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Lizardmen Army Guide

This document outlines the army composition and unit stats for a Lizardmen army in Warhammer Fantasy. It specifies that infantry must make up at least half the army, with cavalry and special units each limited to 25%. Unit types include jungle swarms, skink skirmishers, saurus warriors, terradon riders, kroxigors and more. It also covers commanders like the Slann Mage-Priest and available mounts. Special rules are provided for dense terrain and reptilian units. Finally, it lists four magical spells - Gaze of Sotek, Mazdamundi's Revenge, Wings in the Jungle, and Shield of the Old Ones.

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Jacky Klinger
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0% found this document useful (0 votes)
48 views2 pages

Lizardmen Army Guide

This document outlines the army composition and unit stats for a Lizardmen army in Warhammer Fantasy. It specifies that infantry must make up at least half the army, with cavalry and special units each limited to 25%. Unit types include jungle swarms, skink skirmishers, saurus warriors, terradon riders, kroxigors and more. It also covers commanders like the Slann Mage-Priest and available mounts. Special rules are provided for dense terrain and reptilian units. Finally, it lists four magical spells - Gaze of Sotek, Mazdamundi's Revenge, Wings in the Jungle, and Shield of the Old Ones.

Uploaded by

Jacky Klinger
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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LIZARDMEN ARMY for HAIL CAESAR v05

For the Warhammer/Warhammer Fantasy World

Infantry 50%+ At least half the units in the army must be made up of infantry.
Cavalry up to 25% No more than a quarter of the units in the army can be cavalry.
Specials up to 25% No more than one quarter of the units in the army can be specials.
Skirmishers up to 25% No more than one quarter of the units in the army can be skirmishers
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can
contain 1+ units of Cavalry and Specials. Typically these fought on the flanks.
Maximum number of Saurus Heroes = Number of Divisions /2 rounded down.
Maximum number of Skink Shaman = Number of Divisions /2 rounded down.

TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Jungle Swarm 2 2 2 0 6 LI, Repitiles, Swarm 15
Skink Skirmishers 2 2 2 0 4 SK, Move 7.5” 11
Skinks 4 4 3 3/12 0 6 LI, Move 7.5” 25
Saurus 8 7 2/0 5+ 6 MI, Reptiles, Strong 32

Cavalry
Terradon Riders 4 4 2 2/12 6+ 6 OF, Fly, Feigned Flight, always Open Order 36
Cold Ones 9 6 2/0 4+ 6 HC, Reptiles, Strong 56

Special
Kroxigors 9 8 2/0 4+ 6 HI, Big, Reptiles, Strong 41
Temple Guard 8 7 2 4+ 8 HI, Reptiles, Strong 48
Salamander & Skinks 5 5 4 4/12 6+ 6 LI, Move 7.5”, Strong (inc ranged (+7 points) 39
Stegadon 10 9 3 3/12 4+ 10 HI, Reptiles, Huge 90

Commanders
Slann Mage-Priest 4 4 3/0 4+ 4 LR:8 General 1*,small, Mage, CommUnit, Reptile 39
Skink 0 0 LR:8 8
Saurus (Hero) +1 +1 IC Hero (can only join Reptile units) 4
Skink Shaman 0 0 IC Wizard 10

Mounts for Sauruses


Carnosaur 4 3 2/0 4+ 4 HI, small, Move 9”, Huge, CommUnit, Repitile +39
Cold One +1 +1 Move 27” +3

SPECIAL RULES

Dense Terrain: - All units, there is no penalty for units changing formation on entering or leaving terrain (i.e. like Light Infantry). Note: units can't
go into open order when not in dense terrain.

Reptile: Can only move up to 2 moves not the usual 3 moves and must be ordered within 12” otherwise they do not move.

Slann Mage. This is a half frontage unit. He cannot command a Division directly he must do this through his Skink heroes. The general cannot join
another unit. He issues follow me orders to move his palanquin unit.

The Slann Mage-Priest rides a palanquin carried by his bodyguard of fierce Saurus warriors - his combat bonus is due to his bodyguard. The Slann-
Priestis the army’s general but uniquely amongst commanders he cannot give orders, but has foreseen the flow of the battle and given his Skink
retainers instructions. To represent this any Skink commander within 12” of the Slann can announce his use of the General’s Divine Guidance. This
allows the Skink Hero to use the Generals re-roll which as usual can be used once per turn. This can be done before or after the Slann Mage-Priest
has moved.

In addition the Slann Mage-Priest is a great sorcerer. He can cast spells as a Mage and can be given a magic item restricted to either a general or
wizard should you so wish. The Slann Mage-Priest can also cast his spell using a Skink Shaman as the focus if desired - work out the spell as if it
were cast from the Shaman, measuring and establishing a line of sight from the Shaman model if necessary. This does not affect the Shaman's own
ability to cast spells that turn.
LIZARDMEN SPELLS
GAZE OF SOTEK 5+ to cast (Slann 4+), Range 18”, LoS to unengaged enemy unit.
Burning jade coloured rays leap from the wizard's lidded eyes enshrouding and choking his enemies in writhing coils of magic.
This spell can be cast on an enemy unit. The Wizard must be able to see his target to use this spell. The spell cannot be directed at a unit engaged
in combat.
The Gaze of Sotek is treated like three ordinary shooting attacks except that Morale has no effect (all targets count as having no Morale Save). A
unit can be driven back by the Gaze of Sotek as with ordinary shooting.

MAZDAMUNDI'S REVENGE 4+ to cast (Slann 3+), Range 18”, no LoS to enemy unit.
The wizard's foes bowels melt with dread or possibly something much worse, hindering their movement as if hobbled.
This spell can be cast on any enemy unit within range regardless of whether the Wizard can see it or not. The spell takes effect until the end of the
opposing player's next turn.
Whilst the spell lasts the unit cannot charge and if engaged in combat will not pursue or do a sweeping advance. Even units that are otherwise
obliged to charge, pursue, advance or move to support will not do so if affected by Mazdamundi's Revenge.

WINGS IN THE JUNGLE 5+ to cast (Slann 4+), Range Joined, Friendly unit.
An eerie aura surrounds the Wizard and his companions lifting them into the air and transporting them effortlessly from one place to another.
The spell can be cast on any unengaged friendly unit that the Wizard has joined. The spell affects only a single unit. The unit can be moved just as
if it had received an order in the Command phase. The Wizard is moved together with the unit and remains joined with it. Other character stands
that have joined the unit will move with it.

SHIELD OF THE OLD ONES 5+ to cast (Slann 4+), Range 18”, no LoS to friendly engaged unit.
The enemy's blows are magically turned aside by the strange power of the Old Ones.
This spell can be cast upon a friendly unit that is engaged in combat and which is within range. The Wizard does not have to be able to see the
target to cast the spell. The effect lasts for the duration of the following combat phase. The unit's Morale Saves counts as 1 better up to a
maximum value of 4+. I.e 0 counts as 6+, 6+ as 5+ and 5+ as 4+. If the unit's Morale Save is already 4+, or another bonus brings it to 4+, this spell
has no effect.

Steve

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