LIZARDMEN WARBANDS

The devastation of Mordheim did not escape the notice of the Slann Mage-Priests of Lustria, in fact they had forseen it many centuries before. They realised that if any of the Wyrdstone were to fall into the hands of the lesser races if could mean the rise of a power that would rival their own.

To prevent this, the Mage-Priests combined their magics to open portals to Mordheim, allowing small groups of Skinks, Sauruses and Kroxigor to travel to Mordheim with the mission of protecting the Wyrdstone the lesser races. As the Lizardmen recovered more and more Wyrdstone they sent it back to Lustria and, in return, recieved reinforcements to allow them to carry on.

CHOICE OF WARRIORS

Your Warband must include a minimum of 3 models and a maximum of 20 models. You have 500 Power points to transport your army with.

HEROES
Skink Hero..........Your Warband must be led by a Skink Hero.
Saurus Champion..........Your Warband may include up to three Saurus Champions.
HENCHMEN
Saurus Warriors..........Your Warband may include any number of Saurus Warriors.
Skink Warriors..........No more than half your Warband may consist of Skink Warriors.
Kroxigor..........You may include up to one Kroxigor in your Warband.

HEROES

Skink Hero..........60 Power points to transport

Sauruses may have the physical strength, but it is the Skinks that have the initiative to lead. They are cunning tactitians and well versed in the finer points of combat.

Profile M WS BS S T W I A Ld
Skink Hero 6 4 4 4 3 2 6 3 7

Weapons and armour: The Skink Hero may choose any items from the Skink Equipment List.

SPECIAL RULES
Leader.
Any models within 6" of the Skink Hero may use its Leadership value instead of their own.
Cold Blooded. Roll 3D6 for any leadership tests that the Skink Hero has to make.
Scaly Skin. Skink Heroes always make saves on a 6+, except when hit by weapons that ignore armour saves.
Aquatic. Skink Heroes suffer no movement penalty for moving through water and count as being in soft cover when they do.

Saurus Champion..........60 Power points to transport

Sauruses don't give a skinned Skavan for tactics and prefer to get into hand-to-hand combat as soon as possible.

Profile M WS BS S T W I A Ld
Saurus Champion 4 4 0 5 4 1 2 3 8

Weapons and armour: The Saurus Champion may choose any items from the Saurus Equipment List.

SPECIAL RULES
Cold Blooded.
Roll 3D6 for any leadership tests that the Saurus Champion has to make.
Scaly Skin. The Saurus Champion has a natural save of 5+ that cannot be reduced to more than 6+.
Bite Attack. One of the Saurus Champion's attacks is always a bite attack. It is always the last attack, cannot be parried and has no special rules.

HENCHMEN (Brought in groups of 1-5)

Saurus Warriors..........50 Power points to transport

The Sauruses make up the bulk of the fighting ability of the Lizardmen Warband.

Profile M WS BS S T W I A Ld
Saurus Warrior 4 3 0 4 4 1 1 2 8

Weapons and armour: Saurus Warriors may choose any items from the Saurus Equipment List.

SPECIAL RULES
Cold Blooded.
Roll 3D6 for any leadership tests that the Saurus Warrior has to make.
Scaly Skin. The Saurus Warrior has a natural save of 5+ that cannot be reduced to more than 6+.
Bite Attack. One of the Saurus Warrior's attacks is always a bite attack. It is always the last attack, cannot be parried and has no special rules.

Skink Warriors..........20 Power points to transport

Skinks prefer missile weapons and staying away from the thick of the fighting.

Profile M WS BS S T W I A Ld
Skink Warrior 6 2 3 3 2 1 4 1 6

Weapons and armour: Skink Warriors may choose any items from the Skink Equipment List.

SPECIAL RULES
Cold Blooded.
Roll 3D6 for any leadership tests that the Skink Warrior has to make.
Scaly Skin. Skink Warriors always make saves on a 6+, except when hit by weapons that ignore armour saves.
Aquatic. Skink Warriors suffer no movement penalty for moving through water and count as being in soft cover when they do.

Kroxigor..........240 Power points to transport

Kroxigor are the larger cousins of the Skinks and Sauruses and are dangerous in hand-to-hand combat.

Profile M WS BS S T W I A Ld
Kroxigor 6 3 0 5 4 3 1 3 9

Weapons and armour: Kroxigor are always armed with a double-handed weapon.

SPECIAL RULES
Cold Blooded.
Roll 3D6 for any leadership tests that the Kroxigor has to make.
Scaly Skin. The Kroxigor has a natural save of 4+ that cannot be reduced to more than 6+.
Aquatic. Kroxigor suffer no movement penalty for moving through water and count as in soft cover while doing so.
Fear. Kroxigors cause Fear.

SAURUS EQUIPMENT LIST

Hand-to-hand combat weapons:
Dagger..........1st Free/2 PP
Club (counts as mace..........3 PP
Stone adze (counts as club)..........3 PP
Metal adze (counts as axe)..........5 PP
Sickle (counts as sword)..........5 PP
Spear..........10 PP
Halberd..........10 PP
Double-handed weapon..........15 PP

Armour:
Shield..........5 PP
Stegadon helmet..........10 PP

SKINK EQUIPMENT LIST

Hand-to-hand combat weapons:
Dagger..........1st Free/2 PP
Mace..........3 PP
Stone adze (counts as club)..........3 PP
Sickle (counts as sword)..........5 PP

Missile Weapons:
Short bow..........5 PP (+10 to poison)
Javelins..........5 PP (+10 to poison)
Throwing axe..........5 PP

Poisoned weapons: +1 to wound.

Armour:
Shield..........5 PP
Buckler..........5 PP