Special Characters
The best that the Lizardmen army can give you. These characters have to be taken as they are with all Magic Items. They can not be givin additonal equipment.


Lord Kroak, 620 pts.

Lord Croak is a dead Slann mage Lord. He cannot lead your army but he may be included as an Indpendent Character.
 
 
     M     WS     BS      S      T      W      I      A       LD
Lord Kroak      4      6      5      6      5       8     6      8       10

Save: 3+ The Mighty Save of the Old Ones.See below

Spells: Lord Kroak is dead so he cannot cast spells himself but he can pass them to another Slann Mage, one spell per magic phase. He is a Dead Slann Lord so he is entitled to 4 Battle or High Magic Spells.

Special Rules:
Cold Blooded- When testing against leadership roll 3D6 and choose the two lowest.

Mighty Save of the Old Ones- On EVERY wound he has a save of 3+ that is not modified by strength of the attack. He also saves against things that normaly don't allow saves like War Machines.

Magic items:
 
Standard of the Sacred Serpent(+25) The standard has a range of 8" and spits D6 times during the Shooting Phase. Roll to hit using the BS of Lord Croak. The Venom is poisonous and inflicts a strength 4 hit.
Gold Death Mask(+50) Lord Kroaks death mask gives him Hypnotic Gaze which means he can only be hit in Hand To Hand Combat on a roll of 6 on a D6.
Ceremonial Mace of Malachite(+50) Any Magic Weapon used on Lord Croak do not work, the attackers can use normal weapons with no probloms.
Amulet of Itza(+25) The amulet gives Lord Croak a Dispell of 4+ on a D6. If the dispell is sucessful then the caster of the spell suffers a single strength 4 hit from the magical energy flying back at him.
Glyph of Potec(+20) Any Undead in contact with Lord Kroaks base will suffer 2 wounds for every one inflicted.



Lotl Botl..............100 points.
Lotl Botl is a Great Saurus hero, and who's name means"Very Hard".
 
     M    WS     BS      S      T      W     I      A       LD
Lotl Botl      4      5      0      5      5       2     3      4       9

Save: 3+  He has Light Armor plus his skin acts as additonal Armor.

Special Rules:
Cold Blooded- When testing against leadership roll 3D6 and choose the two lowest.

Blood Curling Roar- Lotl Botl causes fear.

Cold Blooded Determination- Lotl Botl gives a +1 combat Result when fighting in Hand To Hand Combat.



Kroq........................113 Points.

Kroq is also a Great Saurus Hero. Who has Massive Jaws and Bony Plates running up his back.
 
     M    WS     BS      S      T      W     I      A       LD
Kroq      4      5      0      5      5       2     3      4       9

Save: 4+

Special Rules:
Cold Blooded- When testing against Leadership roll 3D6 and choose the two lowest rolls.

Massive Jaws- Kroq has four attacks and one of them is a bite attack which causes D3 wounds with no Armor save allowed.

Bony Plates- Kroq may re-roll any one failed Armor Save during the battle.



Oxayotl....................102 Points.

Oxayotl is of a rare and almost exstint race called "Chameleon" with good camoflague.
 
     M    WS     BS      S      T      W     I      A       LD
Oxayotl       6      4      5      4      4       3     7      3       7

Save: 5+

Special Rules:
Cold Blooded- When testing against leadership roll 3D6 and choose the two lowest.

Chameleon Skin- When shooting at Oxayotl attackers get -2 to hit.

Poison Dart Blowpipe- The blow pipe has a range of 12" and doesn't suffer the -1 penalty for shooting over half range. Oxayotl shoots three darts in the shooting phase but all three have to be shot at the same target. They strike with a strength of 5 because it has taratula venom.

Amazing Stealth- When you are finished deployment you may place Oxayotl any where on the board even in the enemies area. The only exception is that he cannot be deployed within 8" of any enemy model.



Inxi-Huinzi................85 Points.
Inxi-Huinzi is a Skink Hero who has a rare breed of Cold Ones.
 
 
     M    WS     BS      S      T      W     I      A       LD
Inxi-Huinzi      6      4      5      4      3       2     6      3       7
Horned one      8      4      0      4      4       1     1      3       3

Save: 2+

Special Rules:
Rides: A rare type of Cold One called 'Horned One'. Which is not affected by stupidity and aslo causes fear.

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

Hail of Darts- Inxi-Hiunzi has lots of darts on his Cold One so he can throw one dart for each 4" of charge distance. So if charges an enemy who is 10" away he can throw two darts, any wounds caused by the darts count as though they were caused in hand to hand combat. Hit using Inxi-Huinzi's BS but the darts aways wound on a roll of 4+.



Itzi-Bitzi..................105 Points.
Itzi-Bitzi is one of the last Skinks who have heard Lord Zltep speak and entrust him with his knowledge before he died.
 
     M    WS     BS      S      T      W     I      A       LD
Itzi-Bitzi       6      4      5      4      3       2     6      3       7

Save: 4+

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

The Incantation of Xetlipocutzl: This means once per battle Itzi-bitzi can use this to make all enemy units within 8" to take a panic test. Roll 3D6 and keep the two highest rolls.

Magic Items:
 
The Piranha Blade(35) The Piranha Blade acts just like any other sword until you wound some one with it. Each wound inflicted by the sword does D3 wounds instead.



Tenehuini, Prophet of Sotek
                  120 Points
 
     M    WS     BS      S      T      W     I      A       LD
Tenehuini       6      2      3      3      3       1     5      1       6

Save: Tenehuini has two saves first he has a 6+ save then he has a unmodified save of 4+ from the Shield of Sotek

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

Spells: Tenehuini is Skink Shaman which means he gets one magic spell from the Battle Magic deck.

Magic Items:
 
Dagger of Sotek The dagger gives a +1 strength to the bearer and also makes all Skaven that has taken a wound from the dagger lose all rank bonuses.
Totem of Sotek If your army includes Serpent swarms then they can be deployed within 12" of the totem. The Lizardmen army can summon serpent swarms at any time during the beginning of his/ her turns. They are placed within 12" from the totem, all serpent swarms within 12" of the toem receive one extra attack.



Lord Mazumundi.....900 Points.
If you include Lord Mazumundi in your army he replaces your General.
 
 
     M    WS     BS      S      T      W     I      A       LD
Lord Mazumundi and Stegadon       6      6      5      7      6       8     6       8       10

Save: 4+ This save is a Save of the Old Ones. This is not modified by the strength of the attacker.

Options: if your army includes Lords Mazumudi as your General then the Sunburst Standard of Hexotal will be the army's battle standard.

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

Lord Mazumudi is a Slann Mage so all rules for them apply for him as well.

Mazumundi's Stegadon:
1.When charaging it causes D6 Strength 5 hits.

2.It causes fear.

3.Bony Shield: When ever a hit is scored on the model roll a D6 on a roll of 1 the hit is disregarded.

Magic Spells: These spells can be only used by the Lord himself.
 
Move the Mountains With this spell he concentrates on a hill and any models on the hill cannot do any thing till next turn.        Power 2
Ruination of Cities This spell is cats upon a single terrain feature. Roll 2D6 for each models on the feature if the roll is more than the models toughness then it is destroyed.      Power 3
Earth Line Trace a line from Lord Mazumundi to one of the four corners choosen by the Lizarman person. Roll 2D6 for each model on the line if the roll exceeds the toughness of the model it suffers 1 wound with no save allowed.  Power 3
Part the Water This spell targets a water feature and makes it so that there is a bridge of four Saurus wide. 
Power  1

Magic Items:
 
Cobra Mace of Mazamandi When attacked with a magic weapon roll a D6 on a roll of 6 then magic weapon is parried and destroyed.
The Plaque of Tepec This Plaque can be used to automatically dispelled and then each players rolls a D6 if Mazamundi rolls higher then the spell is destroyed. This can only be used once.
The Plaque of Xoloc This Plaque let's mazamundi cast a spell for free without the help of power cards. Also when the Plaque is used all Wizards on the table have to roll a D6 if they roll a 1 they suffer 1 wound.
The Itxi Grubs When he uses these he gets an extra D6 winds of magic cards.
The Egg of Qungo He gains D3 extra attacks from this item which can only be used once.
The Sunburst Standard Of Hexoatl Models that are flying cannot attack him from the air they must come down from the sky to attack.