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Lizardmen

Alignment: Good Army Special Rules: All units are Implacable unless otherwise stated. Implacable The cold-blooded nature of the unit makes them a ponderous and relentless entity on the battlefield. The unit cannot be wavered. Its Nerve value is expressed as -/X

Master Mage The unit may cast two spells in the Shooting Phase. Each spell may be cast at the same or different targets and the same spell may also be cast twice. Nominate all spell targets before rolling any dice.

Saurians
Unit Size Troop (10) Regiment (20) Horde (40) Sp 5 5 5 Me 4+ 4+ 4+ Ra De 4+ 4+ 4+ At 10 10 20 Ne -/12 -/15 -/21

Infantry Pts 70 95 180

Options: Banner (+15pts); Musician (+10pts); Can have Spears, gaining the Phalanx rule (Troop +5pts, Regiment +10pts, Horde +20pts). These warriors form the dependable core of the Lizardmen armies.

Saurian Ancients
Unit Size Troop (10) Regiment (20) Sp 5 5 Me 3+ 3+ Ra De 5+ 5+ At 10 10 Ne -/13 -/17

Infantry Pts 130 165

Special: Elite; Vicious, Crushing Strength (1). Options: Banner (+15pts); Musician (+10pts). These Elite Troops are tougher, meaner and older than their younger Saurian brothers with many years of battlefield experience.

Gators
Unit Size 1 Troop (3) Regiment (6) Special: Crushing Strength (2). Sp 6 6 6 Me 4+ 4+ 4+ Ra De 5+ 5+ 5+ At 3 9 18

Large Infantry Ne -/13 -/15 -/18 Pts 60 130 220

Massive, scaly killers that form into packs in times of war in support of larger infantry blocks.

Geckos Warriors*
Unit Size Troop (10) Regiment (20) Horde (40) Sp 6 6 6 Me 5+ 5+ 5+ Ra 5+ 5+ 5+ De 3+ 3+ 3+ At 10 10 20 Ne 10/12 12/14 17/19

Infantry Pts 60 80 150

Special: Nimble. Geckos are not Implacable. Options: Banner (+15pts); Musician (+10pts); May take Javelins (Thrown Weapons. Gecko Javelins never suffer the -1 for firing at extreme range) (Troop +5pts, Regiment +10pts, Horde +15pts). Geckos are the smaller cousins of the Saurians. Nimble and skittish, they are employed as light infantry, scouts or screens.

Geckos Hunters+
Unit Size Troop (10) Sp 7 Me 5+ Ra 4+ De 3+ At 10 Ne 10/12

Infantry Pts 100

Special: Nimble; Vicious, Stealthy; Vanguard. Thrown weapons (blowpipes). +You may take a single Troop of Gecko Hunters for each Regiment or Horde of Gecko Warriors in your army. Geckos are not Implacable. Silent, expert stalkers, the Gecko Hunter teams serve the dual roles of feeding the tribes in peacetime, and infiltration and scouting during times of war..

Jungle Swarm*
Unit Size Swarm (3) Boiling Swarm (6) Special: Vicious, Nimble. Sp 4 4 Me 5+ 5+ Ra De 3+ 3+ At 15 30

Large Infantry Ne -/11 -/14 Pts 80 150

Lizardmen armies are known to use a host of creatures from the jungle floor to bite, snare and claw their enemies.

Raptor Riders
Unit Size Troop (5) Regiment (10) Special: Crushing Strength (2). Options: Banner (+15pts); Musician (+10pts) Sp 8 8 Me 4+ 4+ Ra De 5+ 5+ At 8 16 Ne -/13 -/17

Cavalry Pts 80 150

Raptors are sleek, cold-blooded predators prized as warrior mounts for their speed and ferocity. In battle they are ridden by experienced Saurian cavalry troops who have trained to focus their predatory instincts on the enemy.

Gecko Pterosaur Riders*


Unit Size 1 Flight (3) Wing (6) Sp 10 10 10 Me 4+ 4+ 4+ Ra 5+ 5+ 5+ De 4+ 4+ 4+ At 2 6 12 Ne

Large Cavalry Pts 50 85 160

10/12 11/13 14/16

Special: Fly. Javelins (Thrown Weapons. Gecko Javelins never suffer the -1 for firing at extreme range). Geckos are not Implacable. Long ago, Gecko tribes begun to use Pterosuars for scouting and raiding. They have since become a common sight in Lizardman armies and are used to harass and herd enemy forces.

Fire Salamander
Unit Size 1 Special: Breath Attack (12). Sp 6 Me 5+ Ra De 4+ At 1 Ne -/12

Monster Pts 80

Often referred to as a Land Dragon, these monsters main form of attack and defence is their inflammatory nature. Some species have evolved the ability t o fire needle sharp spines instead of flames.

Brutosaur
Unit Size 1 Sp 6 Me 4+ Ra 4+ De 6+ At 12 Ne -/23

Monster Pts 320

Special: Shambling; Crushing Strength (3). Options: Must take one of either: Zap! (5) for +30pts, Giant Bow (range 24, Blast (D3)) for 25pts or Breath (12) for +20pts These beasts, seemingly from a bygone age, are ridden into battle with a howdah full of Gecko warriors and Mages.

Toad Mage
Unit Size 1 Sp 5 Me 5+ Ra De 5+ At 1 Ne -/16

Hero Pts 260

Special: Very Inspiring (see Kingdom of Men list); Zap! (5); Heal (2); Master Mage. The Toad Mages are the real power and influence behind the Lizardman race. They are peerless sorcerers with millennia of experience.

Gecko Mage
Unit Size 1 Sp 6 Me 5+ Ra De 3+ At 1 Ne 10/12

Hero Pts 70

Special: Individual; Zap! (3); Heal (3). Geckos are not Implacable. Overshadowed by the Toad Mages, a Gecko who has studied the art of magic is still a worthy foe and valuable asset.

Gecko Chieftain
Unit Size 1 Sp 6 Me 4+ Ra De 4+ At 5 Ne 12/14

Hero Pts 60

Special: Inspiring (Geckos only); Individual; Geckos are not Implacable. Gecko Chieftains ride and lead from the front. They also get the pick of their mounts taking the best and rarest fire breathing Pterosaurs as their own.

Gecko Chieftain on Pterosaur


Unit Size 1 Sp 10 Me 4+ Ra De 4+ At 5 Ne 12/14

Hero Pts 100

Special: Inspiring (Geckos only); Fly. Geckos are not Implacable.

Saurian Army Standard Bearer


Unit Size 1 Special: Inspiring; Individual Sp 5 Me 4+ Ra De 4+ At 1 Ne -/11

Hero Pts 30

Bearing ancient tapestries and holy relics, the banner bearers of the Lizardmen add extra steel to the already hardened spine of the army.

Saurian Chieftain
Unit Size 1 Sp 5 Me 3+ Ra De 5+ At 5 Ne -/15

Hero Pts 160

Special: Individual; Inspiring; Elite; Crushing Strength (2). These grizzled veterans have centuries of battle experience and the best are seen mounted on fearsome jungle beasts Options: May ride a Raptor, increasing Sp to 8 and At to 6 (+25 pts).

Saurian Chieftain on Khaanosaur


Unit Size 1 Sp 7 Me 3+ Ra De 5+ At 10 Ne -/18

Hero Pts 250

Special: Individual; Inspiring; Elite; Crushing Strength (3).

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