Warhammer 6th Edition:

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Lizardmen

Secure in the almost unknown land of Lustria, the Lizardmen contemplate the meaning of the universe. If any dare to interfere with this divinely decreed duty they destroy them utterly.

Champions, Musician & Standard Bearers

Any Core unit in the army, except Skink Skirmishers, may upgrade a model to a Champion, musician or standard bearer for + 10 points each. Any unit of Cold One Riders may upgrade a model to a Champion, musician or standard bearer for + 15 points each. A champion will have + 1 BS if the unit he is with is equipped with short bows or javelins, otherwise he will have + 1 A. A standard bearer for the following units may carry a magic banner worth up to 50 points: Temple Guard or Stegadons.

Special Rules

The following Special Rules apply to the Lizardman army.

LORDS

0 - 1 SLANN MAGE LORD.....480 points per model

SLANN MAGE PRIEST .........280 points per model

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Slann Lord

4

5

3

5

5

8

4

6

10

Sl. Mage Priest

4

4

3

4

5

6

3

4

9

Equipment: Slann ride palanquins and are guarded by their bearers. Count their weapons as hand weapons. The attacks are included in the profile of the Slann Mage himself.

One Slann Mage Lord or Mage Priest may be upgraded to a Battle Standard Bearer for + 25 points. A Battle Standard Bearer may carry a magic banner (no points limit) in addition to his other magic items. A Battle Standard Bearer may also be your army general.

Special Rules: A Slann Mage Lord is a level 4 wizard. A Mage Priest is a level 2 wizard. This may be increased to level 3 at a cost of + 50 points. All Slann have a 4+ ward save.

HEROES

SAURUS HERO........100 points per model

SKINK HERO .........45 points per model

SKINK SHAMAN......65 points per model

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Saurus Hero

4

5

0

5

5

2

3

4

9

Skink Hero

6

4

4

4

3

2

5

3

7

Skink Shaman

6

2

3

3

3

2

4

1

6

Cold One

8

3

0

4

4

1

1

1

3

Equipment: Hand weapon. A Skink Shaman may not have other equipment. A Saurus or Skink Hero may have an additional hand weapon (+ 4 pts), Great weapon (+ 4 pts), spear (+ 4 pts) or halberd (+ 4 pts). He may wear light armor (+ 2 pts) and may carry a shield (+ 2 pts). A Skink Hero may carry a short bow (+ 8 pts) or javelins (+ 8 pts).

Any Skink Hero or Shaman may ride a Cold One (+ 20 pts). Any Skink Hero or Shaman may ride on a Stegadon chosen as normal from the Rare units ection of the army list at the cost shown there. He will displace one of the crew and follows the rules for characters riding in a chariot.

Special Rules: A Skink Shaman is a level 1 wizard. Cold Ones cause fear, are subject to stupidity and give thier riders a + 2 modifier to their armour save. Skink arrows and javelins count as poisoned attacks.

CORE UNITS

SAURUS WARRIORS........12 points per model

SKINK WARRIORS ..........3 points per model

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Saurus Warrior

4

3

0

4

4

1

1

2

8

Skink Warrior

6

2

3

3

2

1

4

1

6

Unit Size: 10 +

Equipment: All have hand weapons. Saurus Warriors also have shields and may have spears (+ 2 pts). Skink Warriors may have short bow (+ 2 pts), or javelins and shield (+ 3 pts).

Special Rules: Skink arrows and javelins count as poisoned attacks.

SKINK SKIRMISHERS ..........4 points per model

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Skink Skirmisher

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2

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1

4

1

6

Unit Size: 5 - 15

Equipment: Hand weapons. May have short bow (+ 2 pts), or javelins and shield (+ 3 pts).

Special Rules: Skirmish. Skink arrows and javelins count as poisoned attacks.

0 - 1 UNITS OF LIZARD SWARMS ............50 points per model

0 - 1 UNITS OF SERPENT SWARMS ..........50 points per model

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Lizard Swarm

4

3

0

2

2

5

1

5

10

Serpent Swarm

3

3

0

2

2

5

1

5

10

Unit Size: 1 - 6

Special Rules: Unbreakable. Serpent Swarms make poisoned attacks.

SPECIAL UNITS

0 - 1 TEMPLE GUARD ..........14 points per model

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Temple Guard

4

4

0

4

4

1

2

2

8

Unit Size: 10 +

Equipment: Hand weapons and halberds. May have light armor (+ 1 pt) and / or shield (+ 1 pts).

KROXIGOR ..........65 points per model

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Kroxigor

6

3

0

5

4

3

1

3

9

Unit Size: 3 +

Equipment: Great weapon.

Special Rules: Cause fear.

COLD ONE RIDERS ..........22 points per model

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Skink Skirmisher

6

2

3

3

2

1

4

1

6

Cold One

8

3

0

4

4

1

1

2

3

Unit Size: 5 +

Equipment: Hand weapons, spear and shield.

Special Rules: Cold one cause fear, are subject to stupidity and give thier riders a + 2 modifier to their armor save.

SALAMANDERS ..........80 points per model

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Salamander

6

3

3

4

4

3

2

3

6

Skink Runner

6

2

3

3

2

1

4

1

6

Unit Size: 1 Salamander with 4 Skink Runners

Equipment: Skink Runners have a hand weapon (goad or prodder).

Special Rules: Randomize shooting hits as with war machines, 1 - 4 hits the Salamander, 5 - 6 hits a Skink. Salamanders sipt venom up to 24" range. Use their BS to hit as normal, however, if it hits place the small template over the target and resolve the hit as a stone thrower with S 4 and no armor save. Each hit causes 1 W. If all the Skinks are killed, the Salamander rolls on the Monster Reaction Chart to see what it does.

RARE UNITS

TERRADONS ..........35 points per model

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Skink Rider

6

2

3

3

2

1

4

1

6

Terradon

2

3

0

4

4

1

2

1

3

Unit Size: 3 - 10. Each Terradon has 2 Skink riders.

Equipment: Skink Riders have hand weapon and short bow.

Special Rules: Flying Unit. Their arrows count as poisoned attacks. Remove a model only when 2 Skinks have been killed. Obviously if 1 of the Skinks has been likked it cannot attack though the remaining Skink and Terradon fight as normal.

STEGADON ..........230 points per model

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Skink Warrior

6

2

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1

4

1

6

Stegadon

6

2

0

5

6

6

2

4

6

Unit Size: 1 Stegadon with 4 Skink crew.

Equipment: Skinks have hand weapon, spear, short bow, javelins and shield. May have 1 giant bow per Stegadon with 2 extra Skinks (+ 30 pts). Treat this as a bolt thrower with S 5 that can move and fire. Check the line of sight for the giant bow from its position on top of the howdah.

Special Rules: Treat Stegadons as ridden monsters which cause 1D6 impact hits when they charge (just like chariots). The Skink' arrows and javelins (even from the giant bow) count as poisoned attacks. The Skinks get a 3+ armor save from the combined effects of scaly skin, shields and the howdah. Stegadons cause fear and are large targets. If all the Skinks are killed, the Stegadon rolls on the Monster Reaction Chart to see what it does.

MAGIC ITEMS

You may choose magic items for your characters and units from the following list and / or the common magic items in the rulebook.

Blade of Cocacila (magic weapon): In addition to normal damage, each hit negates a randomlt determined magic item carried by the target for the rest of the battle. 100 pts.

Piranha Blade (magic weapon): Each unsaved wound becomes D3 wounds. 35 pts.

Bird of Chotek (magic weapon): One use only. Counts as a missile weapon with 30" range, inflicting a single automatic hit at S6 for D3 wounds. May only be used against targets capable of flying. 30 pts.

Bitametl (magic armor): Counts as wearing armor (5+ armor save, combines as normal with other armor saves). Re-roll failed armor save. 25 pts.

Glyph Necklace (talisman): 5+ ward save. 50 pts.

Amulet of Xapatl (talisman): Gives the bearer 2 extra Dispel dice against all spells that affect him or the unit he is with. 40 pts.

Cloak of Feathers (enchanted item): Skink on foot only. Model can fly. May not join units. 40 pts.

Bane Head (enchanted item): Nominate an enemy character at the start of the battle. All unsaved wounds caused by the bearer on the nominated target are doubled. 20 pts.

Plaque of Dominion (arcane item): Adds 1 extra dice to the Lizardman army's pool of magic dice in each player's turn. 50 pts.

Jaguar Standard (magic banner): The unit pursues an extra D6". 20 pts.

 

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