LIZARDMEN REGIMENTSS


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0-1 Saurus Temple Guards..... 18 points

The army may include one unit of Saurus Temple Guards for each Slann Mage-Priest included in the army.

Profile MWSBSSTWIALD
Temple Guard44044 1228

Weapons/Armour: Halberds.

Save: 5+, Saurus scaly skin.

Options: Temple Guards may have light armour (+2 points) or shields (+1 point). The regiment may have a magic standard.

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.


Saurus Warriors..... 15 points

The army may include any number of regiments of Saurus warriors.

Profile MWSBSSTWIALD
Saurus43044 1128

Weapons/Armour: Hand weapon and shields.

Save: 4+, Saurus scaly skin plus shield.

Options: Any unit may have spears (+1 point).

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 Warriors..... 4 1/2 points

The army may include any number of regiments of Skinks. Units of Skinks may include Kroxigor.

Profile MWSBSSTWIALD
Skink62332 1416

Weapons/Armour: Hand weapons.

Save: 6+.

Options: Any unit may have short bows (+1/2 point) or javelins and shields (+1 point). Skinks may have poisoned arrows for their bows or poison tips for their javelins (+1/2 point. Hits at Strength 4).

Cold Blooded: Lizardmen are cold blooded.

Aquatic: Skinks on foot can move over marsh, rivers, streams, ponds, or lakes, without penalty and benefit from being in soft cover while in a water feature.

Skirmish: Skinks may skirmish.

Kroxigor: Kroxigor models may be included in units of Skinks at the start of the battle. You may include up to one Kroxigor for every eight Skinks in the unit. Skink units accompanied by Kroxigor test against the Kroxigor's Leadership.


Cold One Riders..... 25 points

The army may include any number of regiments of Cold One Riders.

Profile MWSBSSTWIALD
Great Crested Skink62342 1416
Cold One83044 1123

Weapons/Armour: Hand weapons, spear and shield.

Save: 3+

Cold Blooded: Lizardmen are cold blooded.

Cold Ones: Cold One Riders ride Cold Ones and give their riders a +2 armour save in place of the usual +1.


Kroxigor..... 45 points

The army may include any number of units of Kroxigor. A unit of Kroxigor may be less than the normal minimum of 5 models. If your army includes up to 5 Kroxigor these form a single unit (so you could have just 1 Kroxigor in your army and it will count as a unit on its own). If your army includes 6 to 10 Kroxigor models these are organised into either one unit or two as near as possible equal sized units. If your army includes 11-15 Kroxigor these may be a single unit or two or three as near as possible equal sized units and so on.

Profile MWSBSSTWIALD
Kroxigor63054 3139

Weapons/Armour: Double-handed weapons.

Save: 4+, Kroxigor scaly skin. Their save can never become worse than 6+ due to modifiers from an attack's Strength.

Cold Blooded: Lizardmen are cold blooded.

Aquatic: Kroxigor on foot can move over marsh, rivers, streams, ponds, or lakes, without penalty and benefit from being in soft cover while in a water feature.

Fear: Kroxigor cause fear.

Skinks: Kroxigor models may be included in units of Skinks at the start of the battle. You may include up to one Kroxigor for every eight Skinks in the unit. Skink units accompanied by Kroxigor test against the Kroxigor's Leadership.

Kroxigor are always placed as close to the center of the unit as possible, in either the front rank or second rank. A Skink unit that includes Kroxigor always counts its rank bonus as if the space occupied by the Kroxigor were taken by Skinks, and can test on the Leadership of the Kroxigor rather than that of the Skinks.

Kroxigor which are part of a unit of Skinks can be seen over and can see over the Skinks. When shooting at a Skink unit which includes Kroxigor, roll to see whether each shot hits a Skink or Kroxigor:

D6Hit scored on
1-4Skink
5-6Kroxigor

Because of their height, Kroxigor in a Skink unit can fight even if not in the front rank of the unit. They can reach over a single rank of intervening Skinks to strike at the foe. The enemy may also choose whether to strike back at Skinks or the Kroxigor.


Terradons..... 40 points

The army may include up to one unit of Terradons for each Slann Mage-Priest included in the army. The army will therefore always be able to include at least one unit. A unit of Terradons may include one or more models.

Profile MWSBSSTWIALD
Skink Rider62332 1416
Terradon23044 1213

Weapons/Armour: Each Terradon has two Skink riders both armed with hand weapons and short bows.

Save: 5+. The Terradon and its Skink crew have scaly skin, and get +1 save for being mounted.

Cold Blooded: Lizardmen are cold blooded.

Options: Terradon riders may be armed with either spears (+1 point) or javelins (+1 point) in addition to their bows. They may also have shields (+1 point). If armed with bows or javelins then these may have poisoned arrows or tips (+1/2 point, hits at S4).

Hits on the Model: Roll to see whether hits are scored on the Terradon or riders.

D6Hit location
1-4Skink
5-6Terradon


Stegadon & 4 Skinks..... 225 points

The army may include as many Stegadons as there are units of Saurus Temple Guards, Saurus Warrios, Skink Warriors, or Cold One riders in the army. Stegadons can fight as individual models or they can be grouped into units of two or more monsters.

Profile MWSBSSTWIALD
Skink Crew62332 1416
Stegadon62076 6256

Weapons/Armour: The crew are armed with hand weapons, spears, short bows, poisoned javelins, poisoned arrows and shields.

Save: Stegadon 4+, Skink crew 5+. The Stegadon has horny hide and the Skink crew have scaly skin which gives them a basic natural save of 6+ which can never be made worse by Strength modifiers.

Cold Blooded: Lizardmen are cold blooded.

Options:
  1. Any Stegadon in the army may have a magic standard attached to its howdah.


  2. Any Stegadon may have a giant bow (+20 points), range 36", crewed by two Skinks.
The giant bow is shot in the shooting phase. Because it is mounted high up on the howdah, it can shoot over intervening troops, but not intervening terrain. Apart from that, it needs a clear line of sight to the target.

Roll to hit using the crew's BS in the same way as for ordinary bows. If you score a hit, resolve damage using the giant bow's full Strength of 5. If the model is slain, then the arrow penetrates the rank behind: resolve damage with a Strength 4. If the second rank model is slain the arrow penetrates the thrid rank: resolve damage with a Strength 3. Continue to work out damage as the arrow pierces and slays a model in each rank, deducting -1 from the Strength for each rank pierced.

A model damaged by the giant arrows suffers D3 wounds. Armour saves are allowed and are modified for the Strength of the hit as normal.

Impact Hits: In hand-to-hand combat, the Stegadon has three types of attack: attacks from the crew, attacks from the beast itself, and impact hits caused by the creatures horny spikes.

When the Stegadon charges it automatically cuases D6 S5 hits. These impact hits are infliced first before any from either side. Note that no roll is made to score impact hits, the charging Stegadon automatically causes them.

Shooting at Stegadon and Crew: Any shooting hits scored on the Stegadon model are randomly divided between Stegadon, the howdah, and the crew. Roll a dice and consult the table below to see which part is struck. The howdah is shielded by the huge horny crest of the Stegadon. Anthing which hits the crest does no damage to the monster itself and is deflected. Hits on the howdah are therefore disregarded and do not penetrate to endanger the crew.

D6Hit location
1-2Howdah (disregard hit)
3-5Stegadon
6Skink Crew

Hand-to-Hand Combat: Hand-to-hand hits are also randomised but with a better chance of hitting the crew. Again, roll a dice and consult the chart below. Hits on the howday are still disregarded.

D6Hit location
1Howdah (disregard hit)
2-4Stegadon
5-6Skink Crew

No Crew Left: If all the crew in the howdah are slain refer to the Monster Reaction Table to see what the Stegadon does.

Fear: The Stegadon is huge and loud and so causes fear.


Salamander..... 90 points

The army may include as many Salamanders as thereare units of Saurus or Skinks in the army. The Salamander has to be accompanied by Skink Runners who goad and prod it towards the enemy.

Each Salamander with its runners forms a single unit, or, alternatively, two or more Salamanders can be formed into batteries in the same way as artillery.


Profile MWSBSSTWIALD
Skink Runners62332 1416
Salamander63344 3236

Skink Runners: Each Salamander is accompanied by four Skink Runners armed with hand weapons and spears.

Save: 6+. The Salamander and its Runners have scaly skin.

Cold Blooded: Lizardmen are cold blooded.

Spits Venom: The Salamander spits venom up to a distance of 24". Place the small round template over the target to represent the spray of venom. Roll to hit as normal. If the Salamander hits its target, every model under the template suffers a S4 hit. Each model wounded by the venom suffers D3 wounds. There is no armour save allowed against the venom.

If the shot misses the target roll the Scatter dice and Artillery dice to determine how far off target the venom lands and shift the template to the new location. If you roll a misfire result, it means that the Salamander didn't spit at all but gobbled up one of the Skinks instead!

Shooting at the Salamander: Any shooting hits scored on the model are randomly divided between Salamander and runners. Roll a dice for each hit:

D6Hit location
1-4Skink
5-6Salamander

Aquatic: The Salamander and its escort of Skink Runners may move over water obstacles without penalty and will benefit from soft cover while occupying water features.


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