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WR2022 Lizardmen Army (Revised)

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100% found this document useful (1 vote)
147 views12 pages

WR2022 Lizardmen Army (Revised)

Uploaded by

Musta
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

WARHAMMER ARMIES

LIZARDMEN
COLD BLOODED
All models in the Lizardmen army are cold blooded which
means they are resolute (take all LD tests using an extra
1D6 and discarding the highest die).

LIZARDMEN SCALY SKIN


All Lizardmen have scaly skin granting them an armour
save which cannot be modified to lower than 6+ (unless
no armour save is allowed at all).

• Skink Warriors have a natural armour save of


6+ due to scaly skin.
• Saurus Warriors have a natural armour save of
5+ due to scaly skin.
• The larger Lizardmen; Kroxigors, Carnosaurs,
Salamanders and Stegadons all have a natural
armour save of 4+ due to scaly skin.

AQUATIC SKINKS
Lizardmen Skinks are aquatic and can move through
Deep within the steaming jungles of Lustria, the water without penalty.
Lizardmen sound the drums of war. From mighty temples
and ruined cities, they issue forth to defend their
SLANN MAGE PRIESTS
crumbling civilisation. Under the inauspicious guidance
of their mighty Slann Mage Priests, the Lizardmen strive A Slann Mage Priest is carried atop a Palanquin by his
to carry out the incomprehensible plans that shall servants (or perhaps an ancient stone throne floating
continue the work of the Old Ones and restore order to a freely in the air due to ancient, unfathomable technology;
world torn apart by Chaos. it does not matter in relation to the rules).

Normally the Palanquin moves and fights as a single


model. The palanquin may, however, be placed within
the middle of the front rank of a regiment of troops.

1
When positioned within a regiment, the palanquin may Note that the frenzy rule forces the Carnosaur to charge
be targeted separately by missile fire, of course. Rank if an enemy is within range, even if the rider is not subject
bonus is calculated as if the space taken by the large to frenzy.
model was taken by regular troops.

If more Slann Mage Priests are present on the battlefield, SALAMANDERS


they may use each other’s spells, even if the spells do
Salamanders are four-legged reptiles that shoot fireballs
not come from the same lore (due to telepathy).
at the enemy. They have an armour save of 4+ due to
scaly skin. This save cannot be modified to lower than
MUMMIFIED SLANN MAGE PRIESTS 6+ (unless no armour save is allowed at all).

Sometimes a long dead and mummified Slann Mage A Salamander is accompanied by four Skink Warrior
Priest mounted on his ancient Palanquin is brought along handlers with prodders (giving +1 strength). The unit
into battle. The mummies are revered because magic moves as skirmishers, but the enemy does not receive
lingers within the dried husk of the Dead Mage Priest. penalties for shooting against it, as the Salamander is too
large to benefit from this rule (they are not large
Since they are dead, Mummified Slann Mage Priests
monsters, however).
cannot act as the army general or cast spells.
If shot at, randomise hits by rolling a 1D6. On a roll of 1-
Even though they do not cast spells themselves, they are
4 the Salamander is hit. On a roll of 5-6 a Skink is hit.
still great mages. Mummified Slann Mage Priests can
attempt to dispel enemy spells and they know no less If it has not marched, a Salamander may shoot a fireball
than five spells themselves which they can lend to other in the shooting phase. Roll an artillery die. If a misfire
Slann Mage Priests by use of telepathy. comes up, the Salamander gulps down 1D3 of its
handlers. If a number is rolled, the Salamander shoots
The Mummified Slann Mage Priest is able to fight in
that many fireballs with strength 4 and no armour save
melee combat as if it was alive. His magical energies are
allowed. Roll to hit as normal for each fireball using BS.
transmitted to the guards carrying the palanquin,
The range of the fireballs is 24”. Fireballs are flaming
enabling them to effortlessly bear his weight throughout
(surprise). The Salamander may stand and shoot as a
the battle and fight on even if they are mortally wounded.
charge reaction. If all Skink Warrior handlers are slain,
However, the mortal remains of the long dead mage lord
the Salamander must roll on the Monster Reaction Table.
cannot wield a magic weapon; nor can Mummified Slann
Mage Priests use magic armour, as they are (or rather, Salamanders are not aquatic in the same way as their
once were) spell casters. Skink handlers but may pass through water at half
speed.

CARNOSAURS
KROXIGORS
Carnosaurs are huge reptiles resembling the
Tyrannosaurus Rex. These huge semi-intelligent reptiles are monstrous
regiments that cause fear. Kroxigors benefit from a 4+
Carnosaurs cause terror, are subject to frenzy, and have
armour save which cannot be modified to lower than 6+
an armour save of 4+ due to scaly skin. This armour save
(unless no armour save is allowed at all).
cannot be modified to lower than 6+ (unless no armour
save is allowed at all). Because of its enormous teeth, Kroxigors may fight in regiments of their own or be
each wound inflicted by a Carnosaur multiplies into 1D3 positioned in the second rank in a Skink Warrior regiment
wounds. When positioned like this, Kroxigors can strike the enemy

2
to the front with all their attacks. All enemies that can be A Stegadon is a large monster ridden by eight Skink
hit in melee combat can strike back at the Kroxigor. Warriors armed with short bows or blowpipes shooting
poisoned arrows, huddling together in a howdah on the
The picture below illustrates how all Kroxigors in a Skink
creature’s back. When the Stegadon charges (or flees
regiment must be surrounded by Skinks if possible.
through friendly regiments), it inflicts 1D6 S7 impact hits.

The howdah crew may be upgraded with a small bolt


thrower (range 24”, strength 5) operated by two extra
crewmen.

Hits against the model are always made against the


monster. If the monster dies, the crewmen die as well. In
effect, carrying a howdah just adds some extra special
attacks to the model as a whole. Models atop the howdah
may use shooting weapons without penalties for moving
and may shoot (in a 360-degree arc) even if the monster
did march. If the crewmen are joined by a character, it
works just as when a character rides a monster.

TERRADON RIDERS
Terradons are a flying monstrous regiment troop type
creature (and thus fight in skirmish formation). If not
ridden by a character, they carry two Skink Warrior
riders, both of which must be killed before the model is
removed (one casualty removes one attack, however).

Each Terradon carries one rock which it drops upon the


enemy when charging. This is resolved as one S6 impact
hit inflicted per Terradon in the regiment. If the Terradons
are charged or strike glancing blows before they have
had a chance to drop the rock, they immediately jettison
You may include one Kroxigor per eight skinks in the their rocks harmlessly in order to be able to fight.
regiment. The Kroxigors tower above the Skink warriors
and may be targeted specifically by enemy shooting.
CHAMELEON SKINKS
Kroxigors are not aquatic in the same way as Skink
Warriors but may pass through water at half speed. Your army can only include a total of one such regiment,
and this regiment must always skirmish.

STEGADONS Chameleon Skinks may deploy using the Scout special


rule. Due to their ever-changing skin colour, Chameleon
Cause terror. They have an armour save of 4+ due to
Skinks have the ability to blend in perfectly with their
scaly skin. This armour save cannot be modified to lower
surroundings. Enemies shooting at Chameleon Skinks
than 6+ (unless no armour save is allowed at all). The
using BS suffer -1 to hit (on top the -1 for shooting against
Stegadon is immune to psychology.
skirmishers).

3
BLOWPIPES COLD ONES
The blowpipe is used by many troops in the Lizardman Cold ones (and the slightly larger Horned Ones) are
army. There is no reduction for shooting at long range. vicious reptiles tamed to act as mounts for cavalry.
The darts may be poisoned (+1 strength).
• They cause fear and are subject to stupidity.
Range 12”, 2 x Multiple Shots, strength 3. • Cold Ones are too unruly to be used as fast
cavalry.
Multiple shots mean you may shoot twice with a -1 to hit
modifier in the same way as Dark Elves Repeating • They improve the armour save of their rider with

Crossbows. an additional +1 as if they wore barding.


• Regiments including Cold Ones become
subject to stupidity and lose their aquatic
JUNGLE SWARMS
special rule.
A Jungle Swarm is a number of spiders, snakes and
lizards standing together on one or more 40x40 mm MONSTROUS SPIDERS AND
bases. Swarms are not regiments, but more like an
SCORPIONS
independent monster. The Lizardmen army may include
one such unit. A Monstrous Spider or Scorpion is a monster on a
40x40mm base with identical rules.
• Jungle Swarms move like skirmishers but are
unbreakable. • Monstrous Spiders and Scorpions are immune
• Attacks from Jungle Swarms are poisonous, to psychology.
and Jungle Swarms are immune to poison • These creatures cause fear.
themselves. • Monstrous Spiders have an armour save of 4+
• Jungle Swarms can crawl straight over due to their hard skin.
obstacles, difficult rocky terrain, buildings, and • Their attacks are poisonous, and they are
sheer cliffs without a reduction in their immune to poison themselves.
movement allowance. • Monstrous Spiders or Scorpions can crawl
straight over obstacles, difficult rocky terrain,
buildings, and sheer cliffs without a reduction in
their movement allowance.

4
CHARACTERS
M WS BS S T W I A LD Base

Characters
Lizardman Saurus Hero 4 5 0 5 5 2 3 4 9 25x25 Resolute
Lizardman Saurus BSB 4 4 0 5 4 2 2 3 8 25x25 Resolute
Lizardman Skink Hero 6 4 5 4 3 2 6 3 7 20x20 Resolute
Lizardman Skink Shaman 6 2 3 3 3 1 5 1 6 20x20 Resolute
Mummified Slann Mage Priest Lord 4 6 5 6 5 8 6 8 10 50x50 Resolute, Palanquin
Slann Mage Priest Lord 4 6 5 6 5 8 6 8 10 50x50 Resolute, Palanquin
Master Slann Mage Priest 4 5 4 6 5 6 5 6 9 50x50 Resolute, Palanquin
Slann Mage Priest Champion 4 4 3 6 4 4 3 4 8 50x50 Resolute, Palanquin
Slann Mage Priest 4 3 2 4 4 3 2 3 8 50x50 Resolute, Palanquin

Mounts
Cold One* 8 3 0 4 4 1 1 2 3 25x50 Fear, Stupid, AS +1
Horned One* 8 4 0 4 4 1 1 3 7 25x50 Fear, Stupid, AS +1
Terradon 2 3 0 4 4 1 2 1 3 40x40 Fly, Drop Rocks
Stegadon 6 2 0 7 6 6 2 5 6 50x100 Terror, Impact hits,
Immune to psychology
Carnosaur 7 3 0 7 5 5 2 4 5 50x50 Terror, Frenzy, 4+ AS,
Multiple wounds

* Cold ones (and the slightly larger Horned Ones) are vicious reptiles tamed to act as mounts for cavalry. They cause
fear and are subject to stupidity. Cold Ones are too unruly to be used as fast cavalry. They improve the armour save
of their rider with an additional +1 as if they wore barding. Note that regiments including Cold Ones become subject
to stupidity and lose their aquatic special rule.

5
Lizardman Saurus Hero 125 pts Lizardman Skink Shaman 56 pts

• May ride a Cold One for +37 pts, or a Horned • Has one magic level.
One for +47 pts, or a Carnosaur for +188 pts. • May use any College Magic lore.
• May take shield and light armour for free. • May ride a Cold One for free, or a Horned One
• May take one of the following melee weapons for +10 pts, or a Terradon for +30 pts. May join
for free: a spear, an additional hand weapon, a a Stegadon as long as the total crew in the
halberd, a double handed weapon. howdah does not exceed 10 models.
• May take 2 magic items. • May take 2 magic items.

Lizardman Saurus Battle Standard Mummified Slann Mage Priest Lord


Bearer 116 pts (level 5) 300 pts

• May ride a Cold One for +23 pts, or a Horned A Mummified Slann Mage Priest cannot cast his own
One for +33 pts. spells but may lend them out to other (friendly) Slann
• May take light armour for free. Mage Priests anywhere on the battlefield. Has five spells
• May take 1 magic item (which may be a magic and may take six magic items.
banner).

Slann Mage Priest Lord and Battle


Lizardman Skink Hero 53 pts Standard Bearer (level 4) 600 pts
• May ride a Cold One for +15 pts, or a Horned A Slann Mage Priest Lord automatically serves as the
One for +25 pts, or a Terradon for +38 pts. May army battle standard as well (thus, you cannot take other
join a Stegadon as long as the total crew in the Battle Standards) One of his magic items may be a
howdah does not exceed 10 models. magic banner. May use High Magic and College Magic.
• May take a shield and light armour for free. May take five Magic Items in total.
• May take a spear or an additional hand weapon
for free.
Master Slann Mage Priest (level 3)
• May take one of the following missile weapons
for +10 pts: poisoned javelins (light thrown 300 pts
weapons), a short bow with poisoned arrows, a
Slann Mage Priest Champion (level 2)
blowpipe shooting poisoned darts.
• May take 2 magic items. 150 pts

Slann Mage Priest (level 1) 75 pts

• May use High Magic and College Magic.


• May carry the battle standard for +75 pts.
• Mage Priests may take one magic item more
than they have levels. If elevated to battle
standard bearer one of these items may be a
magic banner.

6
REGIMENTS
M WS BS S T W I A LD Base

Regimental Troops
Lizardman Saurus Warriors 4 3 0 4 4 1 1 2 8 25x25 Resolute
Lizardman Saurus Temple Guards 4 4 0 4 4 1 2 2 8 25x25 Resolute
Lizardman Skink Warriors 6 2 3 3 2 1 4 1 6 20x20 Resolute
Lizardman Great Crested Skink Warriors 6 2 3 4 2 1 4 1 6 20x20 Resolute
Lizardman Chameleon Skinks 6 2 4 3 2 1 4 1 6 20x20 Resolute, Scout
Lizardman Kroxigors 6 3 0 5 4 3 1 3 9 40x40 Resolute, Fear

Regimental Champions
Lizardman Saurus Champion 4 4 0 5 4 1 2 3 8 25x25 Resolute
Lizardman Skink Champion 6 3 4 4 2 1 5 2 6 20x20 Resolute
Chameleon Skink Champion 6 3 5 4 2 1 5 2 6 20x20 Resolute

Mounts
Cold One 8 3 0 4 4 1 1 2 3 25x50 Fear, Stupid, AS +1
Horned One 8 4 0 4 4 1 1 3 3 25x50 Fear, Stupid, AS +1
Terradon 2 3 0 4 4 1 2 1 3 40x40 Fly, Drop Rocks

Skink Warriors 5 pts


Skink Warriors armed with short bows. May skirmish.

• The whole regiment may swap short bows with


javelins (light thrown weapons) and shields for
free, or with blowpipes for +1 pt per model.
• May poison their missile weapons for +1 pt per
model in the regiment, but if they do, they must
operate in skirmish formation.
• You may include one Kroxigor per eight skinks
in the regiment for +50 pts per Kroxigor, but if
you do the regiment must operate in rank-and-
file formation.
• The regiment may be joined by a Skink
Champion equipped like the rest of the regiment
for the price of 10 pts + the cost of one trooper
(may take 1 magic item).

7
Saurus Temple Guard 20 pts Great Crested Skink Cold One Riders
Saurus Temple Guards armed with halberds. 20 pts

• The whole regiment may be given light armour Great Crested Skink Warriors riding Cold Ones armed
for +1 pts per model. with spears and shields.
• The whole regiment may be given shields for +1
• The regiment may be joined by a Skink
pt per model.
Champion equipped like the rest of the regiment
• The regiment may be joined by a Saurus for the price of 10 pts + the cost of one trooper
Champion equipped like the rest of the regiment (may take 1 magic item). The Champion may
for the price of 20 pts + the cost of one trooper exchange his Cold One for a Horned One for
(may take 1 magic item). +10 pts.

Saurus Warriors 18 pts Terradon Riders 42 pts


Saurus Warriors armed with hand weapons and shields. The Lizardmen Army may only include one regiment of
Terradon Riders.
• The whole regiment may be given spears for +2
pts per model. Two Skink Warriors riding one Terradon.

• The regiment may be joined by a Saurus • The whole regiment may take spears for +3 pts
Champion equipped like the rest of the regiment for both models, and shields for +3 pts for both
for the price of 20 pts + the cost of one trooper models. In addition, the whole regiment may
(may take 1 magic item). take javelins (light thrown weapons) for +2 pts
for both models or short bows for +2 pts for both
models.
Saurus Cold One Riders 40 pts
• The whole regiment may poison their missile
Saurus Warriors riding Cold Ones armed with spears and weapons for +4 pts for both models.

shields. • The regiment may be joined by a Skink


Champion equipped like the rest of the regiment
• The regiment may be joined by a Saurus
for the price of 10 pts + the cost of one trooper
Champion equipped like the rest of the regiment (may take 1 magic item).
for the price of 20 pts + the cost of one trooper
(may take 1 magic item). The Champion may
Chameleon Skinks 17 pts
exchange his Cold One for a Horned One for
+10 pts. The Lizardmen Army may only include one regiment of
Chameleon Skinks.

Kroxigors 50 pts Chameleon Skinks with blowpipes shooting poisonous


arrows.
Kroxigors armed with double handed weapons.
• The regiment may be joined by a Chameleon
Kroxigors regiments cannot include a standard bearer,
Skink Champion equipped like the rest of the
musician, or regimental champion.
regiment for the price of 20 pts + the cost of one
trooper (may take 1 magic item).

8
MONSTERS
M WS BS S T W I A LD Base

Salamanders 6 3 3 4 4 3 2 3 6 40x40 Shoot fireballs, 4+AS


Stegadon 6 2 0 7 6 6 2 5 6 50x100 Terror, Impact hits, 4+AS
Skink Crew 6 2 3 3 2 1 4 1 6 20x20 Resolute
Jungle Swarms 4 2 0 3 2 5 1 5 10 40x40 Unbreakable, Skirmisher, Poison
Monstrous Spider/Scorpion 7 3 0 4 4 4 1 2 5 40x40 Fear, Poison, 4+AS

Stegadons 200 pts Salamanders 80 pts

A Stegadon is a large monster ridden by eight Skink Accompanied by four Skink Warrior handlers with
Warriors armed with short bows or blowpipes shooting prodders (giving +1S).
poisoned arrows, huddling together in a howdah on the
creature’s back. It may be upgraded with a small bolt
Jungle Swarm 50 pts (per base)
thrower (range 24”, strength 5) placed in the howdah
operated by two extra crewmen. This cost +50 pts and
prevents the Stegadon from being ridden by a Skink Monstrous Spider/Scorpion 50 pts
character.

9
SPECIAL CHARACTERS
M WS BS S T W I A LD Base

Characters
Venerable Lord Kroak 4 6 5 6 5 8 6 8 10 50x50 Resolute
Lotl Botl 4 5 0 5 5 2 3 4 9 25x25 Resolute
Kroq 4 5 0 5 5 2 3 4 9 25x25 Resolute
Oxayotl 6 4 5 4 4 3 7 3 7 20x20 Resolute
Inxi-Huinzi 6 4 5 4 3 2 6 3 7 20x20 Resolute
Itzi-Bitzi 6 4 5 4 3 2 6 3 7 20x20 Resolute
Tenehuini, Prophet of Sotek 6 2 3 3 3 1 5 1 6 20x20 Resolute
Emperor Mazdamundi 6 6 5 7 6 8 6 8 10 50x100 Resolute

Mounts
Horned One* 8 4 0 4 4 1 1 3 3 25x50 Fear, Stupid, AS +1

* Cold ones (and the slightly larger Horned Ones) are vicious reptiles tamed to act as mounts for cavalry. They
cause fear and are subject to stupidity. Cold Ones are too unruly to be used as fast cavalry. They improve the
armour save of their rider with an additional +1 as if they wore barding. Note that regiments including Cold Ones
become subject to stupidity and lose their aquatic special rule

Venerable Lord Kroak 400 pts Oxayotl 120 pts


Lord Kroak is a Mummified Slann Mage Priest Lord with Skink hero. He has a 5+ scaly skin save. Shooting
five magic levels. He carries The Gold Death Mask, a attacks against him suffer a -2 to hit. He may be deployed
magic item that prevents enemies from hitting Lord Kroak as a scout. Due to his chameleon heritage, he may be
in melee combat, unless they can roll a natural six on deployed in the open, but no closer than 8” away from
their to-hit rolls (or 5+ if armed with a weapon that always the enemy. Carries a blowpipe that may fire three
hit). May take five additional magic items. poisonous S5 hits.

Lotl Botl 150 pts Inxi-Huinzi 90 pts


Fear-causing Saurus hero whose presence in a regiment Skink hero. He rides a Horned One. When charging or
adds +1 to combat resolution. Light armour and a shield. being charged Inxi-Huinzi throws one poisoned dart per
full 4” of the charge. Roll to hit using BS. Each dart
wounds a roll of 4+ (unless the target is immune to
Kroq 180 pts
poison). No armour save allowed. Wounds from these
A Saurus hero whose attacks allow no armour save and darts count towards combat resolution. Carries a spear,
whose inflicted wounds multiply into 1D3 wounds. Kroq poisoned darts, light armour, and a shield.
may re-roll his armour saves. Carries a shield.

10
Itzi-Bitzi 80 pts Emperor Mazdamundi 700 pts
Skink hero. Once per battle at any time in the Lizardmen Lord Mazdamundi is a Slann Mage Priest Lord riding a
movement phase, he may pronounce a terrible prophecy Stegadon (its characteristics has been incorporated into
forcing all enemies within 8” who aren’t deaf (i.e. discount Lord Mazdamundi’s characteristics) which causes terror
Dwarf Longbeards) to take a panic test on three dice and delivers 1D6 impact hits like a chariot.
choosing the two highest (resolute troops take a normal
Lord Mazdamundi always has the following spells: (1)
panic test instead). This panic test applies even to troops
Move the Mountains. Power 2. Target one hill anywhere
engaged in melee combat. Carries light armour, a shield,
on the battlefield. Units on the hill cannot move, shoot,
and the Piranha Blade.
fight or cast spells. (2) The Ruination of Cities. Power 3.
Target one building or bridge anywhere on the battlefield.
Tenehuini, Prophet of Sotek 100 pts That terrain piece is destroyed and so are all models
within it/on it. (3) Earth Line. Power 2. Trace a line from
Skink Shaman and battle standard bearer. He has a 4+
the Slann Mage Priest to any of the four table corners
ward save. Carries the Dagger of Sotek and the Totem
(chosen by the caster). Any model beneath that line
of Sotek.
suffers a S10 hit. (4) Part the Waters. Power 1. Remove
one water feature (or a section of a river) from the table.

The Emperor carries the Cobra Mace of Mazdamundi.


Thanks to this magic item, enemies attacking
Mazdamundi with a magic weapon must roll a 1D6 each
round before attacking. On a roll of 6 the magic weapon
is destroyed, and no attacks are made. Mazdamundi also
carries the battle standard. He may take four additional
magic items, one of which may be magic banner.

MAGIC ITEMS
MAGIC WEAPONS Dagger of Sotek 50 pts
Skinks only. +1S, no armour save allowed, 1 wound =
Piranha Blade 10 pts 1D3 wounds. Skaven in base contact with the bearer
cannot claim rank bonus for LD tests.
1 wound = 1D3 wounds.

ENCHANTED ITEMS
Ceremonial Mace of Malachite 25 pts
The bearer cannot be hit by magic weapons (enemies
The Egg of Quango 10 pts
must use a mundane weapon).
One use only. If the egg is cracked, the bearer gains 1D3
extra attacks in one melee phase.

11
Glyph of Potec 10 pts Plaque of Knowledge 75 pts
Undead models suffer double wounds when wounded by Arcane item. The wizard may freely choose and mix his
the bearer (does not stack with other sources of double spells from all of the eight College Magic spell decks. The
wounds). wizard cannot – of course – choose spells already
chosen by another wizard.

Cloak of Feathers 20 pts


MAGIC BANNERS
Skinks on foot only. The bearer can fly.

Jaguar Standard 10 pts


ARCANE ITEMS
The regiment pursues and overruns an extra 1D6”.

Amulet of Itza 40 pts


Totem of Sotek 20 pts
Natural dispel 4+. A successful dispel leads to the
unfortunate caster (or bearer of the relevant bound item) Jungle Swarms may deploy within 12” of this banner but
suffering a magical S4 hit. must be at least 8” away from enemy units. Deploy after
vanguard troops have moved.

The Itxi Grubs 40 pts


Skavenpelt banner 20 pts
If eaten when the magic cards are dealt, the bearer gains
1D6+1 magic cards which only he can use. One use only. Skink regiments only. Cause fear in Skaven.

Sphere of the Old Ones 50 pts The Sunburst Standard of Hexoatl


This device grants a 5+ ward save. Slann only. 20 pts
The regiment carrying this banner cannot be charged by
The Plaque of Tepec 50 pts flyers using their fly move. Flyers must use their ground
move to charge the regiment.
Works as a Dispel Magic Scroll. In addition, after use
both players roll a 1D6. If the owner of the plaque rolls
higher the spell is destroyed. One use only. Standard of the Sacred Serpent 40 pts
If the banner is unengaged, it spits 1D6 venomous
The Plaque of Xoloc 50 pts missiles in the shooting phase which hit automatically.
Range 12”. Strength 4. These hits are poisonous and
Slann only. The Mage Priest himself, or another Slann
thus will not damage creatures immune to poison.
Mage Priest on the same side, may cast one spell for free
as if cast with total power. In addition, all wizards (the
caster included) on the battlefield suffer a wound on a roll
of 1 with a 1D6. One use only.

12

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