LIZARDMEN CHARACTERSS


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1 Slann General
Mage-Priest & Palanquin..... 115 points
Mage-Priest Champion & Palanquin..... 240 points
Master Mage-Priest & Palanquin..... 425 points
Mage-Priest Lord & Palanquin..... 550 points
General may have Battle Standard..... +50 points


The army must include a General to lead it. The General is always the highest level Mage-Priest in the army. An army can also include other Mage-Priests of equal or lower magic level than the General, subject to the limitations of the Characters points allowance.

Profile MWSBSSTWIALD
Mage-Priest & Palanquin43244 3238
Mage-Priest Champion & Palanquin44364 4348
Master Mage-Priest & Palanquin45465 6569
Mage-Priest Lord & Palanquin46565 86810

Weapons/Armour: Slann Mage-Priests are armed with a ceremonial mace (hand-weapon).

Save: 4+ special save (Shield of the Old Ones).

Options: Your army may have a Battle Standard (+50 points). If it does, the Battle Standard will be attacked to the General's palanquin. The Battle Standard may be a magical standard. If so, it will not count as one of the General's magic items.

Spells: A Mage-Priest has 1 spell, a Champion Mage-Priest has 2 spells, a Master Mage-Priest has 3 spells, and a Mage-Priest Lord has 4 spells.

Magic Items: A Mage-Priest is entitled to up to two magic items, a Champion Mage-Priest three magic items, a Master Mage-Priest four magic items, and a Mage-Priest Lord five magic items.

Slann Mage-Priest Telepathy: At the start of the Lizardman magic phase each Slann Mage-Priest can swap one spell with any other Slann Mage-Priest in the battle.

Sheild of the Old Ones: The Slann, palanquin, and bearers all together as an entire model has a special saving throw of 4+ against each wound suffered. This is a special save and is not modified by the Strength of the attack. Wounds from weapons or attacks that ignore armour saving throws can still be saved by the Shield of the Old Ones.

Cold Blooded: Lizardmen are cold blooded.

Palanquin and Bodyguard: The Slann Mage-Priest palanquin and Bodyguards are treated as a single model with one profile. If the Slann carries a magic weapon or other magic device then the magic item affects the whole palanquin, all of its attacks and so on. All enemy attacks are struck against the model as a whole: only by destroying the whole model is the Mage-Priest deemed to be slain.


Heroes
Saurus Hero..... 82 points
Skink Hero..... 52 points


The army may include as many heroes as you wish within the normal limitation of the points available.

Profile MWSBSSTWIALD
Saurus Hero45055 2349
Skink Hero64543 2637
Cold One83044 1123
Terradon23044 1213

Weapons/Armour: A Saurus or Skink Hero may be armed with weapons/armour from the Equipment List. Note that Skink Heroes with bows or javelins may have poison arrows or tips at an additional cost of +1 point, increasing the Strength of the bow/javelin hits by +1.

Save: 5+ Saurus scaly skin, Skinks 6+.

May Ride: A Skink Hero may ride a Cold One (+10 points) or a Terradon (+35 points, including a 2nd Skink rider). A Skink Hero may ride as a crew member in a Stegadon's howdah (225 points, chosen from the Regiments section.

Magic Items: A Hero is entitled to up to two magic items.

Aquatic: Skink Heroes on foot can move over marsh, rivers, streams, ponds, or lakes without penalty and count as in soft cover when occupying a water feature.

Cold Blooded: Lizardmen are cold blooded.

Attacks: Saurus have multiple attacks, one of which is a 'bite' attack. Bite attacks are always worked out at the basic Strength of the Lizardman - they do not receive the Strength bonuses or other bonuses from the Lizardman's weapons.


Champions
Saurus Champion..... 32 points
Skink Champion..... 20 points


Any regiment may include a Champion armed and equipped like the rest of the unit.

Profile MWSBSSTWIALD
Saurus Champion44054 1238
Skink Champion63442 1526
Cold One83044 1123
Terradon23044 1213

Weapons/Armour: A Champion is always armed as appropriate to the unit he leads (see Equipment List for points costs). Note that a Skink Champion of a unit with poison arrows/poison-tipped javelins must also have poison arrows/javelin tips (+1 point, increasing the Strength of the bow/javelin hits by +1).

Save: 5+ Saurus scaly skin, Skinks 6+.

May Ride: A Champion of a unit of Cold One Riders will ride a Cold One (+10 points). A Champion of a unit of Terradons will ride a Terradon (+35 points, including a 2nd Skink rider).

Magic Items: A Champion is entitled to up to one magic item.

Aquatic: Skink Champions on foot can move over marsh, rivers, streams, ponds, or lakes without penalty and count as in soft cover when occupying a water feature.

Cold Blooded: Lizardmen are cold blooded.

Attacks: Saurus have multiple attacks, one of which is a 'bite' attack. Bite attacks are always worked out at the basic Strength of the Lizardman - they do not receive the Strength bonuses or other bonuses from the Lizardman's weapons.


Skink Shamans..... 56 points


The army may include as many Skink Shamans as you wish within the normal limitations of the points available.

Profile MWSBSSTWIALD
Skink Shaman62333 1516

Weapons/Armour: A Skink Shaman may be armed with weapons/armour from the Equipment List.

Skink Shamans with bows or javelins may have poison arrows or tips (+1 point), increasing the Strength of the bow/javelin hits by +1.

Save: 6+.

May Ride: A Skink Shaman may ride a Cold One (+10 points), a Terradon (+35 points, including a 2nd Skink rider), or in a howdah on the back of a Stegadon as an extra crew model (225 points, chosen from the Regiments section.

Spells: A Skink Shaman is a level 1 mage and so has 1 spell. A Skink Shaman must choose spells from the Battle Magic deck. Note that Skinks to not use High Magic.

Cold Blooded: Lizardmen are cold blooded.

Magic Items: A Skink Shaman is entitled to up to two magic items.


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