Model Rules
Lizardmen

Global

Aquatic

Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land.

Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.

Arcane Configuration

If your army contains two or more Engines of the Gods, friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.

Arcane Shield

Pure magic shimmers about the Slann, shielding it from the blows of the enemy.

This character has a 5+ Ward save against any wounds suffered.

Arcane Vassal

Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles.

Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model.
If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.

Ark Of Sotek

A Bastiladon equipped with an Ark of Sotek gains the following special rules:

- Slithering Serpents: During the Command sub-phase of its turn, every enemy unit within D6" of this model suffers 2D6 Strength 2 hits, each with an AP of -.
- Spawn of Sotek: During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6" of this model regains D3 lost Wounds.

Beam Of Chotec

This model can cast the following Bound spell, with a Power Level of 2:
Type: Magic Missile
Casting Value: 9+
Range: 24"
Effect: The target enemy unit suffers 3D3 Strength 5 hits, each with an AP of -2. This Bound spell has the Flaming Attacks special rule.

Beast Handlers

Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers.

When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.

Becalming Cogitation

With a belching croak, the Slann smothers the power of enemy spells.

Once per turn, the Slann Mage-Priest may re-roll one of the D6 when making a Wizardly dispel attempt. In addition, this character increases their Dispel range by 3".

Blood Frenzy

Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy.

When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.

Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.

Blowpipe

R S AP Special Rules
Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks

Burning Alignment

This model can cast the following Bound spell, with a Power Level of 3:
Type: Magic Missile
Casting Value: 8+
Range: 15"
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Bound spell has the Flaming Attacks special rule.

Cold Blooded

To other races, the cold blooded Lizardmen seem incapable of emotion.

When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.

Drop Rocks

Skinks train Terradons to glide over the battlefield clutching great rocks in their talons.

Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.

Engine Of The Gods

An Ancient Stegadon equipped with an Engine of the Gods gains the following special rules:

Arcane Configuration: If your army contains two or more Engines of the Gods, friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.

Burning Alignment: This model can cast the following Bound spell, with a Power Level of 3:
Type: Magic Missile
Casting Value: 8+
Range: 15"
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Bound spell has the Flaming Attacks special rule.

Fiery breath

R S AP Special Rules
Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks

Fireleech Bolas

R S AP Special Rules
Fireleech bolas 6" S+1 - Flaming Attacks, Move & Shoot, Quick Shot

Giant Blowpipes

R S AP Special Rules
Giant blowpipes 18" 3 - Cumbersome, Multiple Shots (2D6), Poisoned Attacks

Giant Bow

R S AP Special Rules
Giant bow 36" 5 -2 Multiple Wounds (D3), Poisoned Attacks

Great Horns

R S AP Special Rules
Great horns Combat S -3 -

Guardians

Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields.

Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.

Harrowing Scrutiny

The unblinking gaze of this Slann Mage-Priest carries a measure of the scrutiny of the Old Ones.

This character gains the Terror special rule.

Higher State Of Mind

So deep are the thoughts of the Mage-Priest that its physical body becomes a ghostly image as it slips further away from this reality.

This character gains the Ethereal special rule.

Impervious Defence

A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates.

Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.

Lore of Lustria

Obsidian Blades

Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease.

A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.

Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.

Primeval Roar

The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour.

Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.

Razor Barbs

R S AP Special Rules
Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3),
Quick Shot

Skirmish Screen

In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way.

A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.

Slashing Talons

R S AP Special Rules
Slashing talons Combat S -3 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.

Slithering Serpents

During the Command sub-phase of its turn, every enemy unit within D6" of this model suffers 2D6 Strength 2 hits, each with an AP of -.

Solar Engine

A Bastiladon equipped with a Solar Engine gains the following special rules:
- Solar Radiance
- Beam of Chotec

Solar Radiance

Whilst within 6" of one or more Solar Engines, friendly units with the Cold Blooded special rule have a +1 modifier to their Initiative characteristic.

Sorcerous Void

Closing its eyes and breathing deeply, the Slann Mage-Priest calms the Winds of Magic, causing enemy spells to falter and fail.

This character gains the Magic Resistance (-D3) special rule. Roll the D3 before armies are deployed.

Soul Of Stone

Both the mind and body of the Slann Mage-Priest is hardened against the ill effects of magic.

When rolling on the Miscast table, this character can modify the result by -1 (to a minimum of 2), or by +1 (to a maximum of 12).

Spawn Of Sotek

During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6" of this model regains D3 lost Wounds.

Thunderous Bludgeon

R S AP Special Rules
Thunderous Bludgeon Combat S -3 Strike Last

Toad Rage

Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them.

Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle.

When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.

Transcendent Healing

By force of will alone, the Slann heals the wounds inflicted upon its body.

This character gains the Regeneration (5+) special rule.

Venom Spray

R S AP Special Rules
Venom spray N/A 3 -1 Breath Weapon

Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.

Venomous Talons

R S AP Special Rules
Venomous talons Combat S -2 Poisoned Attacks

Wandering Deliberations

The wandering mind of the Slann reflects upon the nature of many and varied magical disciplines.

Instead of generating spells normally, this character knows four signature spells, chosen from the following Lores of Magic: Battle Magic, Daemonology, Dark Magic, Elementalism, High Magic, Illusion and Necromancy. The character may discard one of these signature spells in favour of a spell from the Lore of Lustria (see page 21).

Wicked Claws

R S AP Special Rules
Wicked claws Combat S -2 -