Codex Lizardmen

Codex: Lizardmen

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By BobK & Keatsmeister

Contents

Disclaimer Allies Matrix HQ
Introduction Psychic Disciplines Heroes
The Elder Gods Warlord Traits Elites
Paragons Special Rules Transport
Code of Honour Magic Banners Troops
FAQ Enchantments Fast Attack
Wargear Heavy Support
Legendary Artefacts Lord of War

Disclaimer

These rules are based on the Intellectual Property of Games Workshop and are in no way official or endorsed by them.

The artwork is done by Genzoman who has allowed people to use his images as long as it’s not for profit. He has an awesome book of artwork for sale here.

The following rules are designed to enable Lizardmen to be used in 40K. The Enchantments are designed so that when fighting another assault army it does not become a big scrum in the middle, as the various status effects that are used are each effective against certain types of opponent. The Code of Honour is designed to balance this army against particularly units which are overly powerful when fighting primitive armies with limited ranged weaponry. The fluff below about the Elder Gods, effectively Gods of Order, is to justify these necessary additions to the army and also to explain how a Fantasy army would work in a sci-fi setting, as well as to provide a back story that unites all of the Fantasy armies.

We’ve been playtesting these rules for a few years now and think that now is the time to share these rules so that they can be enjoyed and tested by a wider audience. We’ve notified GW and they’re fine with this since it’s non-profit and doesn’t affect them negatively.

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INTRODUCTION

Across the Imperium, there are few who know of the Chaos Gods. Fewer still are those that use this knowledge to fight against these vile beings. Amongst these staunch defenders of mankind there are some who are aware that these are far from the oldest gods in the galaxy. Archivists of obscure heretical works have gathered together scraps of information indicating that these Elder Gods are very much still alive and influencing events on a grand scale.

THE FIRST EMPIRE

What little is known points to a time when the Old Ones ruled the galaxy as a fledgling species, among the first to travel through space. The Old Ones and their gods were in constant communication, and cooperated to maximise each other’s technological advancement and power. As the Old Ones’ society spread and worship of the Elder Gods became more prevalent, the Elder Gods thrived and grew to be the most powerful entities within the warp. However, as the Old Ones’ technology progressed they came to see the gods as valued friends rather than deities, their council heeded less and less by the increasingly arrogant race, and so it was that when the goddess of wisdom, Azyr, foresaw a war that would lead to the destruction of the Old Ones, the majority refused to believe her and continued their refusal to help the Necrons, deeming them too violent to deserve aid. Out of desperation the Necron race united in a war against the Old Ones to take their technology by force, but were outmatched by the Old Ones before they could successfully obtain more than a handful of artefacts. With the Necron race defeated and scattered, those few Old Ones who still listened to their gods dwindled even further, so that by the time the C’tan and Necrons had united to attack the Old Ones’ empire, they were completely unprepared for the devastating new methods of war used against them and for the Webway to be breached by the Necrons and their allies.

DISTANT GODS

As the empire of the Old Ones fell, the Elder Gods knew that without worshippers their might would dwindle until they were easy prey for the lesser entities of the warp, and so instructed their Eldar supporters to set up priesthoods dedicated to each of them, protected by warriors dedicated to each god. As the War in Heaven came to an end and the Necrons entered stasis, the Eldar Empire flourished and spread across the stars. Not wanting to involve themselves too directly and cause the Eldar to fall to the same fate as the Old Ones, the Elder Gods adopted a more distant approach, providing enigmatic answers and clues to those who sought their advice while keeping their technology levels sufficiently low that their abilities never rivalled that of the gods. Unfortunately, while this tended to make the Eldar see mysteriousness as a sign of wisdom and power, they too became arrogant in time and failed to keep their decadence in check. By the time it was possible to foresee the outcome out of this, there was barely enough time to construct the craftworlds and escape the empire before it was consumed in the cataclysm surrounding the birth of Slaanesh.

SHE WHO THIRSTS

As Slaanesh was born it drained most of the Eldar Empire of its souls, becoming mighty enough to challenge the gods. The Elder Gods, close to the epicentre of the blast, found themselves weakened by both the deaths of their followers and the maelstrom created in their place. Within moments they found themselves under attack by this voracious daemon and it was clear from the start that they would soon be devoured if they stood their ground. It was at this point that Ulgu, the goddess of darkness, realised that the best way to survive would be to conceal the true locations of the remaining Elder Gods and replace them with illusions of themselves whilst they made their escape. So it was that Slaanesh consumed the duplicates of the other gods and shattered the remains of Ulgu’s evasive duplicate in rage, scattering the fragments throughout space ‘to linger as always’.

A NEW VISION

Having regrouped, the Elder Gods decided that in order to regain their strength and defeat the Chaos Gods, they would need to spread their worship as much as possible and remain in hiding until their strength had returned, taking on new names and appearances. Guiding their followers to become technologically advanced would always lead to their arrogance and the inevitable path to ignoring their counsel, dooming themselves through becoming too powerful and too reckless. Thus it was decided to seek out those races with extremely low levels of technology, offering them direct ‘magical’ aid in exchange for devotion and inclusion amongst their pantheon. By creating paragons to act as ambassadors, numerous races across the galaxy were brought into the fold, sometimes by convincing the natives that their current gods had returned and revealed their true names, in other cases that their existing gods were the children of the Elder Gods. In exchange for their belief and devotion, the Elder Gods granted magical weapons and abilities capable of defeating any foe and reincarnated their followers upon death into whichever body they had earned. Those races that had succeeded in conquering their world would be granted access to a portal to another world so that they could create their own empire without ever entering space or the Warp.

Thus, over time, the Elder Gods established secret conclaves across the galaxy, taking great care not to draw attention to any sense of common purpose or link between the varying alien races under their protection. Now, with the Imperium poised to collapse under the onslaught of the necrons, tyranids, chaos legions and every other threat united against it, the Elder Gods are in a race against time to unite their forces and replace the Imperium, ushering in a new age of order and prosperity.

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HYSH, GOD OF LIGHT

Hysh

Hysh is the god of virtue and the desire to help others, and he is worshipped by hero and villain alike, particularly those that often confront the daemonic, for his power is particularly effective against beings fuelled by negative emotions. Many find it difficult to understand how those that serve only themselves would sometimes call upon Hysh for aid, but on closer examination it becomes apparent that those bodyguards dedicated to Hysh are considerably less likely to betray their warlord, no matter how cruel he may be.

Worshippers of Hysh enact their rituals in those places where there are few shadows, often at the heights of mountains or in the middle of large fields and deserts. Those who gain Hysh’s favour are protected from hostile sorcery and ranged attacks, enabling heroes to reach enemy lines where they can inflict the most damage. Psykers who praise Hysh are granted power to weaken and destroy the daemonic, as well as methods of bolstering their fighting prowess to greatly enhance any feats of heroism to truly legendary proportions.

Hysh is often seen as a patron of champions, and focuses his support on them to ensure that those who extol a virtue are seen to prosper, so that others are inspired to act in the same way. Such champions, however, are limited as to how far they can travel and how many enemies they can defeat in one day. As a result Hysh intervenes and alters the flow of time so that no matter how far away the champion is when he is made aware of a threat or what the obstacles are, if he tries his hardest to get there as fast as possible he will arrive in time to stop the threat with moments to spare.

Hysh is best pleased by self-improvement and the defeat of violent emotional opponents through skill and calmness. The ultimate goal of Hyshians is to end all warp storms through combating chaos and anything that promotes its worship. Notable worshippers of Hysh are the tomb kings, who serve as paladins capable of fighting in any environment no matter how lethal or chaotic it is. The continued existence of these followers is self-sustaining, as their dedication to their leaders and their cause generates sufficient belief and selflessness to keep their skeletons and statues animated.

ULGU, GODDESS OF DARKNESS

Ulgu

Ulgu is the goddess of deception and secrecy, and she has discreet covens dedicated to her in countless societies on thousands of worlds. Those that worship her often do so for personal gain, summoning shadow-daemons to serve them in their plots and vendettas. Often referred to as the dark mistress, Ulgu was originally patroness of all malign intent and of every harmful deed. However, over time many of those who worshipped her were lured into worshipping Chaos. For this reason Ulgu has grown increasingly hateful of Chaos, seeing them as thieves and usurpers of her power. Those followers who remained loyal to her have also taken up the cause of the destruction of Chaos and its followers, using every trick and ruse conceivable to thwart their plans and where possible to steal their power. Ulgu herself plays an active role as well, even going so far as to create a false identity as a minor Chaos god and influence the internal conflicts of Chaos to prevent any side from gaining the upper hand. The Imperium owes its continued survival to hidden cults of the shadow goddess as much as to the Inquisition, as the secrecy itself acts as a beacon to her agents, who then summon shadow-beasts to tear apart their enemies.

The shadow goddess aids her followers primarily with shadow-daemons, warp entities made of living shadow created to mimic the appearance and abilities of other beings. These shades are often capable of the same supernatural abilities as Chaos daemons, and are thought to be somehow linked to the Webway and the daemons of the Warp. Whether these creatures are native to the Webway, fragments of Ulgu’s shattered duplicate, or are somehow daemons that have been trapped in the Webway for too long is unknown. All that is known is that they are unshakably loyal to the dark mistress and that their presence and weapons drain light and heat, leaving frost-covered remains in their wake.

Besides these creatures, Ulgu gifts her followers with banners that enshroud their bearers in a dark mist and weaponry that inflicts psychological damage upon their foes. Victims live through an ever-shifting waking nightmare, believing that they are outnumbered by imaginary foes, or have just slain their comrades, or are totally unable to harm their opponents. The variety of horrors is endless, but the result is often the same, an opponent vulnerable to attack both mentally and physically. Many servants of the Elder Gods find such power appealing, none more so than the Skaven, who find underhanded attacks and subterfuge well-suited to their method of waging war against stronger opponents.

AZYR, GODDESS OF HEAVENS

Azyr

Azyr is the goddess of wisdom and knowledge. Many psykers and leaders seek her counsel when planning campaigns, for her capacity for knowledge eclipses that of even the wisest mortals. It is Azyr who guards her people from threats from the sky, obscuring settlements with dense cloud cover to protect from high-altitude bombers, and bombarding those spacecraft firing at her people with meteor storms and gravitational fluctuations. It is by her will that worlds occupied by her followers are never harmed by tornadoes, meteor storms or supernovae, and for this she is revered as a protector from otherwise unstoppable destruction.

Azyr’s rituals typically take place at night, far from major population centres. From these rituals her priests seek hidden wisdom in constellations and the movement of clouds. Any person or place that contains much knowledge is considered sacred by Azyrians, who value libraries more than churches and study more than prayer.

Azyr sees it as her responsibility to protect her charges from threats from above, and with this in mind gifts her followers with the ability to summon thunderbolts which arc wildly across the sky dooming airborne targets. Bearers of her banners find that distance is compressed around their weapons, allowing projectiles to be fired or thrown across incredible distances.

The Lizardmen tend to focus on worshipping Azyr more than the other gods, for they see themselves as continuing the work of the Old Ones, and seek guidance as to how best to do this on a regular basis. To this end the Slann Mage-Priests order the construction of colossal ziggurats, so that they may view the skies from above jungle canopies and in some cases from above the clouds.

AQSHY, GOD OF FIRE

Aqshy

Aqshy is the god of energy and destruction. In peaceful cultures he is praised for helping crops grow and protection from volcanoes and earthquakes. In warlike cultures he is often praised as a symbol of pure might and authority. When facing insurmountable odds, it is Aqshy who grants his warriors the power to succeed, even going so far as to lend direct intervention through volcanic eruptions striking at strongholds and supplies. When such action is taken, it is never done to give his followers an advantage over their enemies, only to balance the strength of both sides so that it is a fair fight. Aqshyans often have a strong sense of honour to emulate their god, and hold great stock in being fair and responsible with their power.

Aqshy’s aids his followers by punishing those that try to permanently avoid combat and cower behind walls with billowing flames that consciously pursue any nearby enemies. The banners of Aqshy send out searing waves of fire, electricity and other energy on a regular basis. These engulf terrain, flushing out opponents, and cause charges to falter as they try to dodge the waves of searing energy shifting around their target.

Amongst the many races that revere Aqshy, it is the humans from feudal worlds which have been separated from the Imperium that idolise him most. When a great threat is near, the Empire will gather its forces and await the signal of a twin-tailed orb of fire searing across the sky to launch their grand assault.

CHAMON, GOD OF METAL

Chamon

Chamon is the god of creation. He is the inspiration and guidance behind every building, vehicle, weapon and work of art. It is Chamon who decrees which technology is permitted and that which is to be given to favoured allies to dispose of. Those who struggle with the limits on what is allowed are guided by Chamon to continue their inventions in a way that is dependent upon magic, or to transform their passion towards the creation of art instead.

Since the prohibition of advanced technology leaves the armies of the Elder Gods at a major disadvantage in war, Chamon teaches his followers how to imbue their weapons with magical energy, enabling them to overcome any opponent and slice through the hull of even the mightiest tank. In addition Chamon has taught his followers how to temper weapons and construct war machines to maximise efficiency, as well as how to manufacture armour on a large scale with the use of magic to increase its resilience. This mastery over the physical extends to his psychic followers as well. Many an opponent has sought to defeat Chamon with minimal use of vehicles, only to find themselves assailed by the telekinetic fury of his psykers.

Although all races venerate Chamon, particularly in civilian areas, it is the Dwarves that idolise him the most. As a race devoid of psykers, the Dwarves are reliant on the craftsmanship of their arms and armour in order to avoid being outmatched by their technologically advanced foes. With Chamon’s aid the Dwarves have been able to infuse magic into their wargear to create equipment of supernatural quality.

Although Chamon aids his followers by strengthening their armour in battle and making enemy armour as soft as lead or as brittle as glass, not all of his followers are limited to primitive races. The occasional sighting of captured weaponry in the hands of the Tau Empire’s Earth Caste indicates a discreet agreement has been made with them. Rumours abound that Chamon only agreed to limiting technology of the Elder Gods’ followers in exchange for the creation of a race to patrol the stars; an artificial race for the god of artifice. To what extent this is true and what the Elder Gods have planned for the Tau Empire is as yet unknown.

GHUR, GOD OF BEASTS

Ghur

Ghur is the god of beasts, embodying both hunter and hunted. Whenever people struggle to survive, it is Ghur who intervenes to help them escape, to find food & water and raise a family. Many isolated villages and hamlets owe their continued existence to Ghur’s protection as all attacks are known about before they occur and escape routes always found.

When the Old Ones became extinct Ghur blamed himself for their loss, and since then he has taken any attempt to wipe out a tribe or race under his care as a personal insult. To this end he often seeks the scent of disasters to come and sends forth his legions to prevent any acts of genocide from taking place. His favoured servants in this are the Beastmen, who he often leads on hunts across space to ambush warlords when they are at their most vulnerable. Such hunts are not without risks, as some Beastmen have been known, with prolonged exposure to the influence of chaos, to turn to worshipping the dark gods. However, such is Ghur’s fanatical determination to prevent another act of genocide, and such is the thrill of the hunt to his followers, that such instances of apostasy are rare. When these warlords have been defeated yet still live, a ceremony celebrating the hunt takes place. At the centre of the celebration lies an altar with the captive held down with chains. It is then that an appointed psyker invokes Ghur’s wrath upon those who would annihilate an entire tribe, and with whoops and shouts from the surrounding Ghurites the captive’s body grows and mutates, until it stands 4-5 times taller than before, becoming a giant amongst the throng. The mind of the victim is altered too, for although the original personality and mind remains inside the giant, it has no control of the body’s actions, which are instead controlled by the tribe that made it. This giant then aids them in future hunts or revenge attacks against its original army, forcing the warlord to watch as he destroys all that he fought for.

Ghur has senses of supernatural keenness, able to smell emotion, taste the truth in the air, hear echoes of sounds not yet made and a hundred other senses beyond explanation. As a result he very rarely speaks, for doing so compromises these senses momentarily, and so all words spoken by his priests are curt and blunt in imitation of him.

Ghur aids his followers by showing them the fastest route through terrain and spurring them on to chase after their enemies. Those struck by his Enchantments find their bodies bleeding without cuts and rapidly changing into self-destructive forms. While these are beneficial to his armies, it is his gift of power over the flesh that strengthens his armies further still, creating a menagerie of fearsome creatures to fight alongside them and bolstering them to virtual invulnerability.

GHYRAN, GODDESS OF LIFE

Ghyran

Ghyran is the goddess of life, health and fertility. It is she who turns barren inhospitable landscapes into fertile forests and fields, cures the sick and heals the wounded. Many scattered places of healing draw directly from her power to craft cures for plagues, restore broken minds and even regrow lost limbs. Sometimes referred to as the mother goddess, Ghyran’s followers are legion, for each one that falls is not only healed but backed up by descendents of her followers by the hundred.

Ghyran’s gifts to her followers are more defensive in nature. Those struck by her elemental blasts are suddenly buried in strangling thick tendrils which scatter in all directions, forcing opponents to lose their footing and work their way through unexpected dense terrain. Those who strike down soldiers who march under her banner will sometimes find that no matter how severe the wounds or scattered the remains, vines and roots will envelop and bind the remains together, with all harm undone within moments, leaving the freshly-healed warrior to strike down their dumbfounded foe. Ghyran’s psykers are generally defensive, using manipulation of creatures’ life force to confuse them as to the whereabouts of the foe, to inflict hallucinations, and even to control their minds.

Although commonly known as a healer, when a community containing the young and defenceless is under threat Ghyran has been likened to a tigress protecting her cubs in her fury. Even the trees have been known to lash out in murderous rage and all manner of creatures, both humanoid and bestial, come rushing out as one to annihilate the attackers.

Of all the races that worship Ghyran, it is the Eldar who remained faithful to the Elder Gods and willingly abandoned their technology that are the most devoted to her. The wood elves, as they are known to superstitious outsiders, are reclusive guardians of sacred healing places and to some extent of neighbouring towns. Any who approach an area under their protection risk being cut down and weakened with a hail of enchanted arrows of every kind before being eliminated by a decisive charge of treekin and cavalry.

SHYISH, GOD OF DEATH

Shyish

Shyish is the god of death, judgement and justice. It is Shyish’s role to determine the fate of those that die, reincarnating the souls of worshippers of the Elder Gods into forms determined by their actions in life. For the most part the dead are born again as members of the same race, although there are exceptions to this. Those that have performed great deeds on the battlefield are reborn as powerful creatures to guard over their former kin. Those that have truly excelled in life and are devoted to the Elder Gods may be reborn as dragons. This is seen as the highest honour by worshippers of the Elder Gods, for dragons are among the mightiest beasts, capable of living forever and accumulating vast knowledge at a rapid pace. Their bodies rapidly adapt to their surrounding climate, and they can draw sustenance from the Warp directly, and even project this energy outwards as a magical blast. Although the process of reincarnation dramatically reduces what is remembered, those strongest memories, such as how they died and matters regarding their family, remain intact. So it is that when a mighty hero falls, other members of the deceased’s family may find that in the near future they are sought out by a powerful beast who offers to carry them into battle and is extremely loyal.

Not all of the deceased are reincarnated immediately however. If Shyish decides that someone has been severely mistreated in life he will sometimes grant them the boon of undeath instead. These undead can sense other people’s sense of injustice flaring up as well as the presence of death, which draws them to investigate and right any wrongs. Typically the arrival of the undead results in the perpetrator being executed, and if this is not enough to placate them then they move on to find more injustice. Some become addicted to this way of life, their constant discovery of evil enraging them further to increase their determination to wipe it out regardless of how many criminals and enemy soldiers are killed. In this way Shyish’s servants can be granted more power, fuelled by growing fury at injustice, which Shyish rewards by altering their bodies to better aid them towards this goal, such as the ability to rapidly repair their bodies with the blood of the guilty, poisonous claws, wings, increased stature, undead steeds or incorporeal forms.

Shyish’s legions are powerful enough with such troops to command, but this is not the end of his aid to those who fight in his name. His curse causes even the mightiest opponents to be drained of life and barely conscious. Shyish supports those who march under his banner with thoughts of revenge and the reminder that death is not the end, bolstering the morale of his units. The wizards of Shyish are rightly feared as well, for they summon spirits of the dead to reinforce their comrades with a seemingly endless wave of bodies.

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PARAGONS

Paragons

The followers of the Elder Gods have no holy texts that instruct them on how to adhere to their gods wishes. Instead they have specialist forms of shaman known as Paragons. These wandering holy men and women are in constant communication with the Elder Gods, and appear unannounced before the leaders of tribes to pass on instructions and messages. It is their role to ensure that the principles of balance and unity are upheld, to remind their followers that their greatest strength is drawn from working together rather than the reliance on any one advantage or strength. Their other key role is to detect the use of deception to mislead or deceive their followers, using gifts bestowed on them such as Ghur’s ability to taste truth, Ulgu’s ability to sense deception and many others to track and defeat those enemies who kill with their words more than with their blades. Through these traits many attempts to mislead the Elder Gods’ followers have been thwarted, resulting in shape-shifters, daemons and sorcerers exposed for their true forms and surrounded by an outraged horde of primitives.

Each Paragon focuses on expressing and reinforcing the unity between the same 2 gods over the course of their lifetime. Every time these shamans channel the essence of the Elder Gods, they take on the aspects of both Elder Gods that they have chosen to dedicate themselves to. A Paragon devoted to Aqshy and Azyr could have eyes of burning fire and blistering skin while floating slightly above the ground encircled by a localised gale, whereas a Paragon devoted to Ulgu and Chamon could have marble skin with black veins enshrouded in dark mist. It is a rare sight indeed to find two Paragons resembling one another, for each one embodies an overlap between two vast and complex primal forces which consumes their every moment.

At times of need a high shaman may nominate a champion amongst the throng gathered before him and guide them through the ritual to invoke an avatar. By leading the thoughts of followers to focus on a particular god, and the use of items associated with that god, such as a skull from a prey animal, an hourglass or a mirror, the champion is transformed into a monstrous incarnation of a beast that embodies the most savage aspect of their god. Upon the rebirth of the champion as an avatar, a mighty roar of celebration erupts from the crowd, for what foe can withstand the wrath of a giant who can cast powerful magicks, ignore the laws of physics and smash a tank aside with a single strike?

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ALLIES

Battle Brothers: Eldar
Allies of Convenience: Dark Eldar, Tau Empire
Desperate Allies: Orks, The Imperium
Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Necrons, Tyranids

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PSYCHIC DISCIPLINES

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Fantasy armies may use all psychic disciplines except for malefic daemonology. They also gain the psychic disciplines of Shadowmancy, High Magic, Dark Magic and Necromancy:

Shadowmancy:

This is the same as malefic daemonology, except that the daemons summoned are those of the goddess of darkness instead of belonging to a chaos god. Therefore the following changes apply:

All units lose their ‘Daemon of Khorne/Tzeentch/Nurgle/Slaanesh’ rule and cannot Deep Strike unless they are a monstrous flyer, jetbike or jump infantry. Where the unit may choose which mark it has it must pay the same points as if it had a mark of Nurgle.

All psychic units use the lore of Shadowmancy for their first psychic power. After that it may select any psychic discipline including necromancy, but may not select malefic daemonology.

All units gain the ‘Shadowkin’ and ‘Born of Darkness’ rules.

Shadowkin: Infiltrate, Shrouded, Move Through Cover, Assault Grenades.

Born of Darkness: When being summoned this unit is deployed at that point of the psychic phase using the Infiltration rule. Other units with Shadowkin count as cover for the purpose of this deployment. Alternatively the unit may choose to be treated as Outflanking or in Reserve and is rolled for as normal from the next turn onwards.

High Magic: This is the same as Sanctic Daemonology with the psyker treated as a grey knight for the purposes of determining when they suffer a daemonic attack.

Dark Magic: This is the same as Shadow Daemonology with the psyker treated as a daemon for the purposes of determining when they suffer a daemonic attack.

Necromancy:

Units without the Undead special rule lose a wound with no saves of any kind allowed if they roll any doubles when casting from this discipline due to the draining effects of death magic.

Primaris Power: Raise Undead                    Warp Charge 3

Raise Undead is a conjuration with a range of 12” that creates one of the following units: 20 skeleton warriors, 20 skeleton archers, 10 skeleton horsemen, 10 skeleton horse archers, 10 tomb guard, 30 zombies, 20 dire wolves, 10 grave guard, 5 black knights or 5 hexwraiths.

1: Rigour Mortis                                             Warp Charge 1

Rigour Mortis is a blessing that targets the Psyker. While the power is in effect all units with the Undead special rule within 12” lose Slow and Purposeful if they have this rule, and gain Fleet if they do not have Slow and Purposeful.

2: Spectral Blaze                                             Warp Charge 1

Spectral Blaze is a witchfire power with the following profile:

Spectral Blaze Range: Template, S 7, AP 2, Assault 1, Torrent, Spectral

3: Spirit Lance                                                Warp Charge 1

Spirit Lance is a beam with the following profile:

Spirit Lance Range: 18”, S 7, AP 2, Assault 1, Spectral

4: Possess Cadaver                                         Warp Charge 1

Possess Cadaver is a conjuration with a range of 6” that creates one of the following units: 1 Tomb Prince, 1 Tomb Herald, 1 Liche Priest, 1 Necrotect, 1 Wight King or 1 Tomb Banshee. The new unit may have up to 30pts of options. If successfully cast, the Psyker or his unit loses 1 wound without any saves allowed.

5: Animate Dead                                            Warp Charge 3

Animate is a conjuration with a range of 12” that creates one of the following units: 1 Necropolis Knight, 1 Tomb Scorpion, 3 Ushabti, 5 Carrion, 1 Sepulchral Stalker, 10 Fell Bats 3 Spirit Hosts or 3 Cairn Wraiths.

6: Final Judgement                                         Warp Charge 3

Final Judgement is a conjuration that targets the Psyker. The Psyker is removed from the table and replaced with 1 model (with all wounds suffered so far healed) of the owning player’s choice from the Psyker’s parent codex. This model may not have any additional upgrades such as weapons, curses or riders. If this power is unsuccessful the Psyker suffers a wound with no saves of any kind allowed.

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CODE OF HONOUR

Whilst the Elder Gods are not as powerful as the Chaos Gods, they do have the power to intervene to protect their forces in an emergency. Every time an enemy unit attempts to attack one of your units from over 24″ away, from out of line of sight or when flying too high to be assaulted, one of the following results may be chosen. Unless stated otherwise these can be directed at any unit (friend or foe) and are stackable:

Flare: The unit has -1 BS (to a minimum of 0) and is immune to all blessings and maledictions for 1 turn.

Vortex: The unit loses the ability to ignore terrain and may only move up to 6″ for 1 turn. Flyers may be assaulted.

Entomb: The unit counts as being inside a building with AV 12 on all sides and HP 1. It cannot move or attack targets other than the barrier until this barrier has been destroyed. They may not be attacked or have characters join or leave until the barrier is destroyed. The unit takes no damage when the barrier is destroyed.

Vengeance: All casualties inflicted in an assault phase on a friendly unit may attack at Initiative 0, even if they have already attacked in this phase, before being removed from the table.

Misdirection: All shots made by an enemy unit which fail to hit may be rolled again and aimed at any other unit which could be shot at, including other enemy units.

Eruption: Place a counter on the table. 1 turn later in the same phase for the same player, the centre of the large blast template is placed on this marker. Anything under the marker suffers a S 10 AP 1 hit with the Melta and Ignores Cover rules. After this is resolved the area within 6” of the marker counts as dangerous terrain for the rest of the game.

Pursuit: 1 friendly unit is immediately moved 12” ignoring all but impassable terrain. This may be done to move out of assault.

Heal: 1 friendly unit regains D6 wounds. This may result in dead models being resurrected as with the banner of life.

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WARLORD TRAITS

1 The High King: All units within 12” of the Warlord may use his Ld for Ld tests. If the Warlord already has this ability the range is extended to 18”.

2 Nemesis Reborn: The Warlord has Hatred and Preferred Enemy towards a certain unit in the enemy army selected on deployment.

3 Master Tactician: Enemy units in assault with more than 1 of your units suffer a -1 Ld modifier while the Warlord is alive.

4 Volcanic Assistance: Nominate 1 unit in the opponent’s army on deployment. It must now be placed in Reserve.

5 Turbulent Skies: Ongoing Reserves suffer a -1 modifier to determine when they arrive on the table.

6 Heroic Fervour: If the game ends and the Warlord is still alive then the owning player may choose to play one more game turn.

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SPECIAL RULES

Warpblood: Counts as a grey knight, daemon or undead when casting psychic powers.

Magical: Attacks from weapons, abilities or units described as Magical always glance on a 5+ unless their Strength would be high enough to penetrate, always wound on a 5+ regardless of Toughness, and reduce armour saves by -2. The effect of an attack’s AP is resolved before the armour saves are reduced, so any armour save not ignored by AP is then reduced by -2 points.

Magic Armour: Magic Armour grants +1 to both the armour save and the invulnerable save, as well as granting the bearer one of the bonuses for having a magic banner.

Monstrous Beast: Counts as a Monstrous Creature with 12” movement and Fleet. Monstrous Beasts are not affected by difficult terrain when charging.

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MAGIC BANNERS

Magic Banners: Magic banners count as normal banners and also have the following bonuses. These bonuses affect the entire unit for as long as the banner bearer is alive:

Light: Enemies may not fire overwatch when being charged & the unit gains Adamantium Will.
Shadow: The unit gains the Stealth rule.
Heavens: Ranged weapons have their Range doubled. Units without ranged weapons count as having Throwing Knives in addition to their normal weapons.
Fire: The unit counts as having Assault and Defensive grenades
Metal: Armour saves of the unit are only ignored if the attack has an AP of 3 or better.
Beasts: The unit gains Move Through Cover, Skilled Rider & may re-roll their D6 for Sweeping Advances after or away from an enemy.
Life: The unit rolls a D6 at the end of each of its turns, regaining 1 wound on a 5+. This can be used to resurrect casualties.
Death: Re-roll failed morale/instability tests.

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ENCHANTMENTS

Certain weapons may be upgraded with Enchantments for a set number of points. The Enchantments have the following effect on the weapon profile:

Light: Ranged: Blind, Melee: -1 Invulnerable Save & Concussive

Heavens: Ranged: +4S, Skyfire (blasts and templates can hit Flyers), Melee: Re-roll misses and may assault Flyers.

Metal: Armourbane

Death: Fleshbane

Shadow: Pinning, target treats all enemy units as causing Fear for 1 turn. If immune to Fear, only takes Fear tests against units that cause Fear.

Fire: Ignore Cover, Glancing Hits become Penetrating Hits, Soul Blaze.

Beasts: Target’s armour save is reduced by 1.

Life: Strikedown

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WARGEAR

Arcane: An arcane weapon replaces its normal profile with that of Elemental Shards.

Ark of Sotek: In the shooting phase all enemy models within 6” of the bastiladon suffers a Strength 2 AP – Poison (4+) hit, even if engaged in assault at the time.

Army Banner: One per detachment. Units within 12” may use the Ld value of the model carrying the army banner and may re-roll failed morale checks.

Champion: Gains +1 A & +1 Ld.

Cloak of Feathers: The wearer of the cloak of feathers counts as Jump Infantry and also has Adamantium Will.

Cold-Blooded: Rolls an extra D6 for Ld tests and ignores the D6 with the highest roll.

Cold One: Riders of Cold Ones gain +1 Toughness, +1 Attack and count as Cavalry.

Elemental Attacks:

Name Range S AP Type
Elemental Shards 24” 4 5 Assault 3, Enchanted
Elemental Blast 24” 4 Assault 1, Large Blast, Enchanted
Elemental Bolt 24” 9 2 Assault 1, Enchanted

Enchanted: Gains one of the bonuses from the Enchantments list.

Eldritch: Eldritch weapons are the same as Magical weapons and also have the Force ability.

Engine of the Gods: The Engine of the Gods grants 1 re-roll per turn to harness a warp charge when trying to use a psychic power. In the shooting phase every enemy unit within 12” suffers D6 Strength 4 AP 5 hits, even if engaged in assault at the time. In addition, all friendly units within 6” gain a 6+ invulnerable save.

Glyph Pendant: Confers a 5+ invulnerable save on the wearer.

Handlers: Units with the Handlers rule must always move towards the nearest enemy unit and attack it where possible if there are no skink handlers left in the unit.

Heroic Rider: Gains +1 Attack.

Lizardmen Weapons:

Name Range S AP Type
Javelin 12” User Pistol, Poisoned (4+)
Blowpipe 12” 1 Assault 1, Sniper
Fireleech Bolas 6” 4 5 Assault 1
Giant Bow 36” 5 4 Heavy 1, Poisoned (4+)
Giant Blowpipe 18” 3 Heavy 7, Poisoned (4+)
Solar Engine 24” 4 5 Heavy 5, Blind, Invigorating
Salamander Flames Template 4 5 Assault 1, Torrent
Razordon Barbs 18” 4 Assault 5, Defensive Reflex
Troglodon Venom 18” 5 5 Assault 1, Armourbane

Invigorating: Units with the Cold-Blooded rule gain +1 Initiative if within 6” of the bastiladon with this weapon.

Defensive Reflex: May fire at normal BS when firing on overwatch.

Musician: A unit deep striking within 6” of a musician rolls 1 less D6 for scatter. Each squad that includes a musician grants a re-roll for determining when a unit arrives from Reserves.

Primitive Weapons:

Name Range S AP Type
Shield User Melee, Shielded
Spear User Melee, Two-Handed, Polearm
Great Weapon +1 Melee, Two-Handed
Huge Weapon +2 6 Melee, Two-Handed
Massive Weapon +3 5 Melee, Two-Handed
Bracers User Melee, Two-Handed, Martial Artist
Throwing Knives 6” User Assault 1, Easy To Master

Shielded: Grants +1 to the model’s armour save to a maximum of 4+. Where units are equipped with shields as standard this bonus is included in the profile.

Polearm: Grants +2 Initiative.

Martial Artist: Grants +1 Weapon Skill and +1 Attack.

Easy To Master: When using this weapon the firer counts as having at least BS 2.

Psychic Rider: Counts as psyker with mastery level 1 and 1 psychic power from the discipline of divination or biomancy. Becomes BS 3 for the purposes of rolling to hit with psychic powers.

Ripperdactyl: Riders of Ripperdactyls gain +2 Attacks, the Rending ability and count as Jet Pack Cavalry.

Spectral: Rolls to wound against Ld value instead of Toughness. Vehicles suffer a glancing hit on a 6.

Standards: A unit with at least 1 standard counts as scoring one more wound for the purposes of determining who won the assault.

Terradon: Riders of Terradons gain assault grenades, the Skilled Rider ability and count as Jet Pack Cavalry.

Toad Rage: After deployment select one enemy unit on the board. Ripperdactyl riders gain the Rage and Preferred Enemy rules against that unit.

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LEGENDARY ARTEFACTS

Only one of each artefact may be taken per army.

The Crown of Clarity 50ptsThis ornate crown bears jewels of all colours and emits a radiant light. Even amidst the brutality of war all seems serene and secure to those in its presence.

The wearer of this crown becomes immune to psychic attacks. If part of a unit the unit gains +1 to Deny the Witch tests. Any psychic attacks that target a unit containing this crown ignore the wearer for the purposes of determining the number of hits and the damage caused. The wearer is also immune to the Concussive rule.

Boots of Speed 30pts: Whilst wearing these the bearer is able to cover greater distances with each stride, as space is distorted in their presence. Many an opponent has been caught off guard by the wearer’s ability to close in and strike from a great distance.

The wearer of these boots may move an extra 6” in the movement phase and gains +3 Initiative.

The Eternal Armour 50ptsIt is said that this  intricately detailed armour was forged within a dying star by Chamon himself. Only the magical wards placed upon it prevent its density from crushing its occupant.

Grants a 2+ armour save and a 3+ invulnerable save as well as Eternal Warrior and Slow and Purposeful.

The Blade of Judgement 40ptsThis ancient blade has been used in the name of justice so often that it has developed the ability to act independently, redirecting blows that would have struck the innocent and lashing out at weapons used by the guilty.

This close combat weapon is AP 2 and grants the bearer the Rampage rule. In each assault phase after the number of wounding hits has been determined the owner may decide to replace 1 of the opponent’s weapons with a normal close combat weapon instead of removing one of the target’s wounds. The rest of the hits inflict damage as normal that phase.

Cloak of Invisibility 60ptsFavoured by those leaders who prefer the art of assassination, this cloak grants infiltration skills beyond compare, concealing the wearer not just from being seen, but also from emitting heat and sound.

Only models on foot may have this item. The wearer of this cloak may choose to deploy from Reserves anywhere not within 1” of an enemy unit. It grants the Shrouded and Stealth rules, and if not attached to a unit, gains the bonus for Invisibility for the first round of the assault phase as described in the psychic powers section of the rulebook.

Gauntlets of Honour 40ptsThese burning bracers are inscribed with the names of those that have fallen against mighty foes and bear glyphs of destruction that strengthen and spread the flames across the bearer’s body.

These are Bracers that grant S4 and AP 5 in assault. If the target cannot be wounded on a 4+ or better or cannot have its armour penetrated then it gains +1 Strength repeatedly until this is the case and the AP becomes 4. The wearer of these gauntlets then has this bonus doubled and suffers the Gets Hot! rule. If the Strength bonus takes the total Strength to 10 or more then the AP becomes 1 and attacks gain the Melta rule, although the bearer will suffer a wound with no saves allowed at the end of each assault phase whilst in this state.

The Shapeshifter Pendant 60ptsThis amber pendant enables the wearer to morph their body at will, sprouting wings and growing muscle within moments.

The wearer of this medallion gains +1 Strength, +1 Toughness, +1 Wound, Rending, Hammer of Wrath, Move Through Cover, Vector Strike and may choose to move as a Monstrous Flyer.

Shield of Regrowth 45ptsThis ivy-covered shield regenerates living tissue at a bewildering pace, knitting together torn organs and skin almost as fast as the wounds were inflicted.

The bearer of this Shield has It Will Not Die, Feel No Pain (4+) and regains 1 lost wound in every assault phase.

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HQ

HQ:

Slann Mage-Priest 125 Points

Armour Save: –

Unit Type: Infantry

Unit Composition: 1 Slann Mage-Priest

Wargear: Close Combat Weapon, Mage-Priest Palanquin, Shield of the Old Ones

Special Rules: Independent Character, Mastery Level 4, Cold-Blooded, Telepathic Confabulation

The Slann Mage-Priest may select powers from the disciplines of biomancy, divination, high magic, necromancy, pyromancy, shadowmancy, telekinesis and telepathy.

Mage-Priest Palanquin: Ignores terrain when moving but is otherwise treated as infantry.

Shield of the Old Ones: 4+ Invulnerable Save

Telepathic Confabulation: At the beginning of the psychic phase 2 models with this rule may swap a psychic power with each other.

Options:
• May purchase 1 item from the Legendary Artefacts list.
• May upgrade the close combat weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• May have a dispel plaque for +15pts.
• May have an army banner for +15pts.

HQ:

Saurus Oldblood 85 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 1 Saurus Oldblood

Wargear: Glyph Pendant, Close Combat Weapon

Special Rules: Independent Character, Cold-Blooded, Predatory Fighter

Options:
• May purchase 1 item from the Legendary Artefacts list.
• May purchase a close combat weapon or shield for +5pts or a great weapon or spear for +10pts.
• May upgrade any weapon to a magic weapon for +15pts each. This may have an Enchantment for +10pts.
• May wear magic armour for +15pts.
• May ride a Cold One for +15pts.

HQ:

Avatar of the Elder Gods 160 Points

WS BS S T W I A Ld Sv
5 4 6 6 5 5 5 10

Unit Type: Monstrous Beast (Character)

Unit Composition: 1 Avatar of the Elder Gods

Special Rules: Daemon, Magical, Incarnate Elemental, The Longest War, Warpblood, Mastery Level 2

Incarnate Elemental: Must select all psychic powers from any one discipline. The avatar is treated as having the Enchantment upgrade and magic banner upgrade from the same god as its psychic powers. For example, the Avatar of Aqshy would select all psychic powers from the discipline of pyromancy, would Ignore Cover, convert Glancing Hits into Penetrating Hits and inflict Soul Blaze with all ranged hits and would also count as having both defensive and assault grenades.

The Longest War: Avatars of the Elder Gods have Hatred (C’tan) and C’tan have Hatred (Avatars of the Elder Gods).

Options:
• May be upgraded to Mastery Level 3 for +25pts
• May have the ability to fire elemental shards for +15pts, elemental blasts for +30pts or elemental bolts for +50pts.

HQ:

Paragon 85 Points

WS BS S T W I A Ld Sv
4 4 3 4 3 4 2 10

Unit Type: Infantry

Unit Composition: 1 Paragon

Wargear: Runic Charm, Eldritch Staff (counts as an eldritch great weapon)

Special Rules: Independent Character, Divine Communion, Warpblood, Mastery Level 2

The Paragon may select powers from the disciplines of biomancy, dark magic, divination, high magic, necromancy, pyromancy, telekinesis and telepathy.

Example of Unity: The Paragon must select its psychic powers from 2 different disciplines and carries the Enchantments from the same lore as those psychic powers. These cannot be replaced with the Divine Communion ability.

Runic Charm: Grants 4+ Invulnerable Save.

Divine Communion: The Paragon may beseech the gods to change an Enchantment on a unit, the better to strike down their foes. During the psychic phase select 1 friendly model which has an Enchantment on one of their weapons. That unit may have its Enchantment replaced with any other type of Enchantment. This is permanent for the rest of the game.

Options:
• May be upgraded to Mastery Level 4 for +50pts. If this is done then 2 powers must be from 1 discipline and 2 powers must be from the other discipline.
• May exchange the Eldritch Staff for Eldritch Bracers for free.

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HEROES

4 Heroes chosen from the selection below may be taken as just 1 HQ choice. Only 1 of your HQ choices may be used in this way per detachment.

Hero:

Skink Priest 50 Points

Armour Save: 6+

Unit Type: Infantry

Unit Composition: 1 Skink Priest

Wargear: Glyph Pendant, Eldritch Weapon

Special Rules: Independent Character, Fleet, Mastery Level 1, Aquatic, Arcane Vassal, Cold-Blooded

Arcane Vassal: If a model with the Arcane Vassal rule is within 24” of a Slann Mage-Priest then the Slann Mage-Priest may cast psychic powers at enemy units from the Skink Priest’s location as if the Skink Priest was casting the power.

The Skink Priest may select powers from the disciplines of biomancy and divination.

Options:
• May wear magic armour for +15pts.
• May wear a Cloak of Feathers for +10pts.
• May have a dispel plaque for +15pts.
Hero:

Saurus Scar-Veteran 60 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 1 Saurus Scar-Veteran

Wargear: Glyph Pendant, Close Combat Weapon

Special Rules: Independent Character, Cold-Blooded, Predatory Fighter

Options:
• May purchase a close combat weapon or shield for +5pts or a great weapon or spear for +10pts.
• May upgrade any weapon to a magic weapon for +15pts each. This may have an Enchantment for +10pts.
• May wear magic armour for +15pts.
• May ride a Cold One for +15pts.
• May have an army banner for +15pts.

Hero:

Skink Chief 35 Points

Armour Save: 5+

Unit Type: Infantry

Unit Composition: 1 Skink Chief

Wargear: Glyph Pendant, Close Combat Weapon

Special Rules: Independent Character, Fleet, Aquatic, Cold-Blooded

Options:
• May purchase a close combat weapon, blowpipe, javelin or shield for +5pts or a spear for +10pts.
• May upgrade any weapon to a magic weapon for +15pts each. This may have an Enchantment for +10pts.
• May have an arcane blowpipe or javelin for +15pts.
• May wear magic armour for +15pts.
• May wear a Cloak of Feathers for +10pts, ride a Terradon for +15pts or a Ripperdactyl for +25pts.
• May have an army banner for +15pts.

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ELITES

Elites:

Temple Guard 110 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 10 Temple Guard

Wargear: Shield & Great Weapon

Special Rules: Cold-Blooded, Guardians, Predatory Fighter, Sacred Duty

Options:
• Up to 10 more Temple Guard may be purchased for 11 Points/Model.
• One Temple Guard may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• One Temple Guard may be upgraded to a musician for +5pts.
• One Temple Guard may be upgraded to a standard bearer for +5pts. The standard may be upgraded to a banner of light for +5pts, shadow for +10pts, heavens for +10pts, fire for +10pts, metal for +25pts, beasts for +5pts, life for +10pts or death for +5pts.
• If the squad size is 10 a stegadon may be purchased as a transport for 130pts.

Elites:

Chameleon Skinks 35 Points

Armour Save: 6+

Unit Type: Infantry

Unit Composition: 5 Chameleon Skinks

Wargear: Blowpipe

Special Rules: Fleet, Aquatic, Stealth, Cold-Blooded, Infiltrate, Move Through Cover

Options:
• Up to 15 more Chameleon Skinks may be purchased for 7 Points/Model.
• One Chameleon Skink may be upgraded to a Champion for +7pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• The Champion may have an arcane blowpipe for +15pts.
• If the squad size is 10 or less a stegadon may be purchased as a transport for 130pts.

Elites:

Kroxigor 111 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 3 Kroxigor

Wargear: Huge Weapon

Special Rules: Fleet, Aquatic, Cold-Blooded, Predatory Fighter, Bulky

Options:
• Up to 7 more Kroxigor may be purchased for 37 Points/Model.
• One Kroxigor may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.

Elites:

Salamander Hunting Pack 42 Points

Armour Save: Salamander; 5+, Skink Handler; 6+

Unit Type: Infantry

Unit Composition: 1 Salamander and 3 Skink Handlers

Wargear: Close Combat Weapon (Skink Handlers), Salamander Flames (Salamander)

Special Rules: Fleet, Aquatic, Cold-Blooded, Move Through Cover, Handlers

Options:
• Up to 2 more Salamanders may be purchased for 33 Points/Model.
• Up to 9 more Skink Handlers may be purchased for 3 Points/Model.
• The Salamanders may be enchanted for +10 Points/Model.

Elites:

Razordon Hunting Pack 37 Points

Armour Save: Razordon; 5+, Skink Handler; 6+

Unit Type: Infantry

Unit Composition: 1 Razordon and 3 Skink Handlers

Wargear: Close Combat Weapon (Skink Handlers), Razordon Barbs (Razordon)

Special Rules: Fleet, Aquatic, Cold-Blooded, Interceptor (Razordon), Move Through Cover, Handlers

Options:
• Up to 2 more Razordons may be purchased for 28 Points/Model.
• Up to 9 more Skink Handlers may be purchased for 3 Points/Model.
• The Razordons may be enchanted for +10 Points/Model.

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TRANSPORT

Transport:

Stegadon 130 Points

Toughness: 6

Armour Save: 4+

Unit Type: Monstrous Creature

Unit Composition: 1 Stegadon

Special Rules: Fleet, Cold-Blooded, Stampede

Stampede: Inflicts D6 Hammer of Wrath hits when charging.

Equipment: 1 Giant Bow

Transport Capacity: 10. May not transport units that are bulky or very bulky.

Options:
• May upgrade the giant bow with an Enchantment for +10pts.

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TROOPS

Troops:

Saurus Warriors 100 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 10 Saurus Warriors

Wargear: Shield & Close Combat Weapon

Special Rules: Cold-Blooded, Predatory Fighter

Options:
• May replace close combat weapons with spears for free.
• Up to 10 more Saurus Warriors may be purchased for 10 Points/Model.
• One Saurus Warrior may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• One Saurus Warrior may be upgraded to a musician for +5pts.
• One Saurus Warrior may be upgraded to a standard bearer for +5pts. The standard may be upgraded to a banner of light for +5pts, shadow for +10pts, heavens for +10pts, fire for +10pts, metal for +25pts, beasts for +5pts, life for +10pts or death for +10pts.

Troops:

Skink Cohort 40 Points

Armour Save: Skinks; 5+, Kroxigor; 4+

Unit Type: Infantry

Unit Composition: 10 Skinks

Wargear: Skinks; Shield & Javelin (with Poison (4+)), Kroxigor; Huge Weapon

Special Rules: Fleet, Aquatic, Cold-Blooded, Predatory Fighter (Kroxigor Only)

Options:
• May add 1 Kroxigor per 8 Skinks for 37 Points/Model.
• Up to 30 more Skinks may be purchased for 4 Points/Model.
• One Skink may be upgraded to a Champion for +4pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• The Champion may have an arcane javelin for +15pts.
• One Skink may be upgraded to a musician for +4pts.
• One Skink may be upgraded to a standard bearer for +4pts. The standard may be upgraded to a banner of light for +5pts, shadow for +10pts, heavens for +20pts, fire for +10pts, metal for +15pts, beasts for +5pts, life for +5pts or death for +15pts.

Troops:

Skink Skirmishers 40 Points

Armour Save: 6+

Unit Type: Infantry

Unit Composition: 10 Skink Skirmishers

Wargear: Blowpipe

Special Rules: Fleet, Aquatic, Cold-Blooded, Move Through Cover

Options:
• May replace blowpipes with javelins and shields for free.
• Up to 30 more Skink Skirmishers may be purchased for 4 Points/Model.
• One Skink Skirmisher may be upgraded to a Champion for +4pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• The Champion may have an arcane blowpipe for +15pts.
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FAST ATTACK

Fast Attack:

Cold One Riders 100 Points

Armour Save: 4+

Unit Type: Cavalry

Unit Composition: 5 Cold One Riders

Wargear: Shield & Close Combat Weapon

Special Rules: T 5, A 3, Cold-Blooded, Predatory Fighter

Options:
• May replace close combat weapons with spears for 2 Points/Model.
• Up to 15 more Cold One Riders may be purchased for 20 Points/Model.
• One Cold One Rider may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• One Cold One Rider may be upgraded to a musician for +5pts.
• One Cold One Rider may be upgraded to a standard bearer for +5pts. The standard may be upgraded to a banner of light for +5pts, shadow for +15pts, heavens for +10pts, fire for +10pts, metal for +25pts, beasts for +10pts, life for +20pts or death for +10pts.

Fast Attack:

Terradon Riders 90 Points

Armour Save: 6+

Unit Type: Jet Pack Cavalry

Unit Composition: 5 Terradon Riders

Wargear: Javelin

Special Rules: Assault Grenades, Skilled Rider, Cold-Blooded

Options:
• May replace javelins with fireleech bolas for free.
• Up to 15 more Terradon Riders may be purchased for 18 Points/Model.
• One Terradon Rider may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.
• The Champion may have an arcane javelin for +15pts.

Fast Attack:

Ripperdactyl Riders 105 Points

Armour Save: 5+

Unit Type: Jet Pack Cavalry

Unit Composition: 5 Ripperdactyl Riders

Wargear: Shield & Spear

Special Rules: A 3, Rending, Cold-Blooded, Toad Rage

Options:
• Up to 15 more Ripperdactyl Riders may be purchased for 21 Points/Model.
• One Ripperdactyl Rider may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts. This may have an Enchantment for +10pts.

Fast Attack:

Cold Ones 35 Points

Armour Save: 5+

Unit Type: Beasts

Unit Composition: 5 Cold Ones

Wargear: None

Options:
• Up to 15 more Cold Ones may be purchased for 7 Points/Model.

Fast Attack:

Carnosaur 125 Points

Toughness: 6

Armour Save: 4+

Unit Type: Monstrous Beast

Unit Composition: 1 Carnosaur

Special Rules: Cold-Blooded, Blood Frenzy

Blood Frenzy: Permanently gains +1 Attack as soon as it has inflicted 1 or more wounds in assault.

Options:
• May have a heroic rider for +15pts or a psychic rider for +25pts.
• If a heroic rider is taken then it may be armed with a magic weapon for +10pts or an arcane weapon for +15pts.
• If a magic weapon is taken this may have an Enchantment for +10pts.

Fast Attack:

Troglodon 145 Points

Toughness: 6

Armour Save: 4+

Unit Type: Monstrous Beast

Unit Composition: 1 Troglodon

Wargear: Troglodon Venom

Special Rules: Aquatic, Cold-Blooded, Poison (4+), Predatory Fighter, Primeval Roar, Oracle

Primeval Roar: Once per game the Troglodon may use its primeval roar. This causes all friendly units with the Predatory Fighter rule within 12” to get extra attacks on a to hit of 5+ instead of 6.

Oracle: Counts as having a psychic rider who must choose from the discipline of divination.

Options:
• The oracle may have an arcane weapon for +15pts.

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HEAVY SUPPORT

Heavy Support:

Bastiladon 95 Points

Toughness: 6

Armour Save: 2+

Unit Type: Monstrous Creature

Unit Composition: 1 Bastiladon

Special Rules: Cold-Blooded, Thunderous Bludgeon,

Thunderous Bludgeon: One of the bastiladon’s attacks is treated as using a power fist.

Equipment: Must have either an Ark of Sotek or a Solar Engine.

Options:
• May upgrade the ark of Sotek or solar engine with an Enchantment for +25pts.

Heavy Support:

Ancient Stegadon 155 Points

Toughness: 6

Armour Save: 3+

Unit Type: Monstrous Creature

Unit Composition: 1 Ancient Stegadon

Special Rules: Fleet, Cold-Blooded, Stampede

Stampede: Inflicts D6 Hammer of Wrath hits when charging.

Equipment: 2 Giant Blowpipes

Transport Capacity: 10. May not transport units that are bulky or very bulky.

Options:
• May replace 2 Giant Blowpipes and Transport capacity for an Engine of the Gods for +20pts.
• If giant blowpipes are taken, they may be upgraded with an Enchantment for +50pts.

Heavy Support:

Dragon 220 Points

Toughness: 6

Armour Save: 3+

Unit Type: Monstrous Flyer

Unit Composition: 1 Dragon

Must choose one of the following breath weapons:
• Fiery Breath:             Range Template S 5 AP 4 Assault 1, Magical
• Nightmare Breath:    Range Template S 4 AP 5 Assault 1, Magical, Concussive, Pinning
• Ice Breath:                Range Template S 4 AP 5 Assault 1, Magical, Strikedown
• Poisonous Breath:     Range Template S 1 AP 4 Assault 1, Magical, Fleshbane
• Lightning Breath:     Range Template S 6 AP 5 Assault 1, Magical
• Acidic Breath:          Range Template S 3 AP 2 Assault 1, Magical, Armourbane
• Ethereal Breath:        Range Template S 6 AP 2 Assault 1, Magical, Spectral
• Deafening Roar:       Range Template S 4 AP 5 Assault 1, Magical, Ignores Cover, Target loses benefit of cover in assault phase for 1 turn.

Options:
• May have a heroic rider for +15pts or a psychic rider for +25pts.
• If a heroic rider is taken then it may be armed with a magic weapon for +10pts or an arcane weapon for +15pts.
• If a magic weapon is taken this may have an Enchantment for +10pts.

Heavy Support:

Giant 90 Points

Toughness: 6

Armour Save: –

Unit Type: Monstrous Creature

Unit Composition: 1 Giant

Wargear: Massive Weapon

Special Rules: Fleet, Grab, Clumsy, Tantrum!

Grab: All close combat attacks have the Precision Strike rule.

Clumsy: Despite being a monstrous creature, giants do not have the Move Through Cover ability.

Tantrum!: If the giant inflicts no wounds in an assault phase it counts as scoring 1 wound when determining the winner of the assault.

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LORD OF WAR

Lord of War:

Dread Saurian 315 Points

Toughness: 7

Armour Save: 3+

Unit Type: Monstrous Beast

Unit Composition: 1 Dread Saurian

Special Rules: Rending Jaws, Cold Blooded, Panoply of the Ages

Rending Jaws: 1 Attack has the Instant Death rule.

Panoply of the Ages: May be treated as if carrying a banner for the following points cost: light for +5pts, shadow for +15pts, fire for +10pts, beasts for +10pts.

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FAQ

Why is there new fluff added about the elder gods? Why is the army set up with a focus on them?

Over the years we have tried various methods to make the lizardmen army work in 40K. To begin with it was fairly straightforward, with Strength bonuses handed out to various squads so that they could handle transports and land raiders. Then when 6th edition came in flyers became a lot more common, as well as a lot more durable in 7th edition, so Strength bonuses weren’t enough. I then compiled a list of what the major weaknesses were with Fantasy armies when playing against futuristic armies, namely flyers, vehicles, Toughness 7+ units, being shot to pieces by a constantly-retreating army, being hacked to bits by high-Initiative assault specialists, being shot to bits by a powerful ranged static army, being swamped by endless hordes and being ground down by well-armoured opponents. Since there were 8 weaknesses and some of these matched the winds of magic it seemed to fit that each wind of magic would cover a certain weakness. From there the idea grew into these winds being gods of Order to counter the gods of Chaos, and that this would tie in with various loose ends in the fluff such as who the oldest gods were mentioned in Xenology before Slaanesh came along, what the Umbra are, why the aspect warriors seem to be based on winds of magic, who created the Ethereal caste etc.

Are you going to do any other Fantasy to 40K conversions?

Hopefully yes. I’ve got the army books for skaven, vampire counts, tomb kings, ogres, bretonnians and beastmen and intend to convert them over the coming months. I’m waiting to hear feedback from other players for a while regarding this one, so if anyone has any requests as to which book they would like me to convert please let me know.

Why do units with the banner of Azyr get Throwing Knives?

In order to attack flyers and monstrous flyers all armies need to either fly up there and hit them or shoot them from the ground. With many Fantasy armies ranged units are rather limited in range and quite rare, and I did not want to have any auto-include units forcing players to take units that they would otherwise ignore. Therefore it made sense to allow non-ranged units to upgrade to some sort of very simple ranged attack.

Where are the special characters?

Special characters are incredibly difficult to get right points-wise and I have never used them so I have skipped them. If anyone wants to try to get the points right for them and send in their details I’ll happily add them to the main codex, but for now there seems to be plenty there to keep people occupied.

Why do some units have altered Toughness values?

A lot of monsters in Fantasy have an average Toughness of 5, presumably to reward players for taking great weapons when fighting them. In 40K, the average Toughness is typically 6 with rare exceptions, which makes sense with so many bolter rounds whizzing everywhere. It also seemed daft to have great big monsters having the same toughness as a plague marine or a space marine biker.

Why are there dragons, giants, avatars and paragons in this list?

When drafting up the codex for Bretonnians, it seemed that they would only have the trebuchet as their Heavy Support choice, and that other armies would similarly be limited in this area. It was at this time that I was looking for various methods to deal with flyers and decided that to get the Monstrous Arcanum book in case there was some way of adding to the Heavy Support section that would give players more options. I then discovered a big chart at the back that provided information on which units could be added to which armies, and it said that all armies could have several dragons, that giants were everywhere, and that truthsayers and dark emissaries were popular with many armies. It also seemed that the elementals were too awesome not to include, and that they could be taken by a wide variety of armies. From there they developed fluff tying all Fantasy armies together, with dragons being the Order equivalent to daemon princes, giants being akin to a punishment from the Greek gods, truthsayers & dark emissaries acting as druids, and avatars being the Order equivalent to a greater daemon as well as tying in further as having links to the Eldar.

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5 comments

  1. Daniel

    An interesting take on the conversion i must say, though personally i think that the inclusion of the edlar gods and using the winds of magic as gods doesn’t fit with the feel of the army or the existing fluff (which there is an abundance of), my own codex is based primarily on the old ones.

    the use of poisoned as a universal army trait is interesting though it does overlap with the dark eldar, and some of the ranged weapon profiles are weaker than i would expect.

    i agree that the various special characters are a bit tricky in terms of points values, though a suggestion would be to base their points on the base line (eg, use the base points of a scar vet for gor rok/chakax then add on a % based on their special rules/personal wargear)

    id be happy to share my own codex with you to compare to yours (unfortunately i havent played in over a year so mine is based on 6th edition not 7th so does not take into account the psychic phase)

    • BobK

      Well the fluff is designed to explain their bonuses that they need in order to fight aircraft, vehicles etc. It’s designed to fit all of the Fantasy armies at the same time, tying them all together as a faction so that Fantasy armies can fight side-by-side. I’m open to suggestions if there are any changes to the fluff you think should be made, but whatever the fluff is, it should apply to all Fantasy armies and explain how it is that they can beat up stormravens and land raiders. They’re not exactly the eldar gods, so perhaps I need to add this in somewhere to clarify this. It’s based off mentions of older gods from the xenology book in the section on umbra. Overall I would like to have an anti-chaos feel to the Fantasy armies. I know a lot of players who like 40k but want a ‘happy’ ending that they can work towards rather than have only ‘bad’ endings to choose from. This is particularly the case with female gamers I have spoken to, which is why they typically lean towards Fantasy for the fluff even though they like 40k in every other way.

      Poisoned is not a universal army trait. Why do you think it is? It often occurs where it is mentioned in the original lizardmen dex to match the Fantasy version where possible.

      I’ve tried something similar to that with special characters but ultimately special characters don’t really bring anything needed to the game and if they are too unbalanced then it would ruin the rest of the codex and get the whole codex written off as unbalanced.

      I’d like to see your codex. Do you have a link or perhaps a way of sending a copy over?

  2. Pimpcron

    This is a really awesome book. I don’t have all of the units, but the ones I have used seemed pretty well balanced. I am especially partial to the Bastilidon and Skink Cohort units. I find that your Warlord traits are great and all of them are useful in some fashion (which isn’t always to case in regular books). Your psychic powers are also very neat. I have found this codex to be very well-made. Bravo, and I hope you continue to make new ones!

    • BobK

      Thank you very much. I’m planning on changing the lore of shadows from shadowmancy to telepathy and the lore of life from telepathy to animancy (creating rock golems, frost giants, spirits & dryads as well as animating suits of armour). What do you think of this change?

      I’ve had difficulty getting feedback on what changes to make (most people just say they like it) and I don’t have the latest eldar dex which may shed some light on the latest story of the eldar pantheon. Do you have any recommendations as to whether there should be any changes to the background? I’ll be adding a short story soon when I have time which will hopefully set the scene a bit better.

      If you get a chance to play with these rules I’d love to hear how it went. There’s something about having an unusual army that makes games much more engaging I find. It’s like the story is more real because the character of those units involved is more established in your mind.

      P.S. I have also made codex bretonnians and skaven which are also on this site.

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