| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Saurus Oldblood | 4 | 6 | 0 | 5 | 5 | 3 | 3 | 5 | 8 | 140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Saurus Scar-Veteran | 4 | 5 | 0 | 5 | 5 | 2 | 3 | 4 | 8 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skink Chief | 6 | 4 | 5 | 4 | 3 | 2 | 6 | 3 | 6 | 45 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skink Priest | 6 | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 6 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Slann Mage-Priest | 2 | 2 | 3 | 3 | 4 | 5 | 2 | 1 | 9 | 285 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Jungle Swarms | 5 | 3 | 0 | 2 | 2 | 5 | 1 | 5 | 5 | 40 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Saurus Warrior | 4 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 8 | 12 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skink | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 5 |
| Pack Leader | 6 | 2 | 4 | 3 | 2 | 1 | 4 | 3 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Temple Guard | 4 | 4 | 0 | 4 | 4 | 1 | 1 | 2 | 8 | 16 |
| Revered Guardian | 4 | 4 | 0 | 4 | 4 | 1 | 2 | 3 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bastiladon | 4 | 3 | - | 4 | 5 | 4 | 1 | 3 | - | 140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chameleon Skink | 6 | 2 | 4 | 3 | 2 | 1 | 4 | 1 | 6 | 11 |
| Patrol Leader | 6 | 2 | 5 | 3 | 2 | 1 | 4 | 1 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cold One Rider | - | 4 | 0 | 4 | 4 | 1 | 2 | 2 | 8 | 34 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Kroxigor | 6 | 3 | 0 | 5 | 4 | 3 | 3 | 3 | 7 | 49 |
| Ancient | 6 | 3 | 0 | 5 | 4 | 3 | 3 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ripperdactyl Rider | - | 2 | 3 | 3 | 3 | 2 | 4 | 1 | 5 | 40 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stegadon | 6 | 3 | - | 5 | 6 | 6 | 2 | 4 | - | 190 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Temple Guard | 4 | 4 | 0 | 4 | 4 | 1 | 1 | 2 | 8 | 16 |
| Revered Guardian | 4 | 4 | 0 | 4 | 4 | 1 | 2 | 3 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Terradon Rider | - | 2 | 3 | 3 | 3 | 2 | 4 | 1 | 5 | 32 |
| Sky Leader | - | 2 | 4 | 3 | 3 | 2 | 4 | 1 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ancient Stegadon | 6 | 4 | - | 6 | 6 | 6 | 1 | 3 | - | 210 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Razordon | 6 | 3 | 4 | 5 | 4 | 3 | 4 | 2 | 4 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Salamander | 6 | 3 | 3 | 5 | 4 | 3 | 4 | 2 | 4 | 65 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stegadon | 6 | 3 | - | 5 | 6 | 6 | 2 | 4 | - | 190 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Troglodon | 8 | 3 | - | 5 | 5 | 5 | 2 | 3 | - | 140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skink Priest | 6 | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 6 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Patrol Leader | 6 | 2 | 4 | 3 | 2 | 1 | 4 | 1 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ancient Stegadon | 6 | 4 | - | 6 | 6 | 6 | 1 | 3 | - | +210 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bastiladon | 4 | 3 | - | 4 | 5 | 4 | 1 | 3 | - | +140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Kroxigor | 6 | 3 | 0 | 5 | 4 | 3 | 3 | 3 | 7 | +49 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stegadon | 6 | 3 | - | 5 | 6 | 6 | 2 | 4 | - | +190 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Troglodon | 8 | 3 | - | 5 | 5 | 5 | 2 | 3 | - | +140 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | * | Magical Attacks |
*No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Magical Attacks, Multiple Wounds (2) |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (+D3), Flaming Attacks, Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12 | 4 | -3 | Magical Attacks, Multiple Shots (3) |
The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Magical Attacks, Requires Two Hands |
The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
The Shield of the Mirror Pool is a shield. In addition, any magic missile that strikes the bearer or any unit he is with is reflected on the roll of 4+ on a D6. If the spell is reflected, the caster (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
When a unit carrying the Jaguar Standard makes a Pursuit or Charge roll, it may roll an extra D6 and discard the lowest result.
A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, enemy models suffer a -1 modifier on any To Hit rolls made against the unit carrying this banner.
This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Leadership test using their own Leadership. If this test is passed, the bearer may apply a +3 modifier to the Casting roll.
Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.
The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | 3 | - | Multiple Shots (2), Poisoned Attacks, Move & Shoot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | -1 | Breath Weapon, Flaming Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 6" | S+1 | - | Flaming Attacks, Move & Shoot, Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 3 | - | Cumbersome, Multiple Shots (2D6), Poisoned Attacks, Move & Shoot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 5 | -2 | Multiple Wounds (2), Poisoned Attacks, Through & Through, Move & Shoot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -3 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | 4 | -1 | Move & Shoot, Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -3 | Multiple Wounds (D3) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | +3 | -3 | Strike Last, Multiple Wounds (D3) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 3 | -1 | Breath Weapon |
When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Poisoned Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | - |
Models with this special rule treat terrain designated as a ‘water feature’ as Open Ground. In addition, as long as at least 50% of the models in the unit are within a ‘water feature’ they benefit from partial cover. ‘Water features’ might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Friendly models that cast a Bound spell whilst within 12" of one or more Engine of the Gods may apply a +1 modifier to the Casting roll.
Pure magic shimmers about the Slann, shielding it from the blows of the enemy.
This character has a 5+ Ward save against any wounds suffered
Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 24" of this model may ‘channel’ a spell through this model.
If they do, the range (including the range to dispel unless it is a vortex), targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Each war beast in a unit with this special rule is accompanied by a number of models representing its handlers. As long as any handlers remain, the war beast ignores the Undisciplined special rule.
During deployment, position these models anywhere within 1” of the war beasts. If the handlers are found to be blocking movement or line of sight, simply move them aside.
In combat, each handler adds its attacks to those of the war beasts. If there are multiple war beasts in combat, the additional attacks from the handlers are distributed as evenly as possible among the war beasts.
If a war beast suffers an unsaved wound from any source, roll a D6. On a roll of 1-4 a war beast loses a Wound, but on a roll of 5+ one of the handlers is removed instead. If all war beasts are removed from play, so are the handlers.
Once per turn, the Slann Mage-Priest may re-roll one of the D6 when making a Wizardly dispel attempt. In addition, this character increases their Dispel range by 3".
When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Character Mount: A Carnosaur may only be included in your army as a character’s mount. Its points are added to that of its rider.
Any enemy model that shoots at a unit with this rule suffers an additional -1 To Hit modifier.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted
To other races, the cold blooded Lizardmen seem incapable of emotion.
When required to make a Leadership or Break Test, models with this special rule may roll an extra D6 and discard the highest result.
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons.
Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -1, for each model in this unit that moved over it.
This model can cast Burning Alignment, with a Power Level of 2.
This Character does not randomly generate their spells. Instead, they know all of the spells from their chosen lore. The character may discard up to two of these spells in favour of up to two spells chosen from the Lore of Lustria or their lore's signature spell. Note this Discipline cannot be combined with Wandering Deliberations.
When this model makes Impact Hits, the hits are resolved with an Armour Piercing characteristic of -3.
Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that contains a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
This character gains the Terror special rule.
This character gains the Ethereal special rule.
To represent its howdah and crew, a behemoth with this special rule has a split profile and follows both the ‘Split Profile (Chariots)’ and ‘Firing Platform’ rules (see page 194). Note that, because it has the Howdah special rule, a Stegadon or Ancient Stegadon is considered to be a chariot mount, rather than a ridden monster.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
A Wizard with the ‘Lore of Lustria v2’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below:
• Apotheosis v2 • Monsoon v2
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
This character may join a unit with the Guardians special rule despite having the Fly special rule. As long as the front rank has a minimum of 4 models they must be placed in the second rank. However, they continue to confer benefits to the unit in the form of Leadership and Special Rules. As long as this model is not in base to base contact with an enemy model, they do not count as being in a fighting rank and they may cast and dispel as normal, even if its unit is engaged in Combat. However, it may not cast Assailment spells.
This model can cast Portent of Warding with a Power Level of 2.
A model with this special rule (but not its mount) generates one additional Attack on any natural roll of a 6 made when rolling To Hit in close combat. Roll To Hit and To Wound for this additional Attack as normal. Additional Attacks generated by this special rule cannot themselves generate further Attacks.
Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units with the Predatory Fighter special rule within 8" of this model gain an additional attack on any successful To Hit roll of a 5 or a 6 until the end of the turn.
Attacks made against this unit are resolved against the weapon skill of the rider, the crew, or monster, whichever is higher.
A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency
This model can cast Beam of Chotec with a Power Level of 2.
This character gains the Magic Resistance (-D3) special rule.
Roll the D3 before armies are deployed.
The first time that a Slann suffers a Miscast, the spell fails automatically, but no roll on the Miscast table is taken.
hen a unit of Skink Cohorts that includes Kroxigor deploys or reforms, the Kroxigor must be placed in the unit’s second rank, as close to the centre of the rank as possible. If there is not enough room in the second rank for all Kroxigor models to fit, any remaining models are placed in the immediate ranks behind and in contact with another Kroxigor. If at any time there are not enough models in the unit to form a second rank, the Kroxigors must immediately join the front rank.
Kroxigor that have joined a unit of Skinks are affected by enemy shooting in the same way as described under Enemy Shooting (Characters) Rulebook, p.209.
In combat, if a Kroxigor is in base contact with a Skink of its own unit which in turn is in base contact with an enemy model, then the Kroxigor too is counted as being in base contact with that enemy model and vice versa. Therefore, the Kroxigor is part of the fighting rank, and both the Kroxigor and enemy model can direct their full number of attacks against, or divide them between any models that they are in base contact with in this way. However, Kroxigor can only have Impact Hits or Stomp Attacks directed against them if there are fewer than five rank and file Skink models in the unit. A Kroxigor that is not in base contact with an enemy model in this way, but is in base contact with a Skink model in a fighting rank that can fight, may make a single attack.
Wounds inflicted on the Kroxigor are lost by a single model until its Wounds characteristic is reduced to zero. Wounds are then lost by the next Kroxigor, and so on. Excess wounds inflicted upon the Skink unit do not 'spill over' onto the Kroxigor that have joined it, and vice versa.
This character may apply a +1 modifier to any of their Casting or Dispel rolls. In addition, this character can cast one more spell than is normal for their Level of Wizardry per turn.
Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle.
When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1), and the Hatred (blot toad marker) special rules
This character gains the Regeneration (5+) special rule.
Instead of generating spells normally, this character knows five signature spells, chosen from the following Lores of Magic: Battle Magic, Daemonology, Dark Magic, Elementalism, High Magic, Illusion and Necromancy. The character may discard up to two of these signature spells in favour of up to two spells from the Lore of Lustria (see page 21).
Once per turn, the Slaan Mage-Priest may re-roll one of the D6 when making a Casting Roll. In addition, it knows one more spell (chosen in the usual way) than is normal for their Level of Wizardy