a pyramid-temple and manoeuvred E ngine contains the innate bound spell, Beam o f Chotec.
onto a Bastiladon’s carapace. Skink Priests declare that the
Bastiladon is favoured by C hotec —the L o rd o f the Sun B eam o f C hotec: This blinding beam can m eltflesh and even
—and that this creature alone is worthy to carry the Solar cause combustible creatures to burst into towers o fflam e w ith a loud
Engine. W hether this is true, or if the hoary Bastiladon whoosh;fo r Lizardm en, this is indelible proofo f Chotec’sfavour.
is simply the only jungle creature that will bear the super­
heated device upon its back, is unknown. W hen activated, Innate bound spell (pow er level 3). Beam o f Chotec is a magic
the arcane machine radiates invigorating rays that stir nearby m issile with a range o f 24". I f successfully cast, roll a D 6
reptilian creatures to energetic new heights o f action and and consult the table below to determine the Strength and
violence. W hen the attending Skink crew intone the correct num ber of hits (as well as any other effects) caused by this
blessings to Chotec, the Solar E ngine also blasts forth a beam spell. All hits caused by Beam o f Chotec are F lam ing Attacks.
o f intense heat, w hich burns the foe like the condensed rays
o f the sun itself. D 6 Num ber o f Hits

M M U fe ftT V a i s 's t 'w , A L 1 D 3 Strength 3 hits.
B astilad on 43 0 4 5 4 1 3 6
Skink Crew -2 3 3 - - 4 1 - 2 -3 D 6 Strength 4 hits.

4-5 2D 6 Strength 5 hits.

6 2D 6 Strength 6 hits. In addition, the target
suffers a -1 penalty to their W eapon Skill and
Ballistic Skill (to a m inim um o f 1) until the start
o f the Bastiladon’s next M agic phase.

TROO P TYPE: Monster.

SPECIAL RULES:
Always Strikes Last (Bastiladon only), C old-blooded,
Howdah C rew (see page 45), Large Target,
Scaly Skin (2 + ), Terror.

Impervious D efence: For the purposes o f calculating
combat result bonuses, a Bastiladon counts as having no
flanks or rear.

Thunderous Bludgeon: Before rolling To H it, nominate
one o f the Bastiladon’s Attacks as the T h u nderous B ludgeon
(a different coloured dice w orks best). T h is Attack is
resolved at Strength 10 and receives a + 1 To H it bonus
against models in the creature’s rear arc.

CARNOSAURS

T he jungles o f L ustria are filled with a cacophony o f sounds, o f them are as aggressive or so dom inant a predator. No
but all come to a dead silence when the bellowing roar o f a creature, big o r small, is safe from its relentless attack. T he
Carnosaur reverberates through the land. N ot even the dense C arnosaur is undeterred by the thickest hides or the toughest
undergrowth can drown out that roar, which can be heard for bony plates; they are one o f the few natural predators o f the
m any miles. It is a sound that sends shivers o f fear through m ighty Stegadons. Protective spines, lethal venom or razor-
even the most hulking o f behemoths, for it can mean only one edged sabre-fangs —they m atter not to the Carnosaur. A
thing —a C arnosaur is on the prowl. fight between the larger beasts o f the ju n g le is a titanic sight,
a resounding battle that often leaves even the victor badly
Carnosaurs are enormous predators that stalk the darkness mauled. Alm ost always, the beast that rises from the circle of
o f the primordial jungles, the ultimate hunters of Lustria. sm ashed trees and tram pled undergrow th is the C arnosaur -
They are powerfully built, with long, m uscular hind limbs it rears back, shakes the gore from itself and roars its trium ph
and a heavy tail that is used for balance. U p o n scenting to the heavens above.
prey, or catching sight o f even the least m ovem ent, the
Carnosaur propels itself with enormous strides, moving Carnosaur eggs are highly coveted by the Lizardm en and
with a surprising speed for so large a beast. T heir shortened countless Skink hunters brave the wilds seeking to find
forelimbs and sharp claws are ideal for locking hold o f prey, them. It is a dangerous task and many Skinks die in the
allowing the Carnosaur to better line up its most destructive attempt, squashed underfoot or swallowed whole, but such
attack; Carnosaurs have massive jaws, their gaping mouths treasures are highly valued. O n rare occasions, a precious
filled with dagger-like death. T heir bite can hack through egg is snatched by the Skinks and returned to the temple-
huge chunks o f flesh on larger prey, and by tw isting itj thick, cities to be incubated. T here, the eggs are closely cared for
serpentine neck, a Carnosaur can simply rip its quarry apart. by attentive Skinks, who continue to nurture the young
H av in g tasted blood, a C arnosaur is at its m ost deadly, for it hatchling even though they are soon dwarfed by the growing
enters a state o f savage fury —biting and tearing at any living beast. Even newborns are capable o f biting a Skink in two,
creature, sometimes slaughtering its gory way through entire and few o f the trainers survive long enough to see the fruits
herds of giant sauropods without pause. o f their labours. Eventually, however, the C arnosaur is
trained to accept a rider and take direction.
In the danger-filled lands o f the lost continent, there are
a few beasts larger in size than the Carnosaur, but none W ith a Saurus O ldblood or Scar-Veteran on its back, a
C arnosaur is able to wade through enemy battle lines; a
death-dealing colossus that can shatter an arm y’s resolve to
fight in a few bloody moments. It takes m uch strength and
skill to keep such a wilful beast under control, yet even that
semblance o f m astery is shed in the heat o f battle as soon as
the Carnosaur tastes blood. W hen the vicious killing fury
is upon a Carnosaur, it is likely to revert to instinct —the
apex predator o f a deadly land, charging and devouring any
creature in its sight that so m uch as moves.

MMUIAT^M WS BS S T W I A Ld
C arnosaur 7 30755245

TROO P TYPE: Monster.

SPECIAL RULES: C old-blooded, Large Target,
M ultiple Wounds (D 3 ), Scaly Skin ( 4 + ) , Terror.

Blood Frenzy: O nce the Carnosaur (not his rider) has
inflicted an unsaved W ound, it immediately becomes subject
to Frenzy. Furtherm ore, the Carnosaur never loses its Frenzy.

UPGRADES:
B loodroar: E nem y units m ust roll an additional D 6,
discarding the lowest result, for Leadership tests to
resolve Fear or Terror effects caused by this beast.

Loping Stride: A model with this upgrade has the
Swiftstride special rule.

50

KROQ-GAR

Last Defender of Xhotl

K roq-G ar is an ancient Saurus, the last rem aining w arrior For centuries thereafter, K roq-G ar carried on a running
from the now ruined temple-city of Xhotl. The spawning batde in the jungle, the last army o f X hod dwindling around
that brought K roq-G ar into the world produced a handful of him. By the time the Elves enacted their G reat Ritual, only
other Saurus, each marked for greatness. In the instinctive K roq-G ar and his ageless Carnosaur Grymloq remained.
ways o f batde-cunning these warriors were unsurpassed by
any o f their kind, and each possessed an innate dominion It was none other than the great L ord M azdam undi, H igh
over the native beasts o f the jungle. K ro q -G ar’s spawning Slann M age-Priest of Hexoatl, that summoned Kroq-G ar
coincided with the rearing o f a brood o f mighty Carnosaurs, to his temple-city, choosing him to lead the great Saurus
and he claimed the largest and most ferocious as his own. armies that remained. M azdam undi gifted K roq-G ar with
the ancient artefact known as the H an d o f G ods, with which
K roq-G ar had been serving his temple-city for only a few he could sear the flesh from his enemies’ bones. Since that
centuries when the G reat Catastrophe occurred. Although day, M azd am u n d i has assigned K roq-G ar the sacred task
K roq-G ar and his spawn-kin fought many epic battles and o f exterminating those creatures not part o f the O ld O nes’
destroyed entire armies o f Daemons, the never-ending G reat Plan. O ver his long existence, K roq-G ar has fought
onslaught eventually caused the defenders to take refuge many wars —leading the armies o f H exoatl, o r join in g other
within their temple-city o f Xhod. There, the magical barriers hosts to aid them in battle. T h ere is no continent upon which
o f the M age-Priests saved them for a time, but eventually K roq-G ar and G rymloq have not fought, but for the last
collapsed. Taking advantage o f a surge o f uncontrolled defenders o f X hod, the batde is not yet over.
energy, D aem ons manifested themselves inside the temple-
city, butchering the Slann before K ro q -G ar could ride to e & ih W M WS BS S T W I A Ld
their aid. So did the full power o f Chaos swarm over Xhotl.
K roq-G ar 460553358
Although his temple-city was in ruins, K roq-G ar and the 7 30755255
surviving army fought their way out, buoyed by their own G rym loq (C arn osau r)
rage and the last blessings o f their M age-Priests. E n route
to their freedom, they sent many D aem ons back to the abyss. TR O O P TYPE: Infantry (Special Character). K roq-G ar is
carried into batde by his Carnosaur Grym loq (M onster).

SPECIAL RULES (Kroq-Gar):
C old-blooded, Predatory Fighter, Scaly Skin (4 + ).

Sacred Spawning o f Xhotl: W hilst K roq-G ar is alive, he
and his m ount have a 5 + w ard save.

SPECIAL RULES (Grymloq):
Cold-blooded, Large Target, M ultiple Wounds (D 3 ),
Scaly Skin ( 4 + ) , Swiftstride, Terror.

A ttuned to the Beast: I f K ro q -G ar is ever killed,
Grymloq automatically passes his M onster Reaction test
and immediately becomes subject to Frenzy. In addition,
G rym loq never loses his Frenzy.

M AGIC ITEMS:
H and o f G ods: Kroq-G ar can create a searing ball o flight in the
palm o fhis hand, which can then be directed a t his enemies.

E nchanted Item. B ound spell (power level 3). H a n d o f G ods
contains the spell Shem’s Burning Gaze (see L o re o f L ight).

R evered Spear o f Tlanxla: This weapon was said to have been
w ielded by the w arlike O ld One deity Tlanxla as he rode his sky
chariot into battle. It hums w ith ancient energy, and those struck by
it are overcome by doom-laden visions that sap their w ill tofight.

M agic Weapon. Each unsaved W ound caused by the
Revered Spear o f Tlanxla counts as 2 unsaved W ounds
when calculating com bat results. In addition, if Kroq G ar is
m ounted, the Revered Spear o f Tlanxla grants K roq-G ar + 1
Strength in a turn in which he charges.

LORD KROAK

Deliverer of Itza

Venerable L o rd Kroak is said to have been the first o f the TROO P TYPE: Infantry (Special Character).
Slann M age-Priests spawned upon the world, the eldest of
the fabled First Generation. T he mysterious O ld O ne Терок MAGIC: L o rd Kroak is a Level 4 W izard; however, he
taught Kroak o f the W inds of M agic, and it was the serene knows only one spell —The Deliverance o fItza . I f this spell is
Potec who shared the secrets o f unwinding the threads of lost, forgotten, swapped or stolen by any means, L ord Kroak
time. It is w ritten that L o rd Kroak and his peers were the will immediately rem em ber it again and, if applicable, the
ones to teach the first ancestors o f the Elves to wield magic. W izard that swapped o r stole it will im mediately forget it.
T hese things and more has Kroak seen and it is said he is
fated to endure until the last m om ent o f the universe itself.

THE DELIVERANCE OF ITZA Cast on 10+

L o rd Kroak m ade the most profound o f sacrifices during The very last incantation that left L ord Kroak at the moment
the G reat Catastrophe, but his indomitable spirit would not
concede defeat and he became the first o f the Relic Priests. ofhis passing was the Deliverance o fItza. It was this spell that
Now, behind the enigmatic visage o f his golden death
mask, he can no longer communicate, but his spirit form rippled across the lands and banished the daemonic horde that was
can still interact with the material world. Some vestige o f
power resides in him still, a distant echo o f form er glory, yet attacking the F irst City in a single blast o fenergy that shook the
strength enough to unleash destruction upon his enemies.
At need, his shrivelled and lifeless husk is brought forth planet. W hat emanates out o fthe m um m ified husk today are but the
from Itza, and it has guided the Lizardm en to yet
further victories. weak echoes o fthat almighty invocation o fpower.

MUUUW M WS BS S T W I A Ld The Deliverance o fItza is a direct dam age spell th at targets
4 113 5 6 119 all enemy units w ithin 12". E ach target suffers 2 D 6 Strength
j L ord K roak 4 hits. I f a target has the Daemonic, U ndead or N ehekharan
U ndead special rule, it suffers 3D 6 hits instead. L o rd Kroak
can choose to extend the range o f this spell to 18"; i f he does
so, the casting value is increased to 18 4-. Alternatively, L o rd
Kroak can choose to extend the range o f this spell to 24", in
which case the casting value is increased to 2 4 + .

SPECIAL RULES: C old-blooded, Fear, Flammable,
M age-Priest Palanquin (see page 31), U nbreakable.

Eternity Guardians: If L ord Kroak joins a unit of
Temple G uard, all models in the com bined unit gain the
Unbreakable special rule.

First G eneration Spawning: L o rd Kroak can cast The
Deliverance o fItza as m any times per tu rn as he has sufficient
power dice. In addition, if L o rd Kroak casts a spell with
irresistible force, roll a D 6; on 2 + he does not roll on the
M iscast table but instead suffers a Strength 6 hit and D 6
dice are immediately lost from the power pool. O n a roll o f
1, L o rd Kroak rolls on the M iscast table as normal. In either
case, i f the spell was cast through an A rcane Vassal (see page
36), the Arcane Vassal also suffers a Strength 6 hit.

T h e Spirit o f L ord Kroak: L o rd K roak’s W izard level can
never be reduced to less than 1.

Suprem e Shield o f the Old Ones: L ord Kroak has a 3 +
w ard save.

MAGIC ITEMS:

G old en D ea th Mask: L ord K roak’s golden death mask protects
the m um m ified head o fthe venerable Relic Priest. Its most striking
features are the tw o staring eyes madefrom smooth w hite and
yellow gemstones inlaid to represent the all-seeing and unblinking
eyes o fL ord Kroak, staring out o feternity and watching over his
minions. The hypnotic effect o fthe mask hindersfoes attempting to
attack him.

Talisman. All shooting or close combat attacks against L ord
Kroak, or any unit he joins, suffer a -1 penalty on To H it rolls.

LORD MAZDAMUNDI

Lord of the Solar-C ity

L o rd M azdam undi is the oldest and most powerful o f the MAGIC ITEMS:
living Slann M age-Priests. At the Dawn of Creation, L ord
M azdam undi was instructed by none other than L ord Kroak Cobra Mace o f Mazdamundi: Shaped like a hooded cobra,
himself. W ith a matchless m ind unfathomable to others, this mace has a sentience o fits own, and strikes out w ith lightning
M azdam undi is obstinate in his ways and will not be deterred speed to defy L ord M azdam undi sfoes.
from that upon which he has decided. A lthough it took many
interruptions to his thoughtful contemplations, at last the M agic Weapon. Attacks made with the Cobra M ace have the
great M azdam undi has fully bestirred himself, shaking off Always Strikes First and Poisoned Attacks special rules. At
the lethargy that has afflicted so many o f his kind. In the last the start o f every Close Com bat phase, all enemy models in
few centuries he has become the most proactive o f all the base contact with L ord M azdam undi m ust reveal their magic
Slann. W hen riled, the L o rd o f the Solar-City will levitate items. I f L o rd M azdam undi scores one or more hits against
his palanquin-throne atop the largest Stegadon that can be a m odel that has any magic items, roll a D 6 ; on a 6, all o f that
found. T he current beast, a colossal specimen nam ed Zlaaq, m odel’s magic items are im mediately destroyed and cannot
has served M azdam undi for alm ost five h u nd red years. be used further in this game.
Once aloft on his m ount, M azdam undi will march out at
the head o f the armies o f Hexoatl. W ith a flick o f his wrist, Sunburst Standard o f Hexoatl: This golden totem inspires
M azdam undi has smashed cities and doomed armies. H is nearby warriors, w hilst blinding theirfoes w ith its brilliance.
G reat Purpose does not allow for mercy.
M agic Standard. T h e S unburst Standard o f H exoatl is a
L ord M azdam undi has studied the lost plaques more than battle standard —if your arm y includes L o rd M azdam undi,
any other M age-Priest, including those found m ost recently. he m ust be your arm y’s Battle Standard Bearer. T h is does
H is epiphany is that the L izardm en have failed to accomplish not prevent L o rd M azd am u n d i from also being your arm y’s
the first o f the O ld O nes’ decrees —the exterm ination o f General. In addition, once per game, at the beginning o f any
those races not part o f the G reat Plan. M azdam undi believes enemy Shooting phase, L ord M azdam undi can release the
it is pointless to divine the next stages o f the G reat P lan until power o f the Sunburst Standard. I f he does so, enemy models
the first is complete; to do so would only invite further error. that target M azdam undi, or any other friendly unit within
12", w ith a shooting attack, suffer a -1 To H it penalty. T his
Й&ііііі!«*' V ™« . Vw effect lasts until the end of the turn.
Lord Mazdamundi 423345219
From his p o o l o f tranquillity atop the tallestpyramid o f
Zlaaq (Ancient Stegadon) 6 3 0 6 6 5 1 3 6 Hexoatl, Lord Mazdamundi let his mind drift into the cosmos. In
his becalmed state the ancient Slann could still sense the entropic
TROO P TYPE: Infantry (Special Character). L o rd powers that encircled the world, including the dark tendrils that
M azdam undi is carried into battle by his A ncient Stegadon soughtfo r him alone. A fter thousands o f years o f struggle, his
Zlaaq (M onster).
consciousness was now unclouded by disorder. Through sheer
MAGIC: L o rd M azdam undi is a Level 4 W izard who uses force o f will, Mazdamundi had shaken o ff the coils o f discord
spells from either the L ore o f H ig h M agic (see page 60) or that surrounded his mind and swept away the long malaise that
one o f the eight Lores of Battle M agic in the
W arhammer rulebook. sapped the energies o f so many o f his kind.

DISCIPLINES OF THE OLD O N ES (see page 61): A t first, the greatest ofl'wing Slann had surmised that such
Becalming Cogitation, Harmonic Convergence, effects were a by-product o f the influx o f Chaos. Though
Soul o f Stone, Transcendent Healing. his focus had not, as o f yet, returned to perfectpurity,

Mazdamundi’s thoughts were now unfettered and he could once
again perceive the messages hidden in the stars.

SPECIAL RULES (L ord M azdam undi): Cold-blooded, Although he had overcome the enchantment cast upon his kind,
Shield o f the Old Ones (see page 31), Stubborn, Mazdamundi could stillfeel that, all around him, the world was
Telepathic Confabulation (see page 31). still assailed by a storm o f unreason. Countless skeins o f fate
were inplay, but with his keen magicalperception he couldpick
N ote that if Zlaaq is slain, L o rd M azdam undi gains the out which threads were being unnaturally manipulated and which
M age-Priest Palanquin special rule (see page 31). mooed o f their own accord. Using the power o f his prodigious
thought, Lord Mazdamundi sought out the armies he had sent
Mage-lord o f Hexoatl: L o rd M azdam undi has the
Lorem aster special rule for whichever Lore of M agic he forth into the world. Each commander, from ancient Saurus
chooses to select spells from. Oldbloods to newly spawnedSkink Chiefs, was directed to a
battlefield - some nearby, others to the far sides o f the world.
SPECIAL RULES (Zlaaq): Cold-blooded,
Immune to Psychology, Impact Hits (D 6 + 1), Everywhere the foe must be met and defeated.
Large Target, Scaly Skin (3 + ), Stubborn, Terror.
Once again, the battlefo r dominion o f the world was begun.

GOR-ROK

The Great W hite Lizard

W hen Gor-Rok emerged from the spawning pool of Itza, M ace o f U lam ak is hefted at his shoulder and the matchless
his size, pure albino colourings and lone arrival immediately Shield o f Aeons strapped to his arm does G or-Rok come to
m arked him as a future champion. A nd so it has been — life. A cold-blooded purpose appears in his reptilian eyes as
for the G reat W hite L izard, as G or-R ok is also known, he accepts orders from a Skink Priest, or telepathically, from
has fought in countless batdes, his heavily scarred body a a Slann M age-Priest.
testament to many thousands o f hard-fought triumphs.
W h eth er placed in charge o f entire armies, delegated as
G or-R ok is the m ightiest o f w arriors, the solid centre around a unit leader, or assigned the task o f pulverising enemy
which the Saurus battle lines advance, and the rock on which commanders, G or-R ok has never failed. At the Battle of
Itza’s enemies are broken. G or-R ok does not know pain Bloodpools, it was G or-Rok who slew the Savage O re
o r fear, and in com bat he is unrelenting —always looking Warboss and his Wyvern, putting flight to the greenskins. H e
for another opening to attack, while never him self taking a has slain foes as far away as the Chaos Wastes and tested the
single step backwards. L ike all Saurus, G or-R ok is a fighting strength o f his shield against O gre charges and the might of
machine —a creature wholly purposed for war and the Greater Daemons. H e has fought in naval batdes, and bears
slaughtering o f enemies. U nlike most o f his species, however, scars from the fangs o f sea monsters that fought alongside
G or-R ok is oversized —his heavy frame thickly corded with the D ark Elves. In any battie, he can always be found where
m uscles and covered with scales tough enough to tu rn all b u t the fighting is thickest, and those that do not fall beneath the
the most determined o f sword thrusts. Indeed, G or-Rok has powerful sweeps o f his mighty weapon are smashed aside by
survived horrendous wounds, and bears monstrous scars, yet his massive shield and crushed beneath his tread.
never has injury hindered him from duty, or prevented him
from achieving victory. MftiuwrvWS BS S T W I A Ld
Gor-Rok 4 50562348
As befits G or-R ok’s sacred status, he has been gifted with the
finest armaments o f Lustria. To gird him for battle, Skink TROOP TYPE: Infantry (Special Character).
attendants tend to his every need at the apex o f Itz a ’s tallest
pyram id while G or-Rok remains motionless. O nly when the

SPECIAL RULES: C old-blooded,
Im m une to Psychology, Predatory Fighter,
Scaly Skin ( 4 + ) , Stubborn.

Resilient: I f Gor-Rok suffers an unsaved W ound from an
attack that has the Killing Blow, H eroic Killing Blow or
M ultiple W ounds special rule, roll a D 6; on a 2 + he only
suffers 1 W ound, regardless o f how many W ounds would
normally be caused. O n the roll o f a 1, he suffers the full
number of Wounds.

MAGIC ITEMS:

T h e M ace o f U lum ak: It is believed, that the O ld Ones
themselves guide the hand o fone who wields the M ace o f Ulumak.

M agic Weapon. T he M ace o f U lum ak allows G or-R ok to
re-roll all failed To H it rolls. In addition, w hen striking with
the M ace o f U lum ak, Gor-Rok gains an additional Attack
from his Predatory Fighter special rule on any successful To
H it roll o f a 5 or 6.

T h e S h ield o f A eons: The Shield o fAeons is a massive artefact
made deep w ithin the volcanic heart o fthe Fire Islands. So
enormous w as the slabfrom which the Shield o fAeons was cut
that a dozen Kroxigor were needed to haul its bulk to the Lustrian
m ainland and generations o fSkink artisans laboured to carve it.

M agic Armour. G or-R ok counts his arm our save as being
two points higher than normal, instead o f the usual one point
that a shield would normally grant. In addition, any enemy
model that makes a successful charge against Gor-Rok and
ends the M ovem ent phase in base contact with him must
im mediately take a D angerous Terrain test with a -1 penalty.

CHAKAX

The Eternity Warden

Very few Saurus Temple G u ard will ever prove worthy MMUUtr
enough to protect a Slann M age-Priest at his most
vulnerable m om ents —when he meditates in his E ternity I C.halraY
Chamber. Those few Saurus Temple G uard who earn such
honours are given the sacred rank o f Eternity W arden. In TRO O P TYPE: Infantry (Special Character).
the tem ple-city o f X lanhuapec, it is Chakax who bears the
title and responsibility of E ternity W arden. T his stalwart SPECIAL RULES: Cold-blooded,
Temple G uard has defended the M age-Priests o f the City Guardians (see page 35), Predatory Fighter,
of M ists, in their seclusion and in battle, for millennia. Only Scaly Skin (5 + ) .
the most powerful o f the Slann are allowed to contemplate
from X lanhuapec’s secluded E ternity C ham ber and when E ternity Warden: Chakax m ust always issue a challenge,
they retire to its tranquil composure, it is Chakax alone who and can never refuse one. W hen fighting in a challenge,
is entrusted to w atch over them . H e has been known to Chakax re-rolls all failed rolls To H it.
maintain his vigil for many centuries at a time.
U ltim ate Bodyguard: W hilst Chakax is part o f a com bined
Chakax is the eldest o f the ancient city’s Temple G uard. unit that contains both a model with the M age-Priest
H e has never yielded in his task and has butchered whole Palanquin special rule and Temple G uard, all models in the
regim ents o f foes that have dared attem pt to kill his charges. combined unit gain the Unbreakable special rule.
E ach sweep o f his heavy Star-stone M ace leaves a trail of
devastation in its wake. As the last line o f defence between M AGIC ITEMS:
an assassin’s blade and the M age-P riest he is charged with T h e Star-stone M ace: This massive, double-handed mace was
defending, C hakax’s skills as a bodyguard are com m ensurate crafted before thefounding o fthefirst temple-city, and its stone was
with his age. N ot a single Slann under his special protection not quarried upon this world. The star-stone itselfhas the rare
has died to an enemy blow, and he has become expert at property o frendering magical enchantments inert.
discerning the most covert o f threats and then flattening them
with a mighty two-handed swing. M agic Weapon. Attacks made with the Star-stone M ace
are resolved at + 2 Strength and have the Always Strikes
Last special rule. At the start o f every Close Combat phase,
all enemy models in base contact with Chakax m ust reveal
their magic items. I f Chakax scores one or more hits against
a model with any magic items, roll a D 6; on a 5 + one
random ly determ ined magic item is im mediately destroyed
and cannot be used further in this game. N ote that this has
no effect on magic items that are mounts, magic items that
contain bound spells that have miscast during the game, and
any magic items labelled as ‘one use only’ that have already
been used durin g the game —do not include these when
randomly selecting a magic item.

T h e H elm o f the Prim e Guardian: Chakax wears a massive
skull-helm that belonged to thefirst o fa ll the Temple Guard, the
Guardian o f Origins. The spirit o fthe long-dead Saurus lingers on
and heightens the bearer’s awareness o fthreats.

M agic Armour. Chakax counts his arm our save as being
one point higher than normal. Enem y units with the Scouts
special rule may not use their special deployment to set up
within 20" o f Chakax. In addition, if an enemy unit within
20" o f C hakax contains ‘hidden’ models (such as Assassins,
N ight Goblin Fanatics etc.), their presence m ust be
announced as soon as they come w ithin 20" o f Chakax.

T h e Key to th e E tern ity C ham ber: The Key to the
E tern ity Chamber is in la id w ith intricate w ards th a t slow the
passage o ftim e, allow ing the bearer to fig h t a t the same speed as
his opponent and to dodge blows w ith ease.

Enchanted Item. W hen fighting in a challenge, Chakax has
a 5 + w ard save and his opponent gains the Always Strikes
Last special rule.

TEHENHAUIN

The Prophet of Sotek

Tehenhauin is the name o f the first and greatest P rophet o f A fter leading his troops to victory at the M al’liente Swamp,
the Serpent G od, Sotek. It began when Tehenhauin rallied Tehenhauin had grown so popular that the Slann had to
the population of disease-ridden Chaqua, leading them out consider his wishes. N one know Tehenhauin’s ultim ate fate,
o f that defiled city. Before he left, he claimed two treasures bu t some say he is still using his powers to h u n t the hated
- a gleam ing sacrificial blade and the hidden plaques of vermin. It would seem impossible for a short-lived Skink to
Chaqua, which proclaimed the coming of the Serpent God. attain this length o f years, but it is whispered that as a snake
Turning the plaques into a totem, Tehenhauin bore them at sheds its skin and is renewed, so too is Sotek’s Chosen. Since
the forefront o f the massive Skink m igration. In this way, a those days, at times o f great im port a single red-crested Skink
ground swell o f m om entum built behind Tehenhauin, and Priest has emerged from the deep jungle, claiming the tide of
placed him at the apex o f the new Cult o f Sotek. Idolised by Tehenhauin, the once and future Prophet o f Sotek.
his fellow Skinks in a m anner previously reserved for M age-
Priests, Tehenhauin prophesied the Serpent G o d ’s coming. M WS B S S T W I A Ld
6 65433638
T hings may have gone ill for Tehenhauin, yet the Skink
Priest backed his chittering oratory with bold acts - leading TROO P TYPE: Infantry (Special Character).
armies o f followers to victory after victory over the Skaven
that were then ram paging across Lustria. M any thousands MAGIC: Tehenhauin is a L evel 3 W izard who uses spells
o f captured ratm en were cruelly sacrificed to Sotek; acts that from the L ore o f Beasts.
Tehenhauin promised would bring forth their vengeful god.
T he appearance o f a twin-tailed comet in the skies was taken SPECIAL RULES: Aquatic, Arcane Vassal (see page 36),
as proof o f his im m inent arrival. U pon the field o f battle, Cold-blooded, Hatred (Skaven), Scaly Skin (5 + ).
Tehenhauin attacked in the m anner o f his twin-tailed deity
—forked assaults. A serpent strikes quickly and so too did Im m une to Poison: Poisoned Attacks cannot wound
Tehenhauin, focussing his arm y’s venom ous energy on the Tehenhauin automatically —they m ust always roll To W ound.
enem y’s weak points. As if in answer to his m any sacrifices,
serpents o f all varieties form ed a w rithing carpet at his feet.

Master o f Snakes: Unless mounted, Tehenhauin can join
Jungle Swarm units, even though characters are not normally
perm itted to join Swarms. W hilst Tehenhauin leads a Jungle
Swarm, he gains the U nbreakable special rule and the unit’s
Squish! special rule is ignored. I f Tehenhauin is killed or
leaves the unit, this special rule im mediately ceases to apply.

Prophet o f Sotek: I f your army includes Tehenhauin, you
may upgrade any units o f Skink Cohorts, Skink Skirmishers,
Terradon R iders o r Ripperdactyl R iders in your arm y so
that the Skinks (not their mounts or any Kroxigor) have the
H atred (Skaven) special rule.

T ide o f Serpents: Unless m ounted, in close combat
Tehenhauin can make an extra D 6 A ttacks at Initiative 1.
These extra Attacks are always resolved at Weapon Skill 2
and Strength 2 and have the Poisoned Attacks special rule.

MAGIC ITEMS:

Blade o f th e S erp en t’s Tongue: This sacrificial dagger
w as crafted by the most skilled o f Chaqua’s Skink artificers and
enchanted to drip w ith deadly venom.

M agic W eapon. T h e Blade o f the Serpent’s Tongue grants
Tehenhauin + 1 Strength on the turn he charges. In addition,
all attacks m ade by the Blade o f the Serpent’s Tongue have
the Poisoned Attacks special rule.

P laque o f Sotek: Upon this stone plaque is inscribed an extract
o fthe Prophecy o fSotek.

Talisman. The Plaque o f Sotek grants Tehenhauin a J +
w ard save.

TETTO’EKO

Astromancer of the Constellations

Tetto’eko is the C hief A strom ancer o f the Temple o f the
Eclipse in Tlaxtlan. H is appearance on the battlefield heralds
events o f such importance that heavenly bodies have been
known to realign themselves in his favour. Those sensitive
to the skeins o f destiny can feel its precarious balance as well
as sense Tetto’eko’s uncanny ability to shift the w inds o f fate
his own way. A t over a century old, Tetto’eko is ancient for
a Skink, yet his m ind is quick and his unprecedented ability
to predict the future only seems to improve. T he Skink
Priest was spawned when the true moon obscured the cursed
second m oon; this was previously seen as an ill omen, but
with the com ing o f Tetto’eko it has now been pronounced as a
sign o f good fortune. T he M age-Priests have also proclaimed
that the O ld O ne Tepok has blessed Tetto’eko and granted
the astromancer his unfathomable foresight.

By Tetto’eko’s predictions, many dire events have been
averted before they were allowed to happen. It was Tetto’eko
and his precognitive skills that defeated the Skaven forces
that m assed once again at Q uetza. It was Tetto’eko that
pointed the great Chameleon Skink Oxyotl towards the
hidden enclave o f Skaven Assassins that was waiting to
ambush L ord M azdam undi. It has been said that the
L izardm en have never lost a battle with Tetto’eko present.
R ecognising Tetto’eko’s unique ability, the Slann M ag e-
Priests have gifted the Skink with his own palanquin to carry
the C hief A strom ancer’s frail body. So famous are Tetto’eko’s
predictions that he is afforded the same reverence as a Slann
- the Temple G uard bowing low as the Skink hovers across
the city to attend to his many star-viewings.

M WS BS S T W I A Ld the second rank, rather than the first, displacing Skink and/or
623222416 Kroxigor models if necessary. I f the u n it’s front ran k is ever
reduced to four or fewer models, Tetto’eko m ust immediately
T R O O P TYPE: Infantry (Special Character). move into the front rank (displacing models if necessary).

M AGIC: Tetto’eko is a L evel 2 W izard who uses spells from I f Tetto’eko is w ithin a Skink C ohort unit when a bolt
the Lore of Heavens. thrower hits, the shot always hits the closest non-character
m odel to the bolt thrower. I f this hit results in a casualty,
SPECIAL RULES: Aquatic, Arcane Vassal (see page 36), resolve a hit against the next m odel in the bolt’s path each
Cold-blooded, Loremaster (Lore o f Heavens), time a casualty is caused.
Scaly Skin (6 + ).
MAGIC ITEMS:
Herald o f Cosm ic Events: Roll a D 6 at the start o f each
friendly M agic phase. O n a roll o f 1, all friendly W izards T h e Eye o f the Old Ones: A? stellar alignments draw near,
casting a spell m ust re-roll any o f the power dice that roll a Tetto’eko can see opportunitiesfo r hisforces to exploit in thefuture.
6 this phase, b u t on a roll o f 2-6, all friendly W izards m ust
re-roll power dice rolls o f a 1 this phase. Enchanted Item. After deployment, but before Vanguard
moves are m ade, if Tetto’eko is on the batdefield he can
M inor Shield o f the Old Ones: Tetto’eko has a 54- consult the Eye o f the O ld Ones. I f he does so, D3 friendly
w ard save. units o f your choice gain the Vanguard special rule.

T h e Palanquin o f Constellations: Tetto’eko can always T h e Stellar Staff: Atop this sta ffis a mystical orrery w ith which
re-roll failed D angerous Terrain tests. Additionally, while Tetto’eko can alter the trajectory o fpassing comets.
he has the troop type infantry, he is never considered to be a
‘m odel on foot’ for the purposes o f spells, magic items and A rcane Item . I f Tetto’eko successfully casts the spell Comet o f
special rules. I f Tetto’eko joins a Skink C ohort u n it whose Casandora (see L o re o f H eavens), you may re-roll the dice at
front rank contains five o r m ore models, he m ust be placed in the start o f each M agic phase to see if the comet arrives.

TIKTAQ’TO

Master of Skies

W hen it comes to aerial combat and leading bold hit-and-run M aster o f Skies: I f your arm y contains T ik taq ’to, one unit
attacks, the Skink know n as T ik taq ’to has no peers. Atop o f Terradon Riders can be upgraded to have the Ambushers
his particularly fierce Terradon, Zwup, T iktaq’to leads his special rule.
squadron o f flying reptiles on reckless paths through dense
vegetation or steep-sided valleys so narrow that the Terradons MAGIC ITEMS:
touch the edges with each flap o f their mighty wings. This
and m ore has T ik taq ’to dared in order to surprise an enemy, T h e B lade o f A ncient Skies: The Blade o fAncient Skies was
strike a vulnerable flank or isolate the perfect target for the carvedfrom the dense, fossilisedjawbone ofa monstrous, sky-borne
rock-dropping attack run o f his bloodthirsty formation o f predator that w ent extinct in ages longpast.
Terradon Riders. For his countless acts o f fearless flying
and his savage attacks on the L izardm en’s foes, T ik taq ’to M agic Weapon. N o arm our saves can be taken against
has been named M aster o f Skies for Hexoatl.To be named W ounds caused by the Blade o f A ncient Skies. In addition,
M aster o f Skies is a pre-em inent position amongst Skink when fighting against a model with the Fly special rule,
Chiefs, answerable only to the Skink Priests and Slann attacks made with the Blade o f A ncient Skies receive a + 1
M age-Priests themselves. In H exoatl, it is tradition to gift bonus To H it.
this highest rank w ith w onders from the treasuries —the
scintillatingly bright M ask o f H eavens, an heirloom from an M ask o f H eavens: This mask allows the wearer to m eld his
elder age triple blessed by the Skink Priests, and the fearsome consciousness w ith the minds o fthe mighty Terradons. Dominating
Blade o f Ancient Skies, a formidable weapon bristling with the w ill ofthe beasts, Tiktaq’to and his Terradonsfly through the
jagged-edged tips. jungle as though they were a single entity, dodging trees and enemy
arrows and striking thefoe w ith a ll the skillpossessed by their
D ue to his role, T ik taq ’to spends long periods o f time Skink master.
outside o f the temple-city on patrols. T here are a num ber of
Terradon aeries set throughout the jungles where the patrols E n chanted Item . All Terradons in T ik taq ’to’s unit use
can land —within half-deserted ruins, am idst the floating his Weapon Skill instead of their own. In addition, enemy
islands that are tethered to the clouds by mystic chains, or any units suffer an additional -1 To H it penalty when shooting
o f the forts that are carved into the tallest o f the jungle trees. T ik taq ’to and his unit.
W ith his sharp eyes, no patrol leader has picked o u t as many
intruders or spotted as many ram paging beasts as T iktaq’to.

T he cagey Skink C hief also has a keen sense o f when to
strike and has been known to lead his patrol to victory
against forces many times the size o f his own —such as when
he broke the Blue Viper Savage O re tribe by having his
Terradon snatch up the greenskin Warboss. The O res below
howled w ith rage to see their com m ander lifted thousands o f
feet into the air only to be let go. T h e unfortunate greenskin’s
high-pitched screaming and indignant death utterly broke the
tribe’s will to fight and they scattered before the Terradons
above. Perhaps m ost famously, T ik taq ’to led the vital
delaying action against the hordes o f Vashnaar the Tormentor.

M an y foes attem pt to shoot T ik taq ’to and his flight o f
Terradon Riders out o f the air as soon as they come within
range. T his is easier said than done, however, as the M aster
o f Skies leads his formation in such breath-taking aerial
manoeuvres that they dodge through clouds o f arrows,
em erging unscathed to deliver their own lethal attacks.

MMtttfT 6 bs' t t t v - r m
T ik ta q ’to
45432637
Z w up (T erradon) 2 30432213

TROOP TYPE: M onstrous Cavalry (Special Character).

SPECIAL RULES: Ambushers, Cold-blooded,
D rop Rocks (see page 42), Fear, Flying Cavalry,
Forest Strider, Scaly Skin ( 6 + ) .

OXYOTL

He That Hunts Unseen

O ne o f the rare breed o f Chameleon Skinks, Oxyotl was M WS BS S T W I A Ld
already an accomplished hunter when Chaos came to the 6 46432637
world. H e and his spawn-kin m ounted bold ambushes
against the hordes, but were forced to retreat within the TR O O P TYPE; Infantry (Special Character).
sacred walls o f the temple-city o f Pahuax, a host o f G reater
Daemons nearly catching them before they could duck within SPECIAL RULES: Aquatic, Chameleon (see page 39),
the protection o f the magical barriers created by the Slann. Cold-blooded, Scaly Skin ( 6 + ) , Scouts, Sniper.

% t that barrier crum bled before the Chaos onslaught, until M aster Predator: I f Oxyotl remained stationary in his
the Daem ons stalked the plazas and the Lizardm en defence preceding M ovem ent phase, shots made from the Golden
shrank back into the pyramid district. In a last effort for Blowpipe o f P ’Toohee in the Shooting phase w ound
victory, the Slann M age-Priest L o rd Pocaxalan attempted to automatically on any successful To H it roll o f a 5 + (no
summon a nova-blast o f energy to banish the foe. H e needed separate roll To W ound is necessary).
time to conjure the mystic forces to power the spell, however,
and called upon his last surviving Saurus and Oxyotl and his MAGIC ITEMS:
Chameleon Skinks to protect him, buying precious moments
while the ritual was completed. B ut alas, the fickle powers o f T h e G old en B low pipe o f P ’T oohee: W ith ju st the lightest
Chaos tricked Pocaxalan, and he tapped too deeply into the exhalation, this golden instrument o fdeath blastsfo rth a h ail o f
howling W inds o f M agic —colossal energies spiralled out murderous darts.
o f control, ripping holes in the fabric o f reality. T h e Slann
and his last protectors were sucked into the Realm o f Chaos. M agic Weapon. T his is a missile weapon with the
Pahuax aged millennia in scant seconds; large portions o f the following profile:
city, along with all its inhabitants, crum bling to dust.
Range________ Strength________S pecial Rules________
Oxyotl awoke to find him self in a living nightmare. H e was 12" 3 M ultiple Shots (3),
surrounded by all m anner o f Daemons, many o f which were Poisoned Attacks
feeding on the sprawling entrails o f his lord. H e was alone
in a land o f living shadows, untruths and impossibilities. I
Luckily, his innate ability to blend in rem ained effective, THE LONG REVENGE
despite the unnatural surroundings. O xyod was all but
invisible, unnoticed by the creatures o f that realm, although Since his return from the Realm o f Chaos, O xyotl has waged
they detected him after a time. H e survived the way he did a war o f revenge against the fellpowers. How the Chameleon
in the jungle —by instincts and cunning. Oxyotl covered
his scent against the daemonic hounds that tracked him by Skink detects the presence o f the Dark G ods’minions is
daubing him self in the blood o f his pursuers. H e ambushed unknown, yet time after time, the Daemons arrive to find Oxyotl
mystic sentinels that lusted for his cold blood and he willed already ensconced nearby, a hidden nuisance that always finds a
him self to resist all temptations.
way to thwart their immortalplans.

T he passage o f time flows strangely within the Realm of When the daemonic legions burstforth atXahutec in numbers
Chaos. A year may pass in that twisted unreality whilst beyond count, the Lizardmen garrison could not have withheld
centuries pass in the real world. Now, in a timeless torture,
Oxyotl was forced to exist in the full horror o f Chaos. H e against their onslaught were it notfo r the timely arrival o f
glim psed firsthand the fate o f all the races o f the world Oxyotl. He arrived leading several bands o f Chameleon Skinks
should the fight against Chaos falter, and their planet be and appearedjust as the defenders were beginning to collapse.
overtaken by the D ark Gods. From atop the uppermost ruins o f that once fabled temple-city,
Oxyotl and his well-camouflaged troops rained down showers o f
At last, after trials almost beyond enduring, Oxyotl found a
path back to Lustria. H e passed through fell places that he poison darts that turned back every enemy breakthrough.
cannot recount to others or even him self for fear of going
mad. H e alone has discovered and walked through the A t the height o f the Siege ofHexoatl, Oxyotl left the fighting
fabled L ost City o f the O ld Ones, yet he tells no tales. U pon and made his way to the long-corrupted spawningp o o l now
his return to Lustria, over 7,000 years had passed and the known as the Pit o fSorrows. There, secreted in the ruins o f that
L izardm en’s realm had fallen low, while the lesser races had once-sacredsite, he met Tzara’riador the Shimmering, a Greater
spread like plagues. Portents o f Daem ons returning and war Daemon ofTzeentch, even as he materialized into the mortal
eternal abound. Indeed, O xyotl’s own return is regarded as world. It was Tzara’riador’s intention to open a rift allowing a
one such omen. It is unknow n how Oxyotl escaped, for he Daemon host to lend their weight to the attack against Hexoatl,
dare not speak o f it and no Slann will read his m ind, lest the yet the Greater Daemon found only death in a hail o f barbed
taint o f Chaos rem ain w ithin him. Yet Oxyotl has gathered
others o f his recently spawned kind and resumed the hunt, darts, and he fell with his vile ritual incomplete.
m ustering his strength against the return o f the hated foe.
A fter each great deed, Oxyotl merelyfades back into the jungle,
perhaps already en route to where he is needed next.

—■

THE LORE OF CONTEMPLATIONS (Lore Attribute) I
HIGH MAGIC
If a spell from the Lore of High Magic is successfully cast by a J
When generating spells, a Wizard can swap any randomly
8 generated High Magic spell for one of the lore’s two signature Wizard from Warhammer: Lizardmen, the caster can choose to
- spells. Wizards who know two or more spells from the Lore of
forget that spell at the end of his Magic phase. At the end of the
High Magic can instead swap any two H igh Magic spells for
both of the lore’s signature spells. Magic phase, the Wizard must immediately generate a replacement

spell from any ofthe spell lores he can normally use for each spell

forgotten in this manner; generate the spell in the normal way. If the

Wizard chooses to generate a spell from a different lore, that newly J

generated spell will always use that spell lore’s lore attribute. It is also

possible that the Wizard might generate the same spell hejust forgot,

or one he forgot in previous turns (for whatever reason).

7 - -^ # * 1 3. WALK BETWEEN WORLDS Cast on 8+

DRAIN MAGIC Cast on 7+ F For a moment, the wizard's allies tread immortalpathways.
(Signature Spell)

The w izard conjures a vortex o fanti-magic to calm the battlefield. Walk Between Worlds is an augment sp e ll th at ta rg ets a sin g le

Drain Magic ca n b e ca st o n a n y u n it (frien d o r fo e) a n d h a s a ra n g e u n en gaged u nit w ithin 24". T h e target gain s the E thereal special rule
u n til the en d o f the p h ase an d can im m ed iately m ove u p to 10" as i f it
o f 18". I f th e ta rg et is a frien d ly u n it, Drain Magic is an augment w ere the R em aining M o v es sub-phase. T h e W izard can choose to cast
sp e ll. I f th e ta rg et is a n en em y u n it, D rain Magic is a hex sp ell, a m ore pow erful version o f this spell, in w h ich case the target instead
gain s the E thereal special rule until the en d o f the phase and can
f In either case, all R em ain s in P lay sp ells affectin g the unit are im m ed iately m ove u p to 20" as if it w ere the R em ain in g M o v es su b ­
j im m ed iately d isp elled , and the effects o f all other sp ells on the phase. I f he ch ooses to d o so, the casting value is increased to 16 + .
I target unit im m ed iately com e to an end. T h e W izard can choose
I to h a v e th is sp e ll ta rg et a ll u n its (frien d a n d fo e) w ith in 18". I f h e
; d oes so, the ca stin g v alu e is in creased to 1 4 + .

4. TEMPEST Cast on 12+

Without warning an eight-winded storm breaks about thefoe.

SOUL QUENCH Cast on 8+
(Signature Spell)
Tempest is a direct damage sp e ll. P la c e t h e la r g e r o u n d te m p la te
White light burstsforth, banishing the spirits o fthose it touches.
anyw here w ithin 30" o f the W izard - it then scatters D 6". A ll m od els hit
Soul Quench is a magic missile w ith a ra n g e o f 18" th at c a u se s 2 D 6 b y the tem plate su ffer a S tren gth 3 h it (m od els w ith the F ly sp ecial rule
suffer a Strength 4 hit instead). I f a un it suffers any u nsaved W ounds
S tren gth 4 hits. T h e caster can ch oose for this spell to instead inflict from this spell, it suffers a -1 m odifier to all T o H it rolls (b oth sh ootin g
4 D 6 Strength 4 hits. I f he d oes so, the castin g valu e is increased a n d c lo s e c o m b a t ) u n til t h e sta rt o f t h e c a s te r ’s n e x t M a g i c p h a s e
to 16 + . (sh o o tin g attacks that d o n ot u se B allistic S k ill m ust roll 4 + on a D 6
before firing, or the sh ot(s) are lost).

5. ARCANE UNFO RG ING Cast on 13+

The magic o funmakingflies truefrom outstretched hands.

1. A P O T H E O SIS Cast on 5+ Arcane Unforging is a direct damage s p e ll w ith a r a n g e o f 2 4 " th a t
Waves o fpure magic infuse the caster's ally.
targets a sin gle en em y m odel (even a character in a u n it). T h e target
Apotheosis is a n augment s p e ll t h a t ta r g e t s a s in g le m o d e l w it h in 18". su ffers a sin g le W o u n d o n a d ice roll grea ter th an o r eq u a l to th e m o d e l’s
unm odified arm our save (m odels w ithout an arm our save cannot be
T h e target im m ediately regains a sin gle lost W ound. T h e W izard can w ou n d ed ). N o arm our saves are perm itted against a W ou n d caused by
c h o o s e t o c a s t a m o r e p o w e r f u l v e r s io n o f Apotheosis. I f h e d o e s s o , th e this spell. T h e ow n in g player m u st then reveal to the caster all the m agic
target instead im m ed iately regains D 3 lost W ou n d s, in w h ich case the item s p ossessed b y the target (if any). I f the target has on e or m ore m agic
casting value is increased to 10 + . R egardless o f how m any lost W ounds item s, random ly select on e o f them —on the roll o f 2 + , that item is
(if any) are recovered, the target also gain s the Fear special rule u ntil the im m ediately destroyed an d can n ot be u sed for the rest o f the gam e. N o te
sta rt o f th e c a ste r ’s n e x t M a g ic p h a se. that this spell has n o effect on m agic item s that are m ounts, m agic item s
that contain b ound spells that have m iscast d u rin g the gam e, and any
m a g ic it e m s la b e lle d as ‘o n e u s e o n ly ’ th a t h a v e a lr e a d y b e e n u s e d d u r in g
the gam e —d o not include these w h en random ly selectin g a m agic item .

2. H A N D O F GLORY Cast on 5+

With a simple sign, the w izard grants his allies the might o fold. Cast on 19+

H and o f Glory is an augment sp ell w ith a ra n g e o f 18". T h e target 6. FIERY C O N V O C A T IO N
With a single secret word\ fire rages andflesh burns.
u n it’s W e a p o n S k ill, B a llis tic S k ill, In itia tiv e o r M o v e m e n t (y o u c h o o se
w h ic h ) is in c r e a s e d b y D 3 u n til t h e sta r t o f t h e c a s te r ’s n e x t M a g i c R e m a in s in p lay. Fiery Convocation is a direct damage s p e ll w it h a
phase. T h e W izard can ch oose to cast a m ore pow erful version o f this
sp e ll th a t in ste a d in c r e a s e s all fo u r ch a r a c te r istic s (d o n ’t r o ll a sep a ra te range o f 24". E very m od el in the target u n it takes a Strength 4 hit w ith
D 3 for each — m ake on e roll an d apply it to all four characteristics). I f he the F lam in g A ttacks special rule. A t the en d o f every su b seq uent M a g ic
does so, the casting value is increased to 10 + . phase, every m od el in the target u n it suffers a Strength 4 hit w ith the
F la m in g A ttacks special rule.

DISCIPLINES OF THE OLD ONES

The Slann M age-Priests have prodigious knowledge and can BECALMING COGITATION 25 points
bear an impressive arcane arsenal o f m ental abilities.
W ith a belching croak, the Slann smothers enemy spells.
A Slann M age-Priest can purchase up to four Disciplines of
the O ld Ones. E ach Discipline o f the O ld O nes can only be T he Slann M age-Priest re-rolls its first failed dispel attempt
taken once in each army. in each M agic phase.

WANDERING DELIBERATIONS 30 points

RESERVOIR OF ELDRITCH ENERGY 20 points The Slann’s wandering m indpierces the entire spectrum o fmagic.

W ith a prodigious gulp, the Slann swallows a portion o fthe Winds Instead o f generating spells normally, the Slann M age-Priest
o fMagic, storing them until needed. knows the signature spell for each o f the eight lores o f Battle
M agic from the Warhammer rulebook. T his discipline cannot
At the end o f the opponent’s M agic phase, the Slann M ag e- be combined with the Focus o f M ystery discipline.
Priest can store a single unused dispel dice remaining in
your pool. At the beginning o f your next M agic phase, roll a HARMONIC CONVERGENCE 30 points
D 6; on a 2 + you can add that dice to your power pool (this
cannot take your power pool beyond the normal limit). O n Inhaling deeply, the Slann draw s the Winds o fM agic to him.
the roll o f a 1, that bonus dice is lost. I f the Slann is slain
before his next M agic phase, the bonus dice is lost.

The Slann M age-Priest rolls two additional dice whenever he
attempts to channel power or dispel dice.

SOUL OF STONE 25 points

The Slann s m ind is hardened against the ill effects o fmagic.

THE HARROWING SCRUTINY 30 points

W hen rolling on the M iscast table, the Slann M age-Priest The Slanns gaze carries a measure o fthe scrutiny o fthe O ld Ones.
can choose to subtract one from the result (to a minim um of
2), or add one to the result (to a maximum o f 12), instead o f T he Slann M age-Priest has the Terror special rule.
accepting the original result.

TRANSCENDENT HEALING 30 points

LEGEND OF THE DAYSTAR The Slann’sforce o fw ill alone allows him to reconstitute his body.

The ruins o fHuanabic are buried beneath rampant vegetation so I f this m odel is alive at the end o f any friendly M agic phase,
that even the mountainous pyramid-temples are indistinguishable roll a num ber o f D 6 equal to the difference between the
from the surroundingjungle. What was once a thrivingplaza is Slann M age-P riest’s starting num ber o f W ounds and its
now a blackened crater blasted miles wide. It was here that Lord current num ber o f W ounds. For each roll o f a 6, the Slann
Blotlbova, a Slann Mage-Priest o f the First Generation, came to M age-Priest immediately recovers a single W ound lost
a bitter end. His city besieged by Daemons, the great Blotlbova earlier in the battle.

wove his mightiest o f spells, unleashing lightning strikes, UNFATHOMABLE PRESENCE 30 points
firestorms, rippling holes to other dimensions and, at last, The M age-Priest is a bulw ark o fmagical defences.
transforming himself into apillar o fpurest energy that stretched
upwards to the stars themselves, obliterating all around in an Roll a D 3 at the start o f each enemy M agic phase; the Slann
M age-Priest has the M agic Resistance (x) special rule until
apocalyptic flash. the end o f that phase, where x is the result o f the D 3.

The enemy was destroyed, but so too was Blotlbova and his FOCUS OF MYSTERY 35 points
city. Everything close to the epicentre was evaporated, and
even distant buildings were toppled to ruin. Many thousands o f The M age-Priest has gained mastery over the a rt o fH igh Magic.
years since the Great Catastrophe, a single speck o f scintillating
energy still hovers in the air above the crater, a miniature sun that The Slann M age-Priest has the Lorem aster (Lore of H igh
M agic) special rule. This discipline cannot be combined with
is blinding to gaze upon. the W andering Deliberations discipline.

The Skinks, skittish and superstitious, will not approach the tiny, HIGHER STATE OF C O N S C IO U S N E S S 60 points
but radiant, orb. They believe it to be the still-angry spirit o fLord So deep are the M age-Priest’s thoughts that his physical body
becomes a ghostly image as it slipsfu rth er awayfrom this reality.
Blotlbova. Theypoint to the jungle plants, thick and invasive,
that have covered everything amidst the tumbledown blocks and T he Slann M age-Priest has the Ethereal and Unstable
shiftedflagstone avenues that are the remains o f Huanabic, save special rules, but cannot join units.
fo r one area alone. Nothing grows near the blazing light, which

the Lizardmen call the Daystar. To this day, the crater is still
barren, its blasted earth as empty as it has been since that last

fateful incantation.

TREASURES OF THE OLD ONES

On the following pages are magic items available to Lizardmen armies. These can be taken in addition to
any of the magic items listed in the W arham m er rulebook.

THE BLADE O F REALITIES 100 points SACRED STEG ADON HELM OF ITZA 40 points
Magic Weapon Magic Armour

Brought to the w orld by the O ld Ones, this weapon shimmers w ith A ny Lizardm en wearing a helmet madefrom a Stegadon skull is
unnaturalpower. Legends carved on ancient stone claim the blade accorded due respect, fo r it is a potent symbol o fpower. However,
exists on every plane o freality simultaneously, and that its edge can any adorned w ith the Sacred Stegadon Helm o fItza is accorded
sever a creature’s soul. No earthlyforce can stop this deadly blade —it the reverence due to a Slann. The horns ofthe helm camefrom the
penetrates granite and steel as easily as it slices througfiflesh and bone. mighty Xelbalbia, a divinely huge Stegadon whose heroics in the
Defence o fItza during the Great Catastrophe were overshadowed
N o arm our or ward saves can be taken against W ounds only by the defence ofthe Bridge o fStars.
caused by the Blade o f Realities.
T he wearer o f the Sacred Stegadon H elm counts his arm our
THE PIRANHA BLADE 50 points save as being one point higher than normal. Furthermore, the
Magic Weapon Sacred Stegadon H elm grants the wearer + 1 Toughness and
the Im pact H its (D 3) special rule.

The Piranha Blade gained its namefo r its ability to shred its SKAVENPELT BANNER 65 points
victim into bloody tatters. L ike its namesake, this weapon has Magic Standard
thousands o ftiny barbed teeth that rip and tear anything they touch.
Just as the many-toothedfish saws through the hardened scales o f Throughout the tumultuous Age o fStrife, the armies ofTehenhauin,
a Stegadon, so too does the Piranha Blade rasp through arm our to the Prophet o fSotek, marched to w ar against the Skaven hordes
carve up opponents. o f Clan Pestilens. M any were the totems o fthat great war, but
the mostfam ous relic o fthat era is beyond a doubt the loathsome
T he wielder has the M ultiple W ounds (D 3) and A rmour Skavenpelt Banner o fPoqenichi. Cutfrom the plague-ridden hide
Piercing special rules. o fa Plague Pontifex personally slain by C hiefPoqenichi himself,
it was crafted when thefork-tailed comet lit even the daytime sky,
and many blessings o fthe Serpent God have been p u t upon the
vile hide. E ver since, Poqenchi’s standard has driven Lizardm en
warriors into a murderousfrenzy, stirring their reptilian blood to
great heights o fbloodlust. M any victories have been won beneath
the Skavenpelt Banner and w ith each trium ph, post-battle
sacrificesfurnishedfurtherfresh pelts to adorn the pow erful icon
o fthe w rath o fLustria unleashed. The rat-kin have grown to
particularly loathe the standard, fo r its appearance has heralded
the doom o fso many o ftheir kind.

All models in a unit with the Skavenpelt Banner gain the
Frenzy and H a tre d (Skaven) special rules. However, all
models from Warhammer: Skaven gain the H a tre d special
rule while attacking the bearer.

THE JAGUAR STANDARD 50 points
Magic Standard

Thefleetjaguar was a bodilyform said to have found much
favou r in the eyes o fthe O ld Ones and many totems and temples
around Lustria bear the beast’s carven image. None amongst these,
however, are asfam ous as the sacred Jaguar Standard. Originally
from the temple-city o fXlanhuapec, the Jaguar Standard has been
borne to battle by countless victorious armies across all o fLustria
and beyond. Those whofig h t beneath the shadow ofthisfabled
jungle beast’s totem are known to move w ith the preternatural
swiftness o fthe creature itself, and to hunt down their enemies w ith
relentlessfu r y .

All models in a unit with the Jaguar Standard have the
Swiftstride special rule.

CUBE OF DARKNESS 30 points THE HORN OF KYGOR 35 points
Arcane Item Enchanted Item

Found in the m etal ark beneath Xhotl, the Cube ofD arkness is The legendary Saurus Kygor, thefirst and greatest to have been
as alien as it ispowerful. Viewed up close, this sm all black cube raised to the position o fSacred Caller, could bellow a mighty
contains millions o ftiny pin-pricks o fblinking light, each circling roar that eclipsed that o fa hungry Carnosaur, and cause herds o f
a sphere o fpure darkness. By implementing the correctpattern Stegadons to stampede in fright. Though Kygor’s kingly status ended
o fthoughts, the cube may be openedfor afraction o fa second, in a ritual sacrifice, the deep bass note that now emitsfrom his
inexplicably drawing the very W inds o fM agic into its depths. magical, gold-banded warhorn is an echo o fhis own battle cry. It
has the pow er to spur the great lizards o fthejungle into a berserk
O ne use only. W h en an enemy spell has been cast, a W izard rage, raising their own voices to meet that o fthe Sacred Caller as
with the Cube of Darkness can use it instead of attempting they stamp the enemies ofthe O ld Ones into a thick redpaste.
to dispel the spell using dispel dice. I f he does so, roll a D 6;
on the roll o f a 2 + the spell is automatically dispelled - O ne use only. T h e bearer o f the H o rn o f Kygor can sound
otherwise the spell is resolved as norm al. In either case, roll it at the start of any o f his M ovem ent phases. I f he does so,
a separate D 6 for every Remains in Play spell currently in all friendly m onsters, m onster m ounts, m onstrous beasts,
effect; on a 2 + that spell automatically ends. m onstrous cavalry mounts, cavalry mounts, chariot beasts
and w ar beasts w ithin 12" o f the bearer have the Frenzy
special rule until the start o f their next M ovem ent phase.
N ote that the H orn o f Kygor has no effect on riders, just
their mounts.

THE EGG OF Q U A N G O 3 0 points
Enchanted Item

PLAQUE OF DOM INION 25 points It was the great M azdam undi him selfwho unearthed the last
Arcane Item remaining egg ofthe mysterious Quango. Since the time o fthe O ld
Ones, this relic had been held in a secret, underground chamber,
The Lizardm en p rize the ancient knowledge o fthe O ld Ones above and it was only discovered as M azdam undi rebuilt the pyram id-
all else. They w ill go the ends o fthe earth to recover even the most temple o fPahuax. Before its discovery, only the name o fthe
eroded or splinteredplaques in the hope o funcovering apiece o f creature was known and its existence was mere legend. N o one
cosmic knowledge. One such tablet is the Plaque o fDominion, an knows exactly w hat w ill hatchfrom the egg or w hy it was held
ancient stone relic carved before the second spawning o fthe Slann in stasis. However, as the armies o fthe Lizardm en prepare once
that contains elements o fthe O ld Ones’ own, indecipherable, more to meet the threat o ftheir terriblefoes, L ord M azdam undi
language. The unfathomable pow er contained w ithin these graven has decreed that the egg canfinally be cracked open and its dread
images is enough to cause the unw ary to go mad, and simply by contents exposed.
glancing at the glyphs, unprepared minds can be shocked into a
bewildering stupor as the insignificance o ftheirpuny lives on the O ne use only. T he E g g o f Q uango can be cracked open at
cosmic scales o fthe O ld Ones is relentlesslyforced into their minds. the start o f any Close Combat phase. Nom inate one enemy
unit in base contact with the bearer or his unit, roll a D 6
Bound spell (power level 3). T h e Plaque o f Dom inion and consult the table below to find out what happens. Any
contains a hex spell that targets all enemy W izards within W ounds inflicted count towards combat results.
18". T h e targets o f this spell have the Stupidity special rule
until the start o f the caster’s next M agic phase.

THE CLOAK OF FEATHERS 35 points D 6 Result
Enchanted Item
1 The egg opens and a w ithered Quango hatchling bites
Thisfinely woven cloak is madefrom hundreds ofshedfeathers the enemyfeebly before dying o fold age.
gathered over the centuriesfrom one ofthe most rare creatures to The enemy unit immediately suffers D 6 Strength
inhabit Lustria —the mysterious Coatl. Thesefabled monsters sport 3 hits.
long, sinuous, serpentine bodies, Dragon-like heads and massive
feathered wings. They are said to be the manifestation o fthe O ld 2-3 A Quango hatchling emerges to bite the enemy w ith
One Tepok, and are venerated by Skink Priests as guardians o fthe vigour before succumbing to its extreme age.
air, magic and sacredplaces. The Coatl are highly intelligent and The enemy unit immediately suffers D 6 Strength
pow erful mages, and a portion o fthat mystic pow er infuses every 4 hits.
shedfeather. The Cloak o fFeathers thus shimmers w ith a power
that not only wards away evil sorcery, but allows the wearer to 4-6 The heavens resound to thunderouspeals as a
soar into the a ir whenever he extends his arms. Quango, burstsforth in fu ll glory and casts its radiant
hues upon the world. A fter smiting itsfoes, itflies off,
Skink character on foot only. T h e wearer o f the Cloak o f taking nofu rth er p a rt in the battle.
Feathers has the Fly special rule. In addition, the wearer has The enemy unit immediately suffers 2D6
the M agic Resistance (1) special rule. Strength 5 hits.



REPTILIAN

GLORY

Once, the Lizardmen ruled supreme,
dominating the world during an age o f
reptiles. A lthough their realm is now partly
in ruins and overgrown, they seek once more
to rise up and reclaim their rightfulplace
as the inheritors o f the world. From out o f
temple-cites andjungle alike, the Lizardmen

are marching to war.

There is nothing more satisfying than the
spectacle o f a fully paintedWarhammer
army, and the Lizardmen offer a striking

and distinct example, not to mention
enormous, flesh-eating monsters! Rising
above the serried ranks o f the Skink cohorts
and Saurus legions are all manner o f unique
flying reptiles and towering titans. This
section presents a showcase o f the fantastic
Lizardmen range o f Citadel miniatures
painted to the highest standard by the
world-famous 'Eaoy Metal team. It is a
cold-blooded, yet glorious guide to inspire
those starting, or adding to, their own

Lizardmen collection.



Skink Priest Gor-Rok, the Great White L izard Venerable Lord Kroak

A Slann Mage-Priest directs the defence ofa temple ruin.

Saurus Oldblood Saurus Oldblood Saurus Scar-Veteran Battle Standard Bearer

Saurus Warriors display a range ofblue skin - from darker tones to almost white. Saurus Oldblood

A regiment o fSaurus Warriors armed with hand weapons and shields isferocious in both attack and defence.

Chakax, the Eternity Warden Temple Guard bear the most ornate weapons and armour.

Saurus Temple Guard arefierce warriors and resolute bodyguardsfo r Slann Mage-Priests.

When Lord Kroak is earned to war, he is accompanied by a powerful host o fimplacable warriors to protect his reveredform.

Tetto’eko, Astromancer o fthe Constellations Tehenhauin, the Prophet o fSotek
Skink Priests

Skink Skirmisher Skink Chiefs

Chameleon Skinks can change their skin colour to blend with their environment.

Skink Brave Skinks have blue skin that can vary in shade.

Bastiladon bearing an A rk o f Sotek

Skink Handlers Barbed Razordon

Jungle Swarms are composed ofa ll manner o fvenomous lizards and snakes.

Skink Handlers goad theirflame-breathing Salamanders into battle.









[I UI

Terradon Rider with Terradon Rider with
L ustrian ja velin fireleech bolas

Tiktaq to M a ste r o fSkies Terradon Rider with fireleech bolas



Skink C hiefon Ripperdactyl Ripperdactyl Rider

Lustrian Blot Toad

Ripperdactyl Rider with spear and shield Ripperdactyl Brave



Kroxigor
A Skink Cohort becomes much moreformidable with mighty Kroxigor anchoring its centre.



LIZA R D M EN

ARM Y LIST

Deep within the steamingjungles ofLustria,
the Lizardmen sound the drums o f war while

gargantuan creatures from aprimordial
past bellow their blood-rage. From temple-
cities and overgrown ruins, they issue forth

to defend their ancient civilisation or to
unleash their cold-blooded savagery upon

the world. Merciless and relentless, the
Lizardmen will not stop until all theirfoes
are dead and the entire world re-ordered

according to their ancientplan.

This section o f the book helps you to turn
your collection o f Lizardmen Citadel

miniatures into a reptilian army, ready for
combat in a tabletop battle. A fter the army
list, on the lastpage o f the book, you will
find a summary page, which conveniently
lists every Lizardmen unit’s characteristics

profile, allowingfo r quick and easy
reference during your games ofWarhammer.

USING THE ARMY LIST UNIT CATEGORIES

T h e arm y list is used alongside the ‘C hoosing TJour A rm y’ As described in the Warhammer rulebook, the units in the
section o f the Warhammer rulebook to pick a force ready arm y list are organised into five categories: L o rd s, H eroes,
for battle. O ver the following pages you will find an entry Core, Special and Rare units.
for each o f the models in your army. These entries give you
all o f the gam ing information that you need to shape your ARMY LIST ENTRIES
collection o f models into the units that will form your army.
A m ongst other things, they will tell you what your models are E ach arm y list entry contains all the inform ation you
equipped with, what options are available to them, and their need to choose and field that unit at a glance, using the
points costs. following format:

; SAURUS WARRIORS (T) 0M W SBS S T W I A (3 ) 11 points per model
43 0 4 4 1 1 2 Ld ( 3) Troop Type
Saurus Warrior 43 0 4 4 1 1 3
Spawn Leader 8 Infantry

8 Infantry

0 Unit Size: 10+ 0 Special Rules: ( 8 J Options:
• Cold-blooded • May upgrade one Saurus Warrior to a Spawn Leader....................... 10 points
0 Equipment: • Predatory Fighter • May upgrade one Saurus Warrior to a musician...................................10 points
• Hand weapon • Scaly Skin (5+) • May upgrade one Saurus Warrior to a standard bearer....................... 10 points
• Shield • The entire unit may take spears.................................................................. free

$ N am e. The name by which the unit or U n it S iz e. This specifies the minimum 8 ) O ptions. A list o foptional weapons
and armour, mounts, magic items and
character is identified. sizefo r each unit, which is the smallest other upgradesfo r units or characters,
including the points costfo r each
number o fmodels needed toform that particular option. M any unit entries
include the option to upgrade a unit
Profiles. The characteristic profilesfo r unit. In some cases units also have a member to a champion, standard bearer
or musician. Some units may carry a
the model(s) in each unit are provided maximum size. magic standard or take magic items at a
further points cost.
as a reminder. Where several profiles

are required, these are also given, 0 E quipm ent. This is a list o fthe

even i f they are optional (such as unit standard weapons and armourfo r that

champions, fo r example). unit. The cost o fthese items is included

in the basic points value.

0 Troop Type. Each entry specifies the

unit type o f its models (e.g. ‘infantry’, S pecial R ules. M any troops

‘cavalry’and so on). have special rules that arefully

0 Points value. E very miniature in the described earlier in this book or in the
W arham m er rulebook. The names o f

Warhammer range costs an amount o f these rules are listed here as a reminder.

points that reflects how effective it is on

the battlefield.

This Saurus Warrior is equipped with a hand This Saurus Warrior is a Spawn Leader. To
weapon and shield. As you can seefrom the profile upgrade a Saurus Warrior unit to include this
champion w ill costyou an additional 10 points.
above, he w ill cost 11 points to include in your
army. A unit o ften Saurus Warriors armed like

this would therefore cost 110 points.

fLORD MAZDAMUNDI LORDS
Lord Mazdamundi
Zlaaq (Ancient Stegadon) 780 points

M WS BS S T W I A Ld Troop Type
42 3 3 4 5 2 1 9 Infantry (Special Character)
63 0 6 6 5 1 3 6 M onster

Magic Items: Disciplines o f the Old Ones: Special Rules (Zlaaq):
• Cobra Mace of Mazdamundi • Becalming Cogitation • Cold-blooded
• Sunburst Standard of Hexoatl • Harmonic Convergence • Immune to Psychology
• Soul of Stone • Impact Hits ( D 6 + 1)
M ount: • Transcendent Healing • Large Target
• Zlaaq (Ancient Stegadon) • Scaly Skin (3 + )
Special Rules (Lord M azdamundi): • Stubborn
Magic: • Cold-blooded • Terror
Lord Mazdamundi is a Level 4 Wizard who uses • Mage-lord of Hexoatl
spells from the Lore of H igh Magic or one • Shield of the Old Ones
of the eight Lores of Battle Magic in the • Stubborn
Warhammer rulebook. • Telepathic Confabulation

J lordkroak M WS BS S T W I A Ld 400 points
4 1 13 56 1 1 9
° L ord Kroak Troop Type
Infantry (Special Character I

E q u ip m en t: Magic: Special Rules:
• Hand weapon Lord Kroak is a Level • Cold-blooded
4 Wizard; however, he • Eternity Guardians
Magic Items: knows only one spell - • Fear
• Golden Death Mask The Deliverance o f Itza. • First Generation Spawning
• Flammable
• M age-Priest Palanquin
• The Spirit of L ord Kroak
• Supreme Shield of the O ld Ones
• Unbreakable

JJk r o q - g a r 520 points

^ Kroq-Gar M WS BS S T W I A Ld Troop Type
Grymloq (Carnosaur) 46 0 5 5 3 3 5 8 Infantry (Special Character)
73 0 7 5 5 2 5 5 M onster
E q u ip m en t:
• Light armour M ount: Special Rules Special Rules
• Grymloq (Carnosaur) (Kroq-Gar):
Magic Items: • Cold-blooded (G rym loq ):
• Hand of Gods • Predatory Fighter • Attuned to the Beast
• Revered Spear of Tlanxla • Sacred Spawning o f Xhotl • Cold-blooded
• Scaly Skin (4 + ) • Large Target
• Multiple Wounds (D3)
• Scaly Skin (4 + )
• Swiftstride
• Terror

LORDS

TEHENHAUIN M WS BS S T W I A Ld 230 points

Tehenhauin 66 5 4 3 3 6 3 8 Troop Type
Infantry (Special Character)

Magic Items: Special Rules: Options:
• Blade of the • Aquatic • May be mounted upon an Ancient Stegadon with an Engine of the Gods
• Arcane Vassal
Serpent’s Tongue • Cold-blooded (see page 94 for profile. Count the cost against your allowance for Lords.
• Plaque of Sotek • Hatred (Skaven) Tehenhauin replaces one of the Skink Crew)..........................................2 8 0 points
• Immune to Poison - May be upgraded to have Unstoppable Stampede.............................. 10 points
Magic: • Master of Snakes - May be upgraded to have Sharpened H orns........................................ 20 points
Tehenhauin is a Level 3 • Prophet of Sotek • You may upgrade any units of Skink Cohorts, Skink Skirmishers,
Wizard who uses spells • Scaly Skin (5 + ) Terradon Riders or Ripperdactyl Riders in your army so that the
from the Lore of Beasts. • Tide of Serpents Skinks (not their mounts or any Kroxigor) have the
Hatred (Skaven) special rule (see page 56) ............................... 1 point per model

(excluding Kroxigor)

f SLANN MAGE-PRIEST 300 points
Slann M age-Priest
M WS BS S T W I A Ld Troop Type
Infantry (Character)
42 3 3 4 5 2 1 9

E q u ip m en t: Options: . 150 points
• Hand weapon • May take up to four Disciplines of the Old Ones up to a total of. . 100 points
• May take magic items up to a total o f ............................................
Special Rules:
• Cold-blooded BATTLE STANDARD BEARER
• Mage-Priest Palanquin Unless your army contains Lord Mazdamundi, one Slann Mage-Priest,
• Shield of the Old Ones Saurus Scar-Veteran or Skink Chief in your army may be the Battle Standard
• Telepathic Confabulation Bearer for +25 points. H e may carry a magic standard (with no points limit).
A Saurus Scar-Veteran or Skink Chief that carries a magic standard cannot
Magic: have any other magic items. A Slann Mage-Priest, however, may have a magic
A Slann Mage-Priest is a Level 4 Wizard who uses standard (with no points limit) as well as having his normal access of up to 100
spells from the Lore of H igh Magic or one of the points of magic items. A Slann Mage-Priest with the battle standard can still
eight Lores of Batde Magic in the be your army’s General.
Warhammer rulebook.

* a A jq SAURUS OLDBLOOD HO points

Saurus Oldblood M WS BS S T W I A Ld Troop Type
Infantry (Character)
46 0 5 5 3 3 5 8

E q u ip m en t: O ptions:
• H and weapon • May be armed with one of the following:

Special Rules: — Additional hand weapon (unless mounted).............................................................................................3 points
• Cold-blooded — H alb erd .....................................................................................................................................................3 points
• Predatory Fighter —S p e a r.........................................................................................................................................................3 points
• Scaly Skin (4 + ) — Great weapon.............................................................................................................................................6 points
• May take light armour.................................................................................................................................. 9 points
• May take a shield...........................................................................................................................................6 points
• May be mounted on one of the following:
— Cold O n e ................................................................................................................................................ 30 points
— Carnosaur............................................................................................................................................. 2 2 0 points

• May be upgraded to have LopingStride...........................................................................................15 points
• May be upgraded to have Bloodroar............................................................................................... 25 points
• May take magic items up to a total o f .....................................................................................................100 points

HEROES

CHAKAX M WS BS S T W I A Ld 270 points

Chakax 45 0 5 5 2 3 4 8 Troop Type
Infantry (Special Character)
E q u ip m en t:
• Light armour Special Rules:
• Cold-blooded
Magic Items: • Eternity Warden
• The Star-stone Mace • Guardians
• The Helm of the Prime Guardian • Predatory Fighter
• The Key to the Eternity Chamber • Scaly Skin (5 + )
• Ultimate Bodyguard

GOR-ROK M WS BS S T W I A Ld 185 points

G or-R ok 45 0 5 6 2 3 4 8 Troop Type
Infantry (Special Character)

Magic Items: Special Rules:
• The Mace of Ulumak • Cold-blooded
• The Shield of Aeons • Immune to Psychology
• Predatory Fighter
• Resilient
• Scaly Skin (4 + )
• Stubborn

IT E T T O ’EK O 185 points

T e tto ’ek o M WS BS S T W I A Ld Troop Type
Infantry (Special Character)
62 3 2 2 2 4 1 6

E q u ip m en t: Magic: Special Rules:
• H and weapon Tetto’eko is a Level • Aquatic
2 Wizard who uses • Arcane Vassal
Magic Items: spells from the Lore of • Cold-blooded
• The Eye of the Heavens. • Herald of Cosmic Events
• Loremaster (Lore of Heavens)
Old Ones • M inor Shield o f the Old Ones
• The Stellar Staff • The Palanquin of Constellations
• Scaly Skin (6 + )

r M WS BS S T W I A Ld Troop Type
73 075524 5 M onster
I CHARACTER M OUNTS 73 War Beast
23 -4- -22 M onstrous Beast
I 23 043221 3 M onstrous Beast
043232 3
1 Carnosaur
Cold One
Terradon
Ripperdactyl

Special Rules:
• Carnosaur: Blood Frenzy, Cold-blooded, Large Target, Multiple Wounds (D3), Scaly Skin (4 + ), Terror.
• Cold One: Fear, Stupidity, Thick-skinned.
• Terradon: Drop Rocks, Fear, Flying Cavalry, Forest Strider.
• Ripperdactyl: Armour Piercing, Fear, Flying Cavalry, Frenzy, Killing Blow.

f TIKTAQ’TO HEROES
T iktaq’to
Zwup (Terradon) M WS BS S T W I A Ld 170 points
64 5 4 3 2 6 3 7
Magic Items: 23 0 4 3 2 2 1 3 Troop Type
• Mask of Heavens M onstrous Cavalry (Special Character)
• The Blade of
Special Rules: Options:
Ancient Skies • Ambushers • You may upgrade one unit of Terradon Riders in your army
• Cold-blooded
M ount: • Drop Rocks to have the Ambushers special rule (see page 5 8 )................. .5 points per model
• Zwup (Terradon) • Fear
• Flying Cavalry
• Forest Strider
• Master of Skies
• Scaly Skin (6 + )

;OXYOTL M WS BS S T W I A Ld 120 points

I O xyotl 64 6 4 3 2 6 3 7 Troop Type
Infantry (Special Character)
E q u ip m en t:
• H and weapon Magic Items: Special Rules:
• The Golden Blowpipe • Aquatic
• Chameleon
of P ’Toohee • Cold-blooded
• Master Predator
• Scaly Skin (6 + )
• Scouts
• Sniper

T sK IN K PRIEST 65 points

" Skink Priest M WS BS S T W I A Ld Troop Type
Infantry (Character)
62 3 3 2 2 4 1 6

E q u ip m en t: Special Rules: Options:
• H and weapon • Aquatic • May be upgraded to a Level 2 W izard...................................................... 35 points
• Arcane Vassal • May be mounted upon an Ancient Stegadon with an
M agic: * Cold-blooded
A Skink Priest is a Level * Scaly Skin(6 + ) Engine of the Gods (see page 94 for profile. Count the
1 Wizard who uses cost against your allowance for Heroes. The Skink Priest
spells from the Lore of replaces one of the Skink Crew)................................................................2 8 0 points
Heavens or the Lore — May be upgraded to have Unstoppable Stampede............................... 10 points
of Beasts ~ ^ ay be upgraded to have Sharpened H orns......................................... 2 0 points
* May take magic items up to a total o f ........................................................ 50 points

HEROES

*SA U R U S SCAR-VETERAN 80 points

TSaurus Scar-Veteran M W S B S S T W I A Ld Troop Type
Infantry (Character)
45 0 5 5 2 3 4 8

E q u ip m en t: O ptions:
• H and weapon • May be armed with one of the following:

Special Rules: - Additional hand weapon (unless m ounted).............................................................................................2 points
• Cold-blooded - H alb erd.....................................................................................................................................................2 points
• Predatory Fighter - S p e a r.........................................................................................................................................................2 points
• Scaly Skin ( 5 + ) - Great weapon............................................................................................................................................ 4 points
• May take light armour.................................................................................................................................. 6 points
• May take a shield.......................................................................................................................................... 4 points
• May be mounted on one of the following:
- Cold O n e ................................................................................................................................................ 20 points
- C arnosaur...........................................................................................................................................2 2 0 points

• May be upgraded to have Loping S trid e ........................................................................................15 points
• May be upgraded to have Bloodroar............................................................................................... 25 points
• May take magic items up to a total o f ....................................................................................................... 5 0 points

SKINK CHIEF 40 points

Skink Chief M WS BS S T W I A Ld Troop Type
Infantry (Character)
64 5 4 3 2 6 3 6

Equipm ent: O ptions:
• H and weapon • May be armed with one of the following:

Special Rules: - Additional hand weapon (unlessmounted)..............................................................................................2 points
• Aquatic
• Cold-blooded - Blowpipe.................................................................................................................................................... 6 points
• Scaly Skin (6 + ) ~ Lustrian jav elin ..........................................................................................................................................2 points

- S p e a r.......................................................................................................................................................... 2 points
* May take light armour................................................................................................................................... 2 points
• May take a shield......................................................................................................................................... 2 points
• May be mounted on one of the following:

- Terradon...................................................................................................................................................35 points
- Ripperdactyl............................................................................................................................................ 40 points
- Stegadon (see page 92 for profile. Count the cost against your allowance for Heroes;

the Skink Chief replaces one of the Skink C re w ).............................................................................. 215 points
• May be upgraded to have Unstoppable Stampede........................................................................ 10 points
•May be upgraded to have Sharpened H o r n s .................................................................................... 2 0 points
- Ancient Stegadon (see page 94 for profile. Count the cost against your allowance for Heroes;
the Skink Chief replaces one of the Skink Crew).............................................................................2 3 0 points
• May be upgraded to have Unstoppable Stampede........................................................................ 10 points
•May be upgraded to have Sharpened H o r n s .................................................................................... 20 points
• May take magic itemsup toa total o f ....................................................................................................... 50 points

flU H B hüB L

BRAATTTTLIEF SS'TANDARD BEARER

Unless your army contains L ord M azdam undi, one Slann M age-Priest, Saurus Scar-Veteran or Skink C hief in your army may be the
Batde Standard Bearer for +25 points. H e may carry a magic standard (with no points limit). A Saurus Scar-Veteran or Skink C hief that
carries a magic standard cannot have any other magic items. A Slann M age-Priest, however, may have a magic standard (with no points
limit) as well as having his normal access o f up to 100 points o f magic items. A Slann M age-Priest with the battle standard can still be
your army’s General.

CORE UNITS

IsSAURUS WARRIORS 11 points per model

"J Saurus W arrior M WS BS S T W I A Ld Troop Type
Spawn Leader 43 0 4 4 1 1 2 8 Infantry
43 0 4 4 1 1 3 8 Infantry

U n it Size: 10+ Special Rules: Options:
• Cold-blooded • May upgrade one Saurus Warrior to a Spawn L e a d e r...........................10points
E q u ip m en t: • Predatory Fighter • May upgrade one Saurus Warrior to a musician..................................... 10points
• H and weapon • Scaly Skin (5 + ) • May upgrade one Saurus Warrior to a standard b e a re r.........................10 points
• Shield • The entire unit may take spears..........................................................................free

SKINK COHORT M WS BS S T W I A Ld 5 points per model
6 2 3 3 2 14 1 5 Troop Type
Skink 62 3 3 2 1 4 2 5
Skink Brave 63 0 5 4 3 1 3 7 Infantry
Kroxigor Infantry

M onstrous Infantry

U n it Size: 10+ Skinks Special Rules Options:
• May upgrade one Skink to a Skink Brave.............................................. 10 points
Equipment (Skink): (Skink): • May upgrade one Skink to a m usician.................................................. 10 points
• Hand weapon • Aquatic • May upgrade one Skink to a standard bearer........................................ 10 points
• Lustrian javelin • Cold-blooded • May upgrade Skinks to have Poisoned Attacks......................... 2 points per model
• Shield • Scaly Skin (6 + ) • May add one Kroxigor for every eight
• Spawn-kin
Skinks in the un it................................................................. 50 pointsper Kroxigor

E q u ip m en t Special Rules
(K roxigor): (K roxigor):
• Great weapon • Aquatic
• Cold-blooded
• Fear
• Predatory Fighter
• Scaly Skin (4 + )

SKINK SKIRMISHERS 7 points per model

Skink Skirmisher M WS BS S T W I A Ld Troop Type
1Patrol L eader 62 3 3 2 1 4 1 5 Infantry
62 4 3 2 1 4 1 5 Infantry

U n it Size: 10 + Special Rules: Options:
• Aquatic • May upgrade one Skink Skirmisher to a Patrol L ead e r.........................10points
E q u ip m en t: • Cold-blooded • The entire unit may replace blowpipes with Lustrian javelins and shields . . . free
• H and weapon • Scaly Skin (6 + )
Ink • Blowpipe • Skirmishers

SPECIAL UNITS

ЇTEMPLE GUARD M points per model
Temple G uard
:Revered G uardian M WS BS S T W I A Ld Troop Type
44 0 4 4 1 2 2 8 Infantry
44 0 4 4 1 2 3 8 Infantry

Unit Size: 10+ Special Rules: Options:
• Cold-blooded • May upgrade one Temple Guard to a Revered Guardian........................10 points
E q u ip m en t: * Guardians
• Halberd * Predatory Fighter - Revered Guardian may take a magic weapon worth up to..................... 25 points
• Light armour * Sacred Duty • May upgrade one Temple Guard to a m usician...................................... 10 points
• Shield * Scaly Skin (5 + ) •May upgrade one Temple Guard to a standard bearer............................... 10 points

— May take a magic standard worth up t o ................................................ 50 points

TjUNGLE SWARMS 35 points per base

i Jungle Swarm M WS BS S T W I A Ld Troop Type
Swarm
53 0 2 2 5 1 5 10

U nit Size: 24- bases Special Rules:
• Aquatic
• Cold-blooded
• Poisoned Attacks
• They’re Everywhere!

CHAMELEON SKINKS 13 points per model

\ Chameleon Skink M WS BS S T W I A Ld Troop Type
62 4 3 2 1 4 1 5 Infantry
T Stalker 62 5 3 2 1 4 1 5 Infantry

U nit Size: 5+ Special Rules: Options: . 10 points
• Aquatic • May upgrade one Chameleon Skink to a Stalker
E q u ip m en t: • Chameleon
• H and weapon • Cold-blooded
• Blowpipe • Scaly Skin (6 + )
• Scouts
• Skirmishers

J C O L D O NE RIDERS 30 points per model

Cold O ne Rider M WS BS S T W I A Ld Troop Type
Pack Leader 44 0 4 4 1 2 2 8 Cavalry
S Cold One 44 0 4 4 1 2 3 8 Cavalry
7 3 - 4 - - 2 2-

Unit Size: 5+ Special Rules: Options:
• Cold-blooded • May upgrade one Cold One Rider to a Pack L eader............................. 10 points
E q u ip m en t: • Fear • May upgrade one Cold One Rider to a musician.................................. 10points
• H and weapon • Predatory Fighter • May upgrade one Cold One Rider to a standard bearer......................... 10 points
• Shield • The entire unit may take spears.................................................. 4 points per model
(Riders only)
• Scaly Skin (54-)
• Stupidity
• Thick-skinned

SPECIAL UNITS

J k r o x ig o r MWSBSS T W I A Ld 50 points per model
63 0 5 4 3 1 3 7
2 Kroxigor 63 0 5 4 3 1 4 7 Troop Type
Kroxigor Ancient M onstrous Infantry
M onstrous Infantry
Unit Size: 3+
Special Rules: Options: . 10 points
E q u ip m en t: • Aquatic • May upgrade one Kroxigor to a Kroxigor Ancient.
• Great weapon • Cold-blooded
• Fear
• Predatory Fighter
• Scaly Skin (4 + )

ITERRADON RIDERS MWSBS S TW I A Ld 35 points per model
6 2 33 21 4 1 5
Terradon Rider 6 2 43 21 4 1 5 Troop Type
Sky Leader 23 0 4 3221 3 M onstrous Cavalry
Terradon M onstrous Cavalry

Unit Size: 3+ Special Rules: Options:
• Cold-blooded • May upgrade one Terradon Rider to a Sky Leader................................. 10points
E q u ip m en t: • Drop Rocks • The entire unit may replace their Lustrian javelins
• Hand weapon • Fear
• Lustrian javelin • Flying Cavalry with fireleech bolas........................................................................ 1 point per model
• Forest Strider
• Scaly Skin (6 + )

STEGADON M WS BS S T W I A Ld Troop Type 215 points
63 0 5 6 5 2 4 6 M onster
Stegadon - 2 33- -4 1 . 10 points
Skink Crew .2 0 points
Special Rules: Options:
Unit Size: • Cold-blooded • May be upgraded to have Unstoppable Stampede .
1 Stegadon and • Howdah Crew • May be upgraded to have Sharpened H orns..........
5 Skink Crew • Immune to Psychology
• Impact Hits (D6 +1)
E q u ip m en t • Large Target
(Skink Crew): • Scaly Skin (4 + )
• Hand weapons • Stubborn
• Lustrian javelins • Terror
• Giant bow

SPECIAL UNITS

BASTI LADON M WS BS S T W I A Ld Troop Type 150 points
43 0 4 5 4 1 3 6 M onster
4 Bastiladon - 2 33- -4 1 . free

Skink Crew

U nit Size: Special Rules: Options:
1 Bastiladon and • Always Strikes Last • May replace its Ark of Sotek and 4 Skink Crew
4 Skink Crew
(Bastiladon only) with a Solar Engine and 3 Skink Crew................
E quipm ent • Cold-blooded
(Skink Crew): • Howdah Crew
• H and weapons • Impervious Defence
• Lustrian javelins • Large Target
• Ark of Sotek • Scaly Skin (2 + )
• Terror
• Thunderous Bludgeon

, RIPPERDACTYL RIDERS M WS BS S T W I A Ld 40 points per model
62 3 3 2 1 4 15
4 62 Troop Type
^ Ripperdactyl Rider 23 332142 5 M onstrous Cavalry
- Ripperdacytl Brave 043232 3 M onstrous Cavalry
* Ripperdactyl
Special Rules: Options:
U nit Size: 3+ • Armour Rercing (Ripperdactyl only) • May upgrade one
• Cold-blooded
E q u ip m en t: • Fear Ripperdacytl Rider to
• Spear • Flying Cavalry a Ripperdacyti B rave.................. 10 points
• Shield • Frenzy (Ripperdactyl only)
• Killing Blow (Ripperdactyl only)
• Scaly Skin (6 + )
• Toad Rage

RARE UNITS

J a NCIENT STEGADON 230 points

3 Ancient Stegadon M WS BS S T W I A Ld Troop Type
Skink Crew 63 0 6 6 5 1 3 6 M onster
-233--41

U nit Size: Special Rules: Options:
1 Ancient Stegadon and • Cold-blooded • May be upgraded to have Unstoppable Stam pede.................................. 10 points
5 Skink Crew • Howdah Crew • May be upgraded to have Sharpened H orns............................................ 2 0 points
• Immune to Psychology • Unless taken as a mount for a Skink Chief, may replace its
E q u ip m en t • Impact H its (D6 + 1)
(Skink Crew): • Large Target giant blowpipes with an Engine of the G ods.............................................50 points
• H and weapons • Scaly Skin (3 + )
• Lustrian javelins • Stubborn
• Giant blowpipes • Terror

^SALAMANDER HUNTING PACK 80 points per pack

MWSBSS T W 1 A Ld Troop Type
4 M onstrous Beast
J Salamander 63 3 5 4 3 4 2 5

Skink H andler 62332141

U n it Size: 1+ packs Special Rules: Options: .4 points per pack
(each pack consists of 1 • Aquatic • May take one additional Skink Handler per pack.
Salamander and • Cold-blooded
3 Skink Handlers) • Fear
• Hunting Pack
E qu ipm ent • Scaly Skin (5 + )
(Skink Handler): • Skirmishers
• Hand weapon • Spout Flames

3
al .

RARE UNITS

J Rr /A ZO R D O N H U N T IN G PACK 65 points per pack

MWSBSS T W I A Ld Troop Type
4 M onstrous Beast
■R azordon 63 3 5 4 3 4 2 5

^ Skink H andler 6 2 33 2 14 1

U n it Size: 1+ packs Special Rules: Options: .4 points per pack
(each pack consists of • Aquatic • May take one additional Skink Handler per pack.
1 Razordon and • Cold-blooded
3 Skink Handlers) • Fear
• Hunting Pack
E quipm ent • Instinctive Defence
(Skink Handler): • Scaly Skin (5 + )
• H and weapon • Shoot Barbs
• Skirmishers

jT R O G L O D O N M WS BS S T W I A Ld Troop Type 200 points
7 3 355523 M onster
Troglodon - 2 33 - -4 1 . 15 points
Skink Oracle Rider Options:
Special Rules: Predatory Fighter • The Skink Oracle Rider may take
U nit Size: • Aquatic (Troglodon only)
1 Troglodon and • Arcane Vassal (Skink Primeval Roar a Divining Rod...............................
1 Skink Oracle Rider Scaly Skin (4 + )
Oracle Rider only) Spit Venom
Equipment (Skink • Beast Rider (Troglodon only)
Oracle Rider): • Cold-blooded Terror
• Hand weapon • Large Target
• Lustrian javelin • Poisoned Attacks

(Troglodon only)

SUMMARY

LORDS M WS BS s T W I A Ld Type Page MOUNTS M WS BS S T W I A Ld Type Page
Kroq-Gar 4 6 0 5 5 3 3 5 8 In(SC) 51 Camosaur 7 3 0 7 5 5 2 4 5 Mo 50
- Grymloq 7 3 0 7 5 5 2 5 5 Mo Cold One 7 3 - 4 - - 2 2 - WB 34
Lord Kroak 4 1 1 3 5 6 1 1 9 In(SC) 52 Ripperdactyl 2 3 0 4 3 2 3 2 3 MB 43
Lord Mazdamundi 4 2 3 3 4 5 2 1 9 In(SC) 53 Terradon 2 3 0 4 3 2 2 1 3 MB 42
- Zlaaq 6 3 0 6 6 J 1 3 6 Mo
Saurus Oldblood 4 6 0 5 5 3 3 5 8 In 32 T ro o p Type Key: I n = Infantry, W B = War Beast,
Slann Mage-Priest 4 2 3 3 4 5 2 1 9 In 31 C a = Cavalry, M I = Monstrous Infantry, W R = M onstrous
Tehenhauin 6 6 5 4 3 3 6 3 8 In(SC) 56 Beast, N lC =M onstrous Cavalry, SC = Special Character,
yVo=Monster, C\i=Chariot, Sw=Swarms, Un=Unique,
HEROES M WS BS s T w I A Ld $ W M = War Machine.
Chakax 4 5 0 5 5 2 3 4 8 In(SC) 55
Gor-Rok 4 5 0 5 6 2 3 4 8 In(SC) 54 |
Oxyotl 6 4 6 4 3 2 6 3 7 In(SC) 59
Saurus Scar-Veteran 4 5 0 5 5 2 3 4 8 In 32 Lord Huaxhini was lost. A lthough his body floated calmly ir
Skink Chief 6 4 5 4 3 2 6 3 6 In 36 the lotus-infused Eternity Chamber his mind was entangled,
Skink Priest 6 2 3 3 2 2 4 1 6 In 36 trapped in a maze with no escape. For briefmoments the Slann
Tetto’eko 6 2 3 2 2 2 4 1 6 In(SC) 57 Mage-Priest’s vision cleared and he remembered he was searching
Tiktaq’to 6 4 5 4 3 2 6 3 7 M C(SC) 58 - seekingfo r something, although exactly what he sought was no
- Zwup (Terradon) 2 3 0 4322 1 3 - longer clear. A n overwhelming lethargy slowed his every effort
and even that he was lookingfo r something was an ephemeral
CORE UNITS M WS BS s TW IA Ld Type Page thought, a notion that hovered elusively just beyond his grasp.
Saurus Warrior 43 0 44 1 12 8 In 33
- Spawn Leader 43 0 441 13 8 In Through this dream-haze Lord Huaxhini heard a ca ll- a
Skink 62 3 32 1 41 5 In 38 distant voice within his mind - a faraway entreaty from Lord
- Skink Brave 62 3 32 1 42 5 In Mazdamundi. It was this message that recalled Lord Huaxhini,
- Kroxigor 63 0 543 13 7 MI guiding him to cast o ff the spell that enthralled him. With a lurch
Skink Skirmisher 62 3 321 41 5 In 38 his bloated body startled awake fo r the first time in generations.
- Patrol Leader 62 4 321 41 5 In In that instant the Mage-Priest was flooded with visions. He
saw powerful enemyforces mustering, as well as the recovered
SPECIAL UNITS M WS BS s T w I A Ld Type Page messages o f the O ld Ones. Lord Huaxhini’s eyes blazed with
Bastiladon magicalfury as he once more remembered his Great Purpose.
- Skink Crew 4 3 0 4 5 4 1 3 6 M o 48
Chameleon Skink
- Stalker - 2 3 3- -41 H
Cold One Rider
- Pack Leader 6 2 4 3 2 1 4 1 5 In 39
- Cold One
Jungle Swarm 6 2 5 3 2 1 4 1 5 In
Kroxigor
- Kroxigor Ancient 4 4 0 4 4 1 2 2 8 Ca 34
Ripperdactyl Rider
- Ripperdacyd Brave 4 4 0 4 4 1 2 3 8 Ca
- Ripperdactyl
Stegadon 7 3 - 4- -22 IB
- Skink Crew
Temple Guard 5 3 0 2 2 5 1 5 10 Sw 41
- Revered Guardian
Terradon Rider 6 3 0 5 4 3 1 3 7 M I 40
-Sky Leader
- Terradon 6 3 0 5 4 3 1 4 7 MI

6 2 3 32141 5 M C 43

6 2 3 32142 5 MC

23 0 4 3 2 3 2 3

6 3 0 56524 6 M o 44

2 3 3--41

440441228 In 35

44 0 4 4 1 2 3 8 In

6 2 3 3 2 1 4 1 5 M C 42

62 4 3 2 1 4 1 5 MC

23 0 4 3 2 2 1 3

RARE UNITS M WS BS s Tw I A Ld Type Page
Ancient Stegadon 63 0 6 6 5 13 6 M o 44
- Skink Crew 3- -41 --
Salamander 23 54342 4 M B 46
- Skink Handler 63 3 3 2 14 1 5-
Razordon 62 3 54342 4 M B 47
- Skink Handler 63 3 3 2 14 1 5m i
Troglodon 62 3 5552 3 5 M o 37
- Skink Oracle Rider 73 3 3- - 41 6-
- 23


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