Lizardmen - Renegades 2.0

Characters
Core
Special
Rare
Other
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Characters

Saurus Oldblood

MWSBSSTWIALdPoints
Saurus Oldblood460553358140
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
1

Command [pick 0-1]

Weapons [pick 0-1]

Default Equipment

Special Rules

Restrictions

Saurus Scar-Veteran

MWSBSSTWIALdPoints
Saurus Scar-Veteran45055234890
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
1

Command [pick 0-1]

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Skink Chief

MWSBSSTWIALdPoints
Skink Chief64543263645
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Special Rules [pick 0-1]

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Skink Priest

MWSBSSTWIALdPoints
Skink Priest62332241660
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Slann Mage-Priests

MWSBSSTWIALdPoints
Slann Mage-Priest223345219285
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Restrictions

Core

Jungle Swarms

MWSBSSTWIALdPoints
Jungle Swarms53022515540
Troop Type
Swarms
Base Size
40 x 40 mm
Unit Size
3+

Default Equipment

Special Rules

Saurus Warriors

MWSBSSTWIALdPoints
Saurus Warrior43044112812
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Skink Cohorts

MWSBSSTWIALdPoints
Skink6233214155
Pack Leader624321435-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 1, required]

Command

Other Options

Default Equipment

Special Rules

Temple Guard

MWSBSSTWIALdPoints
Temple Guard44044112816
Revered Guardian440441238-
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Special

Bastiladon

MWSBSSTWIALdPoints
Bastiladon43-45413-140
Troop Type
Monstrous Creature
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Chameleon Skinks

MWSBSSTWIALdPoints
Chameleon Skink62432141611
Patrol Leader625321416-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Default Equipment

Special Rules

Cold One Riders

MWSBSSTWIALdPoints
Cold One Rider-4044122834
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Kroxigor

MWSBSSTWIALdPoints
Kroxigor63054333749
Ancient630543347-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Ripperdactyl Riders

MWSBSSTWIALdPoints
Ripperdactyl Rider-2333241540
Troop Type
Monstrous Cavalry
Base Size
40 x 40 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Stegadon

MWSBSSTWIALdPoints
Stegadon63-56624-190
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Temple Guard

MWSBSSTWIALdPoints
Temple Guard44044112816
Revered Guardian440441238-
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Terradon Riders

MWSBSSTWIALdPoints
Terradon Rider-2333241532
Sky Leader-24332415-
Troop Type
Monstrous Cavalry
Base Size
40 x 40 mm
Unit Size
3+

Equipment [pick 1, required]

Command

Default Equipment

Special Rules

Rare

Ancient Stegadon

MWSBSSTWIALdPoints
Ancient Stegadon64-66613-210
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Razordon Packs

MWSBSSTWIALdPoints
Razordon63454342460
Troop Type
War beasts
Base Size
50 x 75 mm
Unit Size
1+

Default Equipment

Special Rules

Salamander Packs

MWSBSSTWIALdPoints
Salamander63354342465
Troop Type
War beasts
Base Size
50 x 75 mm
Unit Size
1+

Default Equipment

Special Rules

Stegadon

MWSBSSTWIALdPoints
Stegadon63-56624-190
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Troglodon

MWSBSSTWIALdPoints
Troglodon83-55523-140
Troop Type
Monstrous Creature
Base Size
50 x 100 mm
Unit Size
1

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Other

Skink Priest

MWSBSSTWIALdPoints
Skink Priest62332241660
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Skink Skirmishers

MWSBSSTWIALdPoints
Patrol Leader624321415-
Troop Type
Regular Infantry
Unit Size
10+

Command

Default Equipment

Models

Ancient Stegadon

MWSBSSTWIALdPoints
Ancient Stegadon64-66613-+210
Base Size
60 x 100 mm

Equipment [pick 1, required]

Default Equipment

Special Rules

Bastiladon

MWSBSSTWIALdPoints
Bastiladon43-45413-+140
Troop Type
Monstrous Creature
Base Size
60 x 100 mm

Equipment [pick 1, required]

Default Equipment

Special Rules

Kroxigor

MWSBSSTWIALdPoints
Kroxigor630543337+49
Base Size
50 x 50 mm

Default Equipment

Special Rules

Stegadon

MWSBSSTWIALdPoints
Stegadon63-56624-+190
Base Size
60 x 100 mm

Equipment [pick 1, required]

Default Equipment

Special Rules

Troglodon

MWSBSSTWIALdPoints
Troglodon83-55523-+140
Troop Type
Monstrous Creature
Base Size
50 x 100 mm

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules


Magic Items

Magic Weapons

Blade Of Revered Tzunki (65 pts)

RangeStrengthAPSpecial Rules
CombatS+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).

Piranha Blade (35 pts)

RangeStrengthAPSpecial Rules
CombatS-1Magical Attacks, Multiple Wounds (2)

No description available.

Scimitar Of The Sun Resplendent (50 pts)

RangeStrengthAPSpecial Rules
CombatS-1Extra Attacks (+D3), Flaming Attacks, Magical Attacks

No description available.

Staff Of The Lost Sun (40 pts)

RangeStrengthAPSpecial Rules
124-3Magical Attacks, Multiple Shots (3)

The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.

Staff Of The Lost Sun (40 pts)

RangeStrengthAPSpecial Rules
CombatS+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.

Magic Armour

Bedazzling Helm (60 pts)

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.

Shield Of The Mirror Pool (40 pts)

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.

Magic Standards

Jaguar Standard v2 (30 pts)

When a unit carrying the Jaguar Standard makes a Pursuit or Charge roll, it may roll an extra D6 and discard the lowest result.

Skavenpelt Banner (35 pts)

A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.

Sun Standard Of Chotec v2 (65 pts)

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.

Enchanted Items

Horned One (10 pts)

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.

Arcane Items

Cube Of Darkness (50 pts)

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.

Itxi Grub v2 (20 pts)

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.

Talismans

Aura Of Quetzl (40 pts)

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.

Glyph Necklace (45 pts)

The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.

Equipment

Weapon

Blowpipe

RangeStrengthAPSpecial Rules
12"3-Multiple Shots (2), Poisoned Attacks, Move & Shoot

Fiery breath

RangeStrengthAPSpecial Rules
N/A4-1Breath Weapon, Flaming Attacks

Fireleech bolas

RangeStrengthAPSpecial Rules
6"S+1-Flaming Attacks, Move & Shoot, Quick Shot

Giant blowpipes

RangeStrengthAPSpecial Rules
18"3-Cumbersome, Multiple Shots (2D6), Poisoned Attacks, Move & Shoot

Giant bow

RangeStrengthAPSpecial Rules
36"5-2Multiple Wounds (2), Poisoned Attacks, Through & Through, Move & Shoot

Great horns

RangeStrengthAPSpecial Rules
CombatS-3-

Razor barbs

RangeStrengthAPSpecial Rules
12"4-1Move & Shoot, Quick Shot

Slashing talons

RangeStrengthAPSpecial Rules
CombatS-3Multiple Wounds (D3)

Thunderous bludgeon

RangeStrengthAPSpecial Rules
Combat+3-3Strike Last, Multiple Wounds (D3)

Venom spray

RangeStrengthAPSpecial Rules
N/A3-1Breath 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.

Venomous talons

RangeStrengthAPSpecial Rules
CombatS-2Poisoned Attacks

Wicked claws

RangeStrengthAPSpecial Rules
CombatS-2-

Special Rules

Aquatic

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.

Arcane Configuration

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.

Arcane Shield

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

Arcane Vassal

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.

Beast Handlers

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.

Becalming Cogitation

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".

Blood Frenzy

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.

Chameleon

Any enemy model that shoots at a unit with this rule suffers an additional -1 To Hit modifier.

Cleaving Blow

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

Cold Blooded

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.

Drop Rocks

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.

Engine of the Gods

This model can cast Burning Alignment, with a Power Level of 2.

Focus of Mystery

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.

Great Horns

When this model makes Impact Hits, the hits are resolved with an Armour Piercing characteristic of -3.

Guardians

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.

Harrowing Scrutiny

This character gains the Terror special rule.

Higher State of Mind

This character gains the Ethereal special rule.

Howdah (Lizardmen)

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.

Impervious Defence

Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.

Lore of Lustria v2

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

Obsidian Blades

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.

Palanquin

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.

Portent of Warding

This model can cast Portent of Warding with a Power Level of 2.

Predatory Fighter

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.

Primeval Roar

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.

Skink Riders

Attacks made against this unit are resolved against the weapon skill of the rider, the crew, or monster, whichever is higher.

Skirmish Screen

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

Solar Engine

This model can cast Beam of Chotec with a Power Level of 2.

Sorcerous Void

This character gains the Magic Resistance (-D3) special rule.

Roll the D3 before armies are deployed.

Soul of Stone

The first time that a Slann suffers a Miscast, the spell fails automatically, but no roll on the Miscast table is taken.

Spawn kin

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.

The Focused Rumination

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.

Toad Rage

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

Transcendent Healing

This character gains the Regeneration (5+) special rule.

Wandering Deliberations

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).

Wisdom of the Old Ones

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