| 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 | 14 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skink | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 5 |
| Patrol Leader | 6 | 2 | 4 | 3 | 2 | 1 | 4 | 1 | 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 | - | 160 |
| 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 |
| Pack Leader | - | 4 | 0 | 4 | 4 | 1 | 2 | 3 | 8 | - |
| 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 | 5 | 2 | 4 | - | 215 |
| 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 | 5 | 1 | 3 | - | 230 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Razordon | 6 | 3 | 4 | 5 | 4 | 3 | 4 | 2 | 4 | 60 |
| Skink Handler | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 5 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Salamander | 6 | 3 | 3 | 5 | 4 | 3 | 4 | 2 | 4 | 75 |
| Skink Handler | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 5 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stegadon | 6 | 3 | - | 5 | 6 | 5 | 2 | 4 | - | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Troglodon | 7 | 3 | - | 5 | 5 | 5 | 2 | 3 | - | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ancient Stegadon | 6 | 4 | - | 6 | 6 | 5 | 1 | 3 | - | +230 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bastiladon | 4 | 3 | - | 4 | 5 | 4 | 1 | 3 | - | +160 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stegadon | 6 | 3 | - | 5 | 6 | 5 | 2 | 4 | - | +215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Troglodon | 7 | 3 | - | 5 | 5 | 5 | 2 | 3 | - | +200 |
| 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.
May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
When a unit carrying the Jaguar Standard makes a Pursuit 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, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
A unit carrying the Totem of Prophecy gains the Fear special rule.
Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
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.
All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).
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.
Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.
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 |
| 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 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 5 | -2 | Multiple Wounds (D3), Poisoned Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -3 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 4 | -1 | Move & Shoot, Multiple Shots (D3), Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -3 | Multiple Wounds (D3) |
The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -3 | Strike Last |
| 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 | - |
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land.
Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This 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 Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.
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 12" of this model may ‘channel’ a spell through this model.
If they do, the range, 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.
Note that spells with a range of “Self” cannot be channelled in this way.
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers.
When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
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.
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 Fear, Panic or Terror 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 -, for each model in this unit that moved over it.
This model can cast Burning Alignment, with a Power Level 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 is within the Command range of 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’ 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 • Monsoon
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.
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 within 7" of this model gain the Furious Charge special rule.
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.
When rolling on the Miscast table, this character can modify the result by -1 (to a minimum of 2), or by +1 (to a maximum of 12).
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) special rule, and may re-roll any roll To Hit of a natural 1.
This character gains the Regeneration (5+) special rule.
Instead of generating spells normally, this character knows four signature spells, chosen from the following Lores of Magic: Battle Magic, Daemonology, Dark Magic, Elementalism, High Magic, Illusion and Necromancy. The character may discard one of these signature spells in favour of a spell from the Lore of Lustria (see page 21).