Characters
Below you will find info on the Characters of the Lizardmen, there is link for the Slann to a pic of what it looks like. If you  have a better pic please send it here.


    Slann General

Mage-Priest & Palanquin....................................................................115 Points.
Mage-Priest Champion & Palanquin....................................................240 Points.
Master Mage-Priest & Palanquin.........................................................425 Points.
Mage-Priest & Palanquin....................................................................550 Points.
General may have the Battle Standard.................................................+50 Points.
 
     M     WS     BS      S      T     W       I      A     LD
Mage-Priest       4       3      2      4      4      3       2      3      8 
Mage-Priest Champion       4       4      3      6      4      4       3       4      8
Master Mage-Priest       4       5      4      6      4      6       5      6      9
Mage-Lord       4       6      5      6       4      8       6      8     10

Save: 4+ Special. See Below.

Options:The general may have a magic banner at +50. This may be a magic standard, if you do it doesn't count against the limit of magic points allowed.

Spells:  Any Mage-Priest may use Battle Magic, or High Magic.

Magic Items: Special Rules:
Cold Blooded: Slann are cold blooded and slow to react, to represent this you roll 3D6 and use the two lowest dice rolls for psychology.

Slann Mage-Priest Telepathy: Slann can exchange one spell between each other during the magic phase.

Shield of The Old Ones: Against every wound the Mage has a save of 4+, this is not modified by the stength of attack.

 


Heroes
Saurus Hero.......................................................................... 82 Points.
Skink Hero............................................................................ 52 Points.

     M      WS       BS       S      T       W       I       A      LD
Saurus Hero       4           5          0         5        5          2         3         4         9
Skink hero       6          4          5         4        3           2         6         3         7
Cold One       8          3          0         4        4          1         1         2          3
Terradon       2          3          0         4        4          1         2         1          3

Weapons/ Armor: A Saurus, or Skink may be armed with any combanation of equipment from the equipment list. A skink with a Bow/Javelin may have poison at a cost of 1 Point per model.

Save: Saurus 5+, Skink 6+

May Ride: A skink may ride a: Cold one( +10 ), or a Terradon at ( +35 ) plus a second rider. A skink hero may ride in the Howdah of a stegadon, at no cost.

Magic Items: A hero is entitled to magic items.

Special Rules:

Cold Blooded: When testing leadership roll 3D6 and keep the two lowest rolls.

Aquatic: Skinks on foot can cross marshes, rivers, lakes, or ponds with no penalty.

         Champions -52 Points.
Saurus Champion.............................................................................32 Points.
Skink Champion...............................................................................20 Points.
 
 
    M   WS    BS     S     T    W     I    A     LD
Saurus     4     4     0     5     4     1     2    3      8
Skink     6     3     4      2     2     1     5    2      6

Save: Saurus 5+, Skink 6+

Magic Items:
Saurus Champion.........................................1 Magic Items.
Skink  Champion..........................................1 Magic Items.

May Ride: A Skink may ride a ColdOne at +10 points,  or a Terradon at +35 including a second rider.

Special Rules:
Cold Blooded: Roll 3D6 when testing for psychology, and keep the two lowest.

Aquatic: Skinks on foot can move through ponds, swamps and lakes without penalties.


Skink Shaman
56 pts.

 



     M      WS       BS       S      T       W       I       A      LD
Skink hero       6          2          3         3        3           1         5         1         6
Cold One       8          3          0         4        4          1         1         2         3
Terradon       2          3          0         4        4          1         2         1         3

Save: 6+

May Ride: A Cold One +10, or a Terradon, including a second rider +35. May also be in the back of a Stegadon, at no cost.

Spells: A Skink Shaman is a level 1 mage so they would get 1 Battle Magic Spell.

Magic Items: A Skink Shaman is entitled to Two magic items.

Special Rules:
Cold Blooded: Roll 3D6 when testing against leadership, and keep the two lowest.