WR2022 Lizardmen Army (Revised)
WR2022 Lizardmen Army (Revised)
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).
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).
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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.
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
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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.
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).
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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
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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.
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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.
• 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).
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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
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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.
• 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.
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MONSTERS
M WS BS S T W I A LD Base
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.
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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
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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.
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.
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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.
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