First before I start I would like to tell you that all Lizardmen ( except Stegadons, Cold Ones, Terradon ) have the following rules, I will say on the special rules COLD BLOODED and it will mean what is at the top of the screen. Plus they have scaly skin which gives them saves that can never be less than 6+.
Cold Blooded- Roll 3D6 when testing for leadership ( Break, Fear, Terror, ect ) keep the two lowest ( I.E. You have lost combat 4-3 then rolled a 3, 4, 6 then the result would be 8 3+4+1=8 )
Click on the name of the unit to see a picture of what they look like, if you have a better pic please send it to here.
Saurus Temple Guards........................18
points.
M | WS | BS | S | T | W | I | A | LD | |
Guards | 4 | 4 | 0 | 4 | 4 | 1 | 2 | 2 | 8 |
Weapons/Armor: Halberds
Save: 5+
Options: Light Armor +2, or Shields +1. Any unit may have a magic standard.
Special Rules: One attack is a bite attack NO bonuses from magic weapons.
Saurus Warriors..................................15
points.
M | WS | BS | S | T | W | I | A | LD | |
Warrior | 4 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 8 |
Weapons/Armor: Hand weapons and shields.
Save: 4+
Options: May have spears +1.
Special Rules: One attack is a bite attack, no
bonuses from magic items.
Skinks................................................4.5
points.
M | WS | BS | S | T | W | I | A | LD | |
Skink | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 6 |
Weapons/Armor: Hand weapon.
Save: 6+
Options: Short Bows +1/2, Javelins and Shields +1, Poisoned Arrows/Javelins +1/2.
Special Rules: Aquatic ( Can cross Marshes, Rivers,
ponds, and Lakes without penalty and count as soft cover. ) Skinks can
Skirmish, and they can have Kroxigors in their units ( 0ne Kroxigors per
eight Skinks ) and can test on Kroxigors leadership.
Cold One Riders.................................25
points.
M | WS | BS | S | T | W | I | A | LD | |
Great
Crested Skink |
6 | 2 | 3 | 4 | 2 | 1 | 4 | 1 | 6 |
Cold One | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
Save: 3+
Options: None
Special Rules: Cause fear and are subject to stupitity.
Kroxigor..............................................45
points.
M | WS | BS | S | T | W | I | A | LD | |
Kroxigor | 6 | 3 | 0 | 5 | 4 | 3 | 1 | 3 | 9 |
Weapons/Armor: Two-Handed Weapon.
Save: +4
Special Rules: See above for Skinks, and causes
fear.
Terradon.............................40
ponits per model.
M | WS | BS | S | T | W | I | A | LD | |
Skink Rider | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 6 |
Terradon | 2 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 3 |
Save: 5+
Options: Same as Skinks above.
Special Rules: They can FLY, always in a skirmish formation, and can DROP ROCKS see below.
Droping Rocks: Terradons start out with one rock,
when they charge the first enemy of the game they drop it on them ( causing
a strength 6 hit before combat takes place ), but if they are charged they
will throw the rock away so they can fight better.
Stegadon...........................................225
points.
M | WS | BS | S | T | W | I | A | LD | |
Skink | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 6 |
Stegadon | 6 | 2 | 0 | 7 | 6 | 6 | 2 | 5 | 6 |
Options: May have a magic standard. May have a giant bow ( +20 points manned by two Skinks )
Special Rules: When charging causes D6 S5 impact hits before combat. Causes fear, hits on the Stegadon BELOW.
When firing on the Stegadon consult the table
below ( for each hit roll a D6 )
D6 | Hit Location |
1-2 | Howdah (Disregard hit ) |
3-5 | Stegadon |
6 | Skinks |
D6 | Hit Location |
1 | Howdah ( disregard hit) |
2-4 | Stegadon |
5-6 | Skinks |
Salamander.........................................90
points.
M | WS | BS | S | T | W | I | A | LD | |
Skink | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 6 |
Salamander | 6 | 3 | 3 | 4 | 4 | 3 | 2 | 3 | 6 |
Save: 6+
Special Rules: Aquatic, and spits venom see below.
Range | Strength | Wounds | Save |
24" | 4 | D3 | None |
D6 | Hits Scored On |
1-4 | Skinks |
5-6 | Salamander |