Lizardmen

Characters
Core
Special
Rare
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]

Other Options

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]

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 Creature
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 Warrior43044112814
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Skink Skirmishers

MWSBSSTWIALdPoints
Skink6233214155
Patrol Leader624321415-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Special Rules [pick 0-1]

Weapons [pick 1, required]

Command

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

Default Equipment

Special Rules

Restrictions

Special

Bastiladon

MWSBSSTWIALdPoints
Bastiladon43-45413-160
Troop Type
Monstrous Creature
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

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
Pack Leader-40441238-
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
Stegadon63-56524-215
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Other Options

Default Equipment

Temple Guard

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

Command

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 Stegadon64-66513-230
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Other Options

Default Equipment

Razordon Packs

MWSBSSTWIALdPoints
Razordon63454342460
Skink Handler6233214155
Troop Type
Regular infantry (Skink handlers), War beasts (Razordons)
Base Size
50 x 75 mm
Unit Size
3+/1+*

Default Equipment

Special Rules

Salamander Packs

MWSBSSTWIALdPoints
Salamander63354342475
Skink Handler6233214155
Troop Type
Regular infantry (Skink handlers), War beasts (Salamanders)
Base Size
50 x 75 mm
Unit Size
3+/1+*

Default Equipment

Special Rules

Stegadon

MWSBSSTWIALdPoints
Stegadon63-56524-215
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Other Options

Default Equipment

Troglodon

MWSBSSTWIALdPoints
Troglodon73-55523-200
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

Models

Ancient Stegadon

MWSBSSTWIALdPoints
Ancient Stegadon64-66513-+230
Base Size
60 x 100 mm

Equipment [pick 1, required]

Default Equipment

Special Rules

Bastiladon

MWSBSSTWIALdPoints
Bastiladon43-45413-+160
Troop Type
Monstrous Creature
Base Size
60 x 100 mm

Equipment [pick 1, required]

Default Equipment

Special Rules

Stegadon

MWSBSSTWIALdPoints
Stegadon63-56524-+215
Base Size
60 x 100 mm

Equipment [pick 1, required]

Default Equipment

Special Rules

Troglodon

MWSBSSTWIALdPoints
Troglodon73-55523-+200
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

Hide Of The Cold Ones (20 pts)

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.

Shield Of The Mirror Pool (40 pts)

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.

Magic Standards

Jaguar Standard (20 pts)

When a unit carrying the Jaguar Standard makes a Pursuit 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 (40 pts)

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.

Totem Of Prophecy (30 pts)

A unit carrying the Totem of Prophecy gains the Fear special rule.

Enchanted Items

Cloak Of Feathers (40 pts)

Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.

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.

Venom Of The Firefly Frog (15 pts)

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).

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.

Cupped Hands Of The Old Ones (55 pts)

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.

Itxi Grub (30 pts)

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.

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

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

Giant bow

RangeStrengthAPSpecial Rules
36"5-2Multiple Wounds (D3), Poisoned Attacks

Great horns

RangeStrengthAPSpecial Rules
CombatS-3-

Razor barbs

RangeStrengthAPSpecial Rules
18"4-1Move & Shoot, Multiple Shots (D3), Quick Shot

Slashing talons

RangeStrengthAPSpecial Rules
CombatS-3Multiple Wounds (D3)

The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.

Thunderous bludgeon

RangeStrengthAPSpecial Rules
CombatS-3Strike Last

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

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.

Arcane Configuration

Friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.

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 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.

Beast Handlers

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.

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.

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 Fear, Panic or Terror 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 -, 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 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 is within the Command range of 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

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

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.

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 within 7" of this model gain the Furious Charge special rule.

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

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).

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) special rule, and may re-roll any roll To Hit of a natural 1.

Transcendent Healing

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

Wandering Deliberations

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).