Fantastic 40k
FANTASTIC 40K[edit | edit source]
Fantastic 40k attempts to adapt 8th edition Warhammer Fantasy Battles army books into 9th edition Warhammer 40k codexes.
Bretonnia relic sword, armour of silvered steel, talisman of protection, war banner, dispel scroll, fozzrik's folding fortress.
Chaos Beastmen sword of might, enchanted shield, scarecrow banner, trickster's shard, potion of strength, book of ashur
Chaos Dwarfs sword of bloodshed, scroll of leeching.
Chaos Warriors sword of anti-heroes, armour of destiny, rampager's standard, forbidden rod, crown of command.
Dark Elves tormentor sword, obsidian amulet, razor standard, channeling staff, ruby ring of ruin.
Dwarfs warrior bane, talisman of endurance, dragonbane gem, ranger's standard, potion of foolhardiness.
High Elves sword of striking, spellshield, seed of rebirth, banner of eternal flame, sceptre of stability.
Lizardmen giant blade, obsidian blade, fencer's blades, gold sigil sword, biting blade, glittering scales, charmed shield, obsidian trinket, potion of toughness.
Ogre Kingdoms ogre blade, gambler's armour, power stone, featherfoe torc.
Orcs & Goblins berserker sword, trickster's helm, luckstone, gleaming pennant, sivejir's hex scroll, wizarding hat, the terrifying mask of eee!.
Skaven spellthieving sword, helm of discord, pidgeon plucker pendant, banner of swiftness, power scroll, potion of speed.
The Empire sword of battle, armour of fortune, dawnstone, standard of discipline, feedback scroll, healing potion.
Tomb Kings sword of strife, shield of ptolos, opal amulet, lichebone pennant, wand of jet, arabyan carpet.
- Regeneration, Shambling
Vampire Counts shrieking blade (Scrabscratch relic), tomb blade (regen), axe of kings (2D), obsidian lodestone, ring of commandment, wailing banner, ironcurse icon.
- Regeneration, Shambling, Newly Dead (recycle Zombies) - Invocation of Nehek (Blessing: Invocation of Nehek has a warp charge value of 5. NECROMANTIC. If manifested, select one friendly VAMPIRE COUNTS unit within 6" of this PSYKER. You can Renerate one model in that unit. You can Regenerate up to 1/D3/D6 additional Grave Guard/Skeleton Warrior/Zombie models from the selected unit), Vanhel's Dance Macabre (NECROMANTIC, you cannot use Vanhel's Dance Macabre on one unit more than once per phase), Raise Dead, Gaze of Nagash (D6+3-T MW R24" no sniperino), Wind of Death, Curse of Years (-1 T permanently) - Each time a VAMPIRE COUNTS PSYKER is selected to manifest psychic powers, it can attempt to manifest a NECROMANTIC power that it knows from the Vampiric discipline even if that power has already been attempted to be manifested that phase. Each time such a unit attempts to manifest such a power, then until the end of the phase, add 1 to that power's warp charge value for each other attempt that has been made to manifest it by a unit from your army that phase, whether the attempt was successful or not. - Hand of Dust, Hellish Vigour - Ethereal (4+ invulnerable save. 3+ invulnerable save against shooting attacks.)
Wood Elves sword of swift slaying, dragonhelm, talisman of preservation, earthing rod, scroll of shielding, the other trickster's shard.
LIZARDMEN[edit | edit source]
CRUSADE RULES[edit | edit source]
Saurian Rage: When this unit Fights; a number of models in this unit up to the number of models that fled from this unit in the previous Morale phase can make one additional attack at S: User AP-2 D 1.
ARMIES OF RENOWN[edit | edit source]
Southlands Sacred Hosts
ARMY LIST AND POINTS VALUES[edit | edit source]
You can use this section to build your army list. Each entry lists the unit's size (i.e. how many models the unit can contain), what wargear and psychic powers the unit has and how many points the unit and its options cost. If an entry has a unit cost of 'x pts/model; then the unit costs x points for every model in that unit. You must then add points for each weapon, or item of wargear listed in that unit's entry (wargear with no cost listed in a unit's entry cost no additional points to include in that unit). You can only include one of each unique model in your army list.
HQ[edit | edit source]
Chakax
Unit Size: 1 unique Chakax equipped with: The Star-stone Mace; The Helm of the Prime Guardian; The Key to the Eternity Chamber.
Unit Cost: 150 pts.
Gor-Rok
Unit Size: 1 unique Gor-Rok equipped with: The Mace of Ulumak; The Shield of Aeons.
Unit Cost: 150 pts.
Oxyotl
Unit Size: 1 unique Oxyotl equipped with: The Golden Blowpipe of P’Toohee.
Unit Cost: 100 pts.
Saurus Scar-Veteran
Unit Size: 1 Saurus Scar-Veteran equipped with: biting blade.
Unit Cost: 60 pts.
Options:
- May replace biting blade with one of the following:
- Champion's blades (unless mounted) 10 pts. - Giant weapon 20 pts. - Gold sigil spear 10 pts. - Obsidian halberd 10 pts.
- May take glittering scales 10 pts.
- May take a charmed shield 10 pts.
- May take one of the following:
- Cold One; savage bite 30 pts. - Carnosaur; blood frenzy 100 pts.
Skink Chief
Unit Size: 1 Skink Chief equipped with: biting blade.
Unit Cost: 50 pts.
Options:
- May replace biting blade with one of the following:
- Champion's blades (unless mounted) 5 pts. - Firefly frog venom blowpipe 0 pts. - Bane head javelin 0 pts. - Gold sigil spear 5 pts.
- May take glittering scales 10 pts.
- May take a charmed shield 5 pts.
- May take one of the following:
- Ancient Stegadon Mount; howdah crew; 2 giant blowpipes; sharpened horns 100 pts - Ripperdactyl; massive jaws 30 pts - Stegadon Mount; howdah crew; giant bow; sharpened horns 100 pts - Terradon; drop rocks; swooping dive 30 pts
Skink Priest
Unit Size: 1 Skink Priest.
Unit Cost: 50 pts.
Options:
- This model knows Smite and one psychic power from one of the following psychic disciplines:
- Astromancy - Totemcalling
- You may know one additional power from the discipline you choose 10 pts.
- May take one of the following:
- Cube of darkness 20 pts. - Blood statuette of spite 15 pts.
- May take obsidian trinket 10 pts.
- May take potion of toughness 10 pts.
- May take: Ancient Stegadon mount; howdah crew; Engine of the Gods; sharpened horns 100 pts.
Tetto’eko
Unit Size: 1 unique Tetto’eko equipped with: The Eye of the Old Ones; The Stellar Staff. This unit knows Smite and 6 psychic powers from the Astromancy discipline.
Unit Cost: 100 pts.
Tiktaq’to
Unit Size: 1 unique Tiktaq’to equipped with: Mask of Heavens; The Blade of Ancient Skies.
Unit Cost: 120 pts.
TROOPS[edit | edit source]
Saurus Warriors
Unit Size: 10-30 Saurus Warriors. Every model is equipped with: biting blade.
Unit Cost: 8 pts/model.
Options:
- Every model may replace biting blade with: gold sigil spear.
- One model may take: champion's charm 3 pts.
- A second model may take: instrument 10 pts.
- A third model may take: Lizardmen totem 10 pts.
Skink Cohort
Unit Size: 10-30 Skinks. 0-1 Kroxigor for every eight Skinks in the unit. Every Skink is equipped with: Lustrian javelin. Every Kroxigor is equipped with: giant weapon.
Unit Cost: 5 pts/Skink 25 pts/Kroxigor.
Options:
- One Skink may take: champion's charm 3 pts.
- A second Skink may take: instrument 5 pts.
- A third Skink may take: Lizardmen totem 5 pts.
Skink Skirmishers
Unit Size: 10-20 Skink Skirmishers. Every model is equipped with: blowpipe.
Unit Cost: 5 pts/model.
Options:
- One model may take: champion's charm 3 pts.
ELITES[edit | edit source]
Jungle Swarms
Unit Size: 3-10 Jungle Swarms. Every model is equipped with venomous fangs.
Unit Cost: 15 pts/model.
Kroxigors
Unit Size: 3-6 Kroxigors. Every model is equipped with: giant weapon.
Unit Cost: 25 pts/model.
Options:
- One model may take: champion's charm 10 pts.
Razordon Hunting Packs
Unit Size: 1-3 Razordons, 3-4 Skink Handlers per Razordon. Every Razordon is equipped with: spine rain; snapping jaw.
Unit Cost: 30 pts/Razordon 5 pts/Skink Handler.
Salamander Hunting Packs
Unit Size: 1-3 Salamanders, 3-4 Skink Handlers per Razordon. Every Salamander is equipped with: flame spout; snapping jaw.
Unit Cost: 30 pts/Salamander 5 pts/Skink Handler.
Temple Guard
Unit Size: 5-20 Temple Guard. Every model is equipped with: obsidian halberd.
Unit Cost: 12 pts/model.
Options:
- One model may take: champion's charm 5 pts.
- A second model may take: instrument 15 pts.
- A third model may take: Lizardmen totem 15 pts.
FAST ATTACK[edit | edit source]
Chameleon Skinks
Unit Size: 5-10 Chameleon Skinks. Every model is equipped with: blowpipe.
Unit Cost: 8 pts/model.
Options:
- One model may take: champion's charm 4 pts.
Cold One Riders
Unit Size: 5-10 Cold One Riders. Every model is equipped with: savage bite; gold sigil spear.
Unit Cost: 20 pts/model.
Options:
- One model may take: champion's charm 5 pts.
- A second model may take: instrument 15 pts.
- A third model may take: Lizardmen totem 15 pts.
Ripperdactyl Riders
Unit Size: 3-6 Ripperdactyl Riders. Every model is equipped with: massive jaws; gold sigil spear.
Unit Cost: 30 pts/model.
Options:
- One model may take: champion's charm 3 pts.
Terradon Riders
Unit Size: 3-6 Terradon Riders. Every model is equipped with: drop rocks; Lustrian javelin; swooping dive.
Unit Cost: 30 pts/model.
Options:
- One model may take: champion's charm 3 pt.
HEAVY SUPPORT[edit | edit source]
Ancient Stegadon
Unit Size: 1 Ancient Stegadon with howdah crew; 2 giant blowpipes; sharpened horns.
Unit Cost: 120 pts.
Bastiladon
Unit Size: 1 Bastiladon with solar engine, howdah crew; thunderous bludgeon.
Unit Cost: 100 pts.
Options:
- May replace solar engine with: ark of Sotek 20 pts.
Stegadon
Unit Size: 1 Stegadon with giant bow; howdah crew; sharpened horns.
Unit Cost: 110 pts.
Troglodon
Unit Size: 1 Troglodon with noxious venom; Skink Oracle Rider.
Unit Cost: 130 pts.
Options:
- May take divining rod 5 pts.
LORDS OF WAR[edit | edit source]
Kroq-Gar
Unit Size: 1 unique Kroq-Gar equipped with Hand of Gods; Revered Spear of Tlanxla.
Unit Cost: 250 pts.
Lord Kroak
Unit Size: 1 unique Lord Kroak equipped with Golden Death Mask; Becalming Cogitation; Higher State of Consciousness; Reservoir of Eldritch Energy; Soul of Stone; The Harrowing Scrutiny. This unit knows the Deliverance of Itza psychic power.
Unit Cost: 250 pts.
Lord Mazdamundi
Unit Size: 1 unique Lord Mazdamundi equipped with Cobra Mace of Mazdamundi; Sunburst Standard of Hexoatl; Becalming Cogitation; Harmonic Convergence; Soul of Stone; Transcendent Healing.
Unit Cost: 300 pts.
Options:
- This unit knows Smite and four psychic powers from one of the following psychic disciplines:
- Animism - Astromancy - Immolation - Legerdemain - Soul-stealing - Soulkeeping - Totemcalling - Transmutancy
Slann Mage-Priest
Unit Size: 1 Slann Mage-Priest.
Unit Cost: 150 pts.
Options:
- This unit knows Smite and four psychic powers from one of the following psychic disciplines:
- Animism - Astromancy - Immolation - Legerdemain - Soul-stealing - Soulkeeping - Totemcalling - Transmutancy
- May take one of the following:
- Itxi grubs 10 pts. - Rod of the storm 15 pts.
- May take glyph necklace 25 pts.
- May take war drum of Xahutec 30 pts.
- You must take 1-4 ancient practices:
- Becalming Cogitation 10 pts. - Focus of Mystery 20 pts. - Harmonic Convergence 15 pts. - Higher State of Consciousness 25 pts. - Reservoir of Eldritch Energy 20 pts. - Soul of Stone 15 pts. - The Harrowing Scrutiny 10 pts. - Transcendent Healing 10 pts. - Unfathomable Presence 5 pts. - Wandering Deliberations 10 pts.
Saurus Oldblood
Unit Size: 1 Saurus Oldblood equipped with: biting blade.
Unit Cost: 80 pts.
Options:
- May replace biting blade with one of the following:
- Champion's blades (unless mounted) 10 pts. - Giant weapon 20 pts. - Gold sigil spear 10 pts. - Obsidian halberd 10 pts.
- May take glittering scales 10 pts.
- May take a charmed shield 10 pts.
- May take one of the following:
- Cold One; savage bite 30 pts. - Carnosaur; blood frenzy 120 pts.
Tehenhauin
Unit Size: 1 unique Tehenhauin equipped with Blade of the Serpent's Tongue.
Unit Cost: 100 pts.
WARGEAR[edit | edit source]
ANCIENT PRACTICES[edit | edit source]
| NAME | EFFECT |
|---|---|
| *Becalming Cogitation | Once in each Psychic phase, you can re-roll any number of dice used for this unit’s attempt to Deny the Witch. |
| *Focus of Mystery | This unit knows 2 additional powers from its chosen psychic discipline. |
| *Harmonic Convergence | Add 1 to the first Psychic test taken for this unit each turn. |
| *Higher State of Consciousness | This unit has a 3+ invulnerable save. |
| *Reservoir of Eldritch Energy | This unit may attempt to manifest one additional power during your Psychic phase but may attempt to Deny the Witch one fewer times than usual. |
| *Soul of Stone | Roll a D6 whenever this unit suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as the result of the psyker suffering Perils of the Warp. On a 5+ that wound is ignored. |
| *The Harrowing Scrutiny | Subtract 2 from the charge range of any unit that declares a charge against this unit. Enemy models may not fire Overwatch at this unit. |
| *Transcendent Healing | This unit regains one wound lost earlier in the battle during each of your Command phases. |
| *Unfathomable Presence | Each time a Deny the Witch test is taken for this unit, if the unit attempting to manifest the psychic power is within 12" of this unit, add 1 to that Deny the Witch test. |
| *Wandering Deliberations | At the end of your Psychic phase, you may replace one power this model manifested this phase with one from any discipline this model can choose. |
COMMAND GROUPS[edit | edit source]
| NAME | EFFECT |
|---|---|
| *Champion's charm | Add 1 to the bearer's Attacks characteristic. Each time the bearer fires a ranged weapon increase the number of shots fired by 1. |
| *Instrument | Add 1 to Advance and Charge rolls made for the bearer's unit to a maximum of +2. |
| *Lizardmen totem | Add 1" to the distance the bearer's unit can Pile In and Consolidate. |
MELEE WEAPONS[edit | edit source]
| WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
|---|---|---|---|---|---|---|
| *Biting blade | Melee | Melee | User | -1 | 1 | - |
| *Blade of the Serpent's Tongue | Melee | Melee | User | -1 | 3 | Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |
| *Blood frenzy | Melee | Melee | User | -2 | 6 | Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 50% of its wounds remaining, it can only make one additional attack instead. If the bearer has less than 25% of its wounds remaining no attacks can be made with this weapon. |
| *Champion's blades | Melee | Melee | User | - | 1 | Each time the bearer fights make one additional attack with this weapon. Unmodified hit rolls of 1-3 for melee attacks always fail to hit the wielder. |
| *Cobra Mace of Mazdamundi | Melee | Melee | User | - | 1 | Increase the Damage characteristic of this weapon to D6 against CHARACTERS. Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |
| *Giant weapon | Melee | Melee | +2 | -3 | 3 | The bearer's unit always fights last. |
| *Gold sigil spear | Melee | Melee | User | - | 1 | The bearer's unit always fights first. |
| *Howdah crew (melee) | Melee | Melee | 3 | - | 1 | Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 50% of its wounds remaining no attacks can be made with this weapon. |
| *Massive jaws | Melee | Melee | User | -2 | 2 | Each time the bearer fights, it can make two additional (and only two) attacks with this weapon. |
| *Noxious venom (melee) | Melee | Melee | User | -2 | 6 | Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 50% of its wounds remaining, it can only make two additional attacks instead. If the bearer has less than 25% of its wounds remaining, it can only make one additional attack instead. |
| *Obsidian Halberd | Melee | Melee | +1 | -6 | 1 | - |
| *Revered Spear of Tlanxla | Melee | Melee | User | -3 | 1 | The bearer's unit always fights first. Enemy units within 1" of the bearer always fight last. |
| *Savage bite | Melee | Melee | User | -2 | 1 | Unless the bearer's unit charged this turn the bearer's unit always fights. Each time the bearer fights, it can make one additional (and only one) attack with this weapon. |
| *Sharpened horns | Melee | Melee | 6 | -2 | 3 | Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 25% of its wounds remaining no attacks can be made with this weapon. |
| *Snapping jaws | Melee | Melee | User | -2 | 2 | |
| *Swooping dive | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it can make one additional (and only one) attack with this weapon. |
| *The Blade of Ancient Skies | Melee | Melee | User | -6 | 1 | Improve the Damage characteristic of this weapon to 2 against units with the FLY keyword. |
| *The Mace of Ulumak | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
| *The Star-stone Mace | Melee | Melee | +2 | -3 | 3 | The bearer's unit always fights last. The bearer can fight twice, instead of only once in any Fight phase the bearer has destroyed an enemy CHARACTER model. |
| *Tide of Serpents | Melee | Melee | 3 | - | 1 | Each time the bearer fights, it can make five additional (and only five) attacks with this weapon. Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |
| *Thunderous bludgeon | Melee | Melee | User | -2 | 1 | The bearer's unit always fights. If the bearer has more than 25% of its wounds remaining, it can make two additional attacks with this weapon. |
| *Venomous fangs | Melee | Melee | 3 | - | 1 | Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |
- Note: A unit with savage bite and gold sigil spear fight normally unless it has charged, then it would always fight first.
- Note: A unit with savage bite and giant weapon always fights last unless it has charged, then it would fight normally.
MOUNTS[edit | edit source]
| NAME | EFFECT |
|---|---|
| *Ancient Stegadon Mount | Decrease the bearer's Move characteristic to 5. Increase the bearer's Strength characteristic to 6, Toughness characteristic to 6, Wounds characteristic to 12 and Sv characteristic to 3+. The bearer gains the M3/4/5 and Monstrous Reaction abilities. The bearer gains the MONSTER keyword and loses the INFANTRY keyword. |
| *Carnosaur | Increase the bearer's Move characteristic to 8, Strength characteristic to 7 and Wounds characteristic to 10. The bearer gains the M4/6/8 and Monstrous Reaction abilities. The bearer gains the MONSTER keyword and loses the INFANTRY keyword. |
| *Cold One | Increase the bearer's Move characteristic to 8. The bearer gains the CAVALRY keyword and loses the INFANTRY keyword. |
| *Ripperdactyl | Increase the bearer's Strength characteristic to 4 and the bearer's Move characteristic to 20. The bearer gains the FLY and CAVALRY keywords and loses the INFANTRY keyword. |
| *Stegadon Mount | Increase the bearer's Strength characteristic to 5, Toughness characteristic to 6, Wounds characteristic to 12 and Sv characteristic to 4+. The bearer gains the M4/6/8 and Monstrous Reaction abilities. The bearer gains the MONSTER keyword and loses the INFANTRY keyword. |
| *Terradon | Increase the bearer's Strength characteristic to 4 and the bearer's Move characteristic to 20 and Wounds characteristic to 5. The bearer gains the FLY and CAVALRY keywords and loses the INFANTRY keyword. |
OTHER WARGEAR[edit | edit source]
| NAME | EFFECT |
|---|---|
| *Ark of Sotek | In your Command phase, one destroyed model from each SWARM unit from your army within 6" of this unit is returned to the unit in unit coherency and more than 1" from enemy models. Each unit can only be affected by this ability once per phase. The bearer gains the following ability 'Snake Effigy (Aura): While a unit from your army is within 6" of this model, each time a melee attack is made for that unit, a hit roll of 6 automatically wounds unless the target is a VEHICLE.' |
| *Blood statuette of spite | Once per game before the bearer attempts to manifests the Smite psychic power you may choose any visible enemy unit within 18" as the target of the power rather than the closest visible enemy unit. |
| *Charmed shield | Subtract 1 from hit rolls against the bearer in the Shooting phase of the first battle round. If the bearer has the INFANTRY or CAVALRY keyword then the effect lasts the entire game. |
| *Cube of darkness | At the start of your opponent's Psychic phase you may activate up to one cube of darkness that has not previously been activated. Until the end of the phase subtract 1 from any Psychic tests enemy PSYKERS make. |
| *Divining rod | In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER. |
| *Drop rocks | Once per game, after the bearer has moved in your Movement phase, you can select one unit it moved across. Roll a D6s for each model in that unit: for each 4+, that unit suffers 1 mortal wound. Subtract 2 from the roll against CHARACTERS. |
| *Engine of the Gods | Units from your army within 6" of the bearer gain a 6+ invulnerable save against ranged attacks. Subtract 1 from the Toughness characteristic of enemy UNDEAD, DAEMON and FOREST SPIRIT units within 6" of the bearer. During each of your Psychic phases, the casting value of the first psychic power a PSYKER from your army attempts to manifest is reduced by 2 to a minimum of 7. |
| *Glittering scales | The bearer gains a 5+ invulnerable save. |
| *Glyph necklace | Subtract 1 from hit rolls made for attacks against the bearer. |
| *Golden Death Mask | Subtract 1 from the Weapon Skill characteristic of enemy units within 1" of the bearer. |
| *Itxi grubs | Once per game when the bearer performs a psychic action the bearer may consume the Itxi grubs to automatically succeed with no opportunity for your opponent to deny the psychic action. |
| *Obsidian trinket | Each time the bearer would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost. |
| *Potion of toughness | Once per game at the start of any phase the bearer may drink a potion of toughness, until the end of the phase the bearer's Toughness is increased by 1 to a minimum of 6. |
| *Rod of the storm | Once per game when the bearer manifests the Smite psychic power all enemy units with the FLY keyword within 18" of the bearer suffer a mortal wound. |
| *Sunburst Standard of Hexoatl | Subtract 1 from hit rolls for shooting attacks against units from your army within 6" of the bearer. |
| *The Helm of the Prime Guardian | Unmodified hit rolls of 1-3 always fail to hit the bearer. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. |
| *The Key to the Eternity Chamber | Enemy units within 1" of the bearer may not Fall Back. |
| *The Eye of the Old Ones | Re-roll Advance rolls of 1 for units from your army within 6" of the bearer. |
| *Mask of Heavens | Add 1 to hit rolls for units from your army with the FLY keyword within 6" of the bearer. |
| *The Shield of Aeons | Enemy units within 1" of the bearer suffer D3 mortal wounds at the end of the Charge phase if they performed a Heroic Intervention or Charge this turn. The bearer has a 2+ Sv characteristic. |
| *The Stellar Staff | Each time the bearer attempts to manifest the Comet of Casandora psychic power, add 2 to the result of the test. |
| *War drum of Xahutec | Once per turn during your Shooting phase the bearer may nominate an INFANTRY unit from your army within 6", that unit may shoot even if it fell back this turn. |
RANGED WEAPONS[edit | edit source]
| WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
|---|---|---|---|---|---|---|
| *Bane head javelin | 12" | Assault 1 | 3 | - | 2 | Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. |
| *Blowpipe | 12" | Assault 2 | 3 | - | 1 | Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |
| *Firefly frog venom blowpipe | 12" | Assault 2 | 3 | - | 1 | Hits made with this weapon automatically wound enemy units (excluding VEHICLES). |
| *Flame spout | 24" | Assault D6 | 4 | -4 | 1 | Blast |
| *Giant blowpipe | 12" | Heavy 3 | 3 | - | 1 | Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. This weapon may only be fired if the firing model has 25% or more of its starting wounds remaining. |
| *Giant bow | 36" | Heavy 1 | 7 | -1 | D3 | This weapon may only be fired if the firing model has 25% or more of its starting wounds remaining. |
| *Hand of Gods | 24" | Assault D6 | 4 | - | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
| *Howdah crew (shooting) | 12" | Assault 3 | 3 | - | 1 | Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. This weapon may only be fired if the firing model has 50% or more of its starting wounds remaining. |
| *Lustrian javelin | 12" | Assault 1 | 3 | - | 1 | Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |
| *Noxious venom (shooting) | 18" | Assault 1 | 5 | -2 | 1 | Unless the target is a VEHICLE increase the Damage characteristic to D6. Change the type of the weapon to Assault 2 if the bearer has 25% or more of its starting wounds remaining or 3 if the bearer has 50% or more of its starting wounds remaining. |
| *Solar engine | 24" | Heavy 1 | 8 | -4 | D6 | This weapon may only be fired if the firing model has 25% or more of its starting wounds remaining. |
| *Spine rain | 24" | Assault 3 | 4 | -1 | 2 | When firing Overwatch with this weapon, a 4, 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. |
| *The Golden Blowpipe of P’Toohee | 12" | Assault 3 | 3 | - | 2 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Hits made with this weapon automatically wound enemy units (excluding VEHICLES). |
PSYCHIC POWERS[edit | edit source]
https://docs.google.com/document/d/15quO21xeb8osvXmCiEFUD9viAf4HbDOs2LXl7wcfwiE/edit?usp=sharing
Deliverance of Itza[edit | edit source]
Witchfire: Deliverance of Itza has a warp charge value of 5. This psychic power can be manifested any number of times in your Psychic phase. If manifested this power inflicts 1 mortal wound to each enemy unit within 18" of the PSYKER. If the result of the Psychic test was 11+ each enemy DAEMON and UNDEAD unit within 18" of the PSYKER suffer 1 additional mortal wound.
RELICS[edit | edit source]
AMULET OF TLAZCOTL
- Each time an attack is made against the bearer, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
- The bearer has the following ability: 'Amulet of Tlazcotl (Aura): While a unit from your army is within 6" of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.'
CHARM OF TZUNKI
Increase the bearer's Move characteristic by 2 to a minimum of 9. The bearer gains the Aquatic ability.
CLOAK OF TEPOK
INFANTRY only. The bearer gains the FLY keyword. The first time an enemy PSYKER miscasts it suffers 1 mortal wound.
CUPPED HANDS OF THE OLD ONES
INFANTRY units from your army within 6" of the bearer gain a 5+ invulnerable save against ranged attacks.
DAGGER OF SOTEK
Skink Priest only. One PSYKER from your army other than the wielder can cast an additional psychic power during your psychic phase. The wielder cannot cast PSYCHIC powers while you control a PSYKER other than the wielder unless the wielder destroyed one or more enemy models in the Fight phase of the previous turn or previous battle round.
DRAGONFLY OF QUICKSILVER
At the start of the first battle round, select up to three units from your army and redeploy them within your deployment zone.
HUANCHI'S BLESSED TOTEM
BATTLE STANDARD BEARER only. Units from your army within 6" of the bearer are eligible to perform Heroic Interventions as if they were CHARACTERS. CHARACTERS from your army within 6" of the bearer can perform a Heroic Intervention while within 6" horizontally instead of 3" horizontally. In addition, when CHARACTERS from your army within 6" of the bearer perform a Heroic Intervention, they can move up to 6" instead of 3".
QUETZL'S PENDANT
The bearer has a 2+ invulnerable save until this saving throw is failed. This invulnerable saving throw can never be re-rolled.
SACRED STEGADON HELM OF ITZL
The bearer has the following ability: 'Sacred Stegadon Helm of Itzl (Aura): While a CAVALRY or MONSTER unit from your army is within 6" of this model, you can re-roll charge rolls made for that unit.'
STAFF OF CHOTEC
Model equipped with firefly frog venom blowpipe or bane head javelin only. Replace the bearer's firefly frog venom blowpipe or bane head javelin with Staff of Chotec.
| WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
|---|---|---|---|---|---|---|
| *Staff of Chotec | 18" | Assault 3 | 5 | -2 | 2 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. |
THE BLADE OF REALITIES
Model equipped with obsidian halberd only. Invulnerable saves cannot be taken against the bearer's obsidian halberd.
THE EGG OF QUANGO
Once per battle, at the start of any Fight phase, the bearer can use this Relic. If it does, select one enemy unit within 1" of the bearer and roll 3 D6s: for each 2-3, that unit suffers 1 mortal wound; for each 4-6, that unit suffers 2 mortal wounds.
THE SHIELD OF THE MIRRORED POOL
Model with charmed shield only. Roll a D6 each time the bearer would lose a wound: on a 5+, that wound is not lost and if the wound was caused by a psychic power the PSYKER that manifested the power suffers 1 mortal wound.
THE PIRANHA BLADE
Model equipped with biting blade only. Increase the Damage characteristic of the bearer's biting blade to D6.
WARLORD TRAITS[edit | edit source]
If a LIZARDMEN CHARACTER model is your WARLORD, you can use the appropriate Warlord Traits table below based on whether the model has the SAURUS, SLANN or SKINK keyword to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.
SAURUS WARLORD TRAITS[edit | edit source]
1 Intimidating Presence
Subtract 1 from the Leadership of enemy units within 6" of your WARLORD. In addition, each time your opponent uses a Stratagem roll a D6 if you haven't already gained any CP this turn, on a roll of 5+ you gain 1 CP.
2 Master of the Vanguard
Units from your army within 6" of your WARLORD add 2" to their Charge rolls.
3 Legendary Fighter
Add 1 to your WARLORD's Attacks characteristic. In addition, your WARLORD can make a Heroic Intervention when enemy units are within 6" rather than 3" and can move up to 6" when making a Heroic Intervention.
SLANN WARLORD TRAITS[edit | edit source]
1 Inspiring Presence
Units from your army within 6" of your WARLORD automatically pass morale tests. In addition, increase the range of all abilities on your WARLORD's datasheet by 3".
2 Conqueror of Cities
Units from your army within 6" of your WARLORD ignore the benefits of cover when making a shooting attack.
3 Immovable Object
Add 1 to the WARLORD's Toughness characteristic. During your opponent's psychic phase your WARLORD may attempt to deny one additional power.
SKINK WARLORD TRAITS[edit | edit source]
1 Tenacity
Add 1 to your WARLORD's Wounds characteristic. In addition, roll a D6 each time your WARLORD would lose a wound, on a roll of 6+ the wound is not lost.
2 Target Priority
Once per turn at the beginning of your Shooting phase the WARLORD can nominate a unit from your army within 6", until the end of the phase that unit ignores all penalties to its hit rolls.
3 Master of Ambush
Before the first turn starts you may redeploy your WARLORD anywhere within your deployment zone. In addition, each time you roll an unmodified saving throw of 6 for this WARLORD in the Fight phase, the enemy unit that made the attack suffers a mortal wound after it has resolved all of its attacks.
UNIT DATASHEET[edit | edit source]
| Name | M | WS | BS | S | T | W | A | Ld | Sv | Keywords and Abilities |
|---|---|---|---|---|---|---|---|---|---|---|
| *Ancient Stegadon | 5" | 4+ | 4+ | 6 | 6 | 12 | 0 | 7 | 3+ | LIZARDMEN, MONSTER, SKINK, M3/4/5, Monstrous Reaction |
| *Bastiladon | 5" | 4+ | 4+ | 4 | 5 | 10 | 1 | 7 | 2+ | LIZARDMEN, MONSTER, SKINK, M3/4/5, Monstrous Reaction |
| *Chakax | 5" | 3+ | - | 5 | 5 | 4 | 4 | 9 | 3+ | LIZARDMEN, CHARACTER, INFANTRY, SAURUS, Frenzy, Saurus Leader |
| *Chameleon Skink | 8" | 5+ | 3+ | 3 | 2 | 1 | 1 | 6 | 6+ | LIZARDMEN, INFANTRY, SKINK, Aquatic, Chameleon, Infiltrate |
| *Cold One Rider | 8" | 4+ | - | 4 | 4 | 3 | 2 | 9 | 3+ | LIZARDMEN, CAVALRY, SAURUS, Frenzy |
| *Gor-Rok | 5" | 3+ | - | 5 | 5 | 4 | 4 | 9 | 2+ | LIZARDMEN, CHARACTER, INFANTRY, SAURUS, Frenzy, Resilient, Saurus Leader |
| *Jungle Swarm | 8" | 4+ | - | 2 | 2 | 5 | 5 | 10 | 7+ | LIZARDMEN, SWARM |
| *Kroxigor | 8" | 4+ | - | 5 | 4 | 3 | 3 | 8 | 4+ | LIZARDMEN, INFANTRY, KROXIGOR, Aquatic, Frenzy |
| *Kroq-Gar | 8" | 2+ | - | 7 | 5 | 4 | 4 | 9 | 3+ | LIZARDMEN, MONSTER, CHARACTER, SAURUS, 5+ Invulnerable Save, Frenzy, M4/6/8, Monstrous Reaction, Saurus Leader |
| *Lord Kroak | 5" | 5+ | - | 3 | 4 | 9 | 1 | 10 | 7+ | LIZARDMEN, CHARACTER, FLY, INFANTRY, PSYKER, SLANN, 3+ Invulnerable Save, Magic (Slann) |
| *Lord Mazdamundi | 5" | 4+ | 4+ | 6 | 6 | 12 | 1 | 10 | 3+ | LIZARDMEN, CHARACTER, MONSTER, PSYKER, SLANN, 4+ Invulnerable Save, M3/4/5, Magic (Slann), Monstrous Reaction |
| *Oxyotl | 8" | 3+ | 2+ | 3 | 3 | 4 | 3 | 8 | 4+ | LIZARDMEN, CHARACTER, INFANTRY, SKINK, Aquatic, Master Predator, Skink Leader |
| *Razordon | 8" | 4+ | 4+ | 5 | 3 | 3 | 2 | 5 | 4+ | LIZARDMEN, BEAST, Aquatic |
| *Ripperdactyl Rider | 20" | 3+ | 3+ | 5 | 5 | 4 | 1 | 6 | 4+ | LIZARDMEN, CAVALRY, FLY, SKINK, Frenzy |
| *Salamander | 8" | 4+ | 4+ | 5 | 3 | 3 | 2 | 5 | 4+ | LIZARDMEN, BEAST, Aquatic |
| *Saurus Scar-Veteran | 5" | 3+ | - | 5 | 5 | 4 | 4 | 9 | 3+ | LIZARDMEN, CHARACTER, INFANTRY, SAURUS, Frenzy, Saurus Leader |
| *Saurus Oldblood | 5" | 3+ | - | 5 | 5 | 5 | 5 | 9 | 3+ | LIZARDMEN, CHARACTER, INFANTRY, SAURUS, Frenzy, Saurus Leader |
| *Saurus Warrior | 5" | 4+ | - | 4 | 4 | 1 | 2 | 9 | 4+ | LIZARDMEN, INFANTRY, SAURUS, Frenzy |
| *Slann Mage-Priest | 5" | 4+ | - | 3 | 4 | 9 | 1 | 10 | 7+ | LIZARDMEN, CHARACTER, FLY, INFANTRY, PSYKER, SLANN, 4+ Invulnerable Save, Magic (Slann) |
| *Skink | 8" | 5+ | 4+ | 3 | 2 | 1 | 1 | 6 | 6+ | LIZARDMEN, INFANTRY, SKINK, Aquatic |
| *Skink Chief | 8" | 3+ | 2+ | 3 | 3 | 4 | 3 | 7 | 4+ | LIZARDMEN, CHARACTER, INFANTRY, SKINK, Aquatic, Skink Leader |
| *Skink Handler | 8" | 5+ | 4+ | 3 | 3 | 1 | 1 | 6 | 6+ | LIZARDMEN, BEAST, SKINK, Aquatic |
| *Skink Priest | 8" | 4+ | 4+ | 3 | 2 | 4 | 1 | 7 | 6+ | LIZARDMEN, CHARACTER, INFANTRY, PSYKER, SKINK, Aquatic, Arcane Vassal, Magic (Skink) |
| *Skink Skirmisher | 8" | 5+ | 3+ | 3 | 2 | 1 | 1 | 6 | 6+ | LIZARDMEN, INFANTRY, SKINK, Aquatic |
| *Stegadon | 8" | 4+ | 4+ | 5 | 6 | 12 | 0 | 7 | 4+ | LIZARDMEN, MONSTER, SKINK, M4/6/8, Monstrous Reaction |
| *Tehenhauin | 8" | 2+ | 2+ | 4 | 3 | 5 | 3 | 9 | 4+ | LIZARDMEN, CHARACTER, INFANTRY, PSYKER, SKINK, Aquatic, Arcane Vassal, Magic (Tehenhauin), Skink Leader, Master of Snakes, Prophet of Sotek |
| *Temple Guard | 5" | 3+ | - | 4 | 4 | 1 | 2 | 9 | 3+ | LIZARDMEN, INFANTRY, SAURUS, Frenzy, Guardians, Sacred Duty |
| *Terradon Rider | 20" | 4+ | 4+ | 4 | 3 | 2 | 1 | 6 | 4+ | LIZARDMEN, CAVALRY, FLY, SKINK |
| *Tetto’eko | 8" | 5+ | 4+ | 3 | 4 | 4 | 1 | 7 | 6+ | LIZARDMEN, CHARACTER, INFANTRY, PSYKER, SKINK, 5+ Inuvlnerable Save, Aquatic, Arcane Vassal, Herald of Cosmic Events, Magic (Skink) |
| *Tiktaq’to | 20" | 3+ | 2+ | 4 | 3 | 5 | 3 | 8 | 4+ | LIZARDMEN, CAVALRY, CHARACTER, FLY, SKINK, Aquatic, Master of Skies, Skink Leader |
| *Troglodon | 8" | 4+ | 4+ | 5 | 5 | 10 | 1 | 7 | 4+ | LIZARDMEN, MONSTER, SKINK, Arcane Vassal, Bloodroar, Frenzy, M4/6/8, Monstrous Reaction |
NOTE: LIZARDMEN is a faction keyword, the remaining keywords listed are not faction keywords.
NOTE: Some units can include models that have different keywords. While a unit has models with different keywords, it is considered to have all the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
ABILITIES[edit | edit source]
| NAME | EFFECT |
|---|---|
| *Aquatic | If this unit has the INFANTRY keyword it treats terrain features like rivers and lakes as open ground during the Movement and Charge phase. While within a terrain feature of this kind this model benefits from light cover if it has the INFANTRY keyword. |
| *Arcane Vassal | When a SLANN from your army attempts to manifests a Witchfire psychic power they may choose this model from your army to cast through if this model has not already been used as a medium this phase. Draw line of sight and range from this model instead of the SLANN if the power is manifested. This model suffers 1 mortal wound if the SLANN suffers Perils of the Warp while using this model as a medium. |
| *Bloodroar | Add 1 to the Attacks characteristic of units from your army with the Frenzy ability within 6" of this unit. |
| *Chameleon | Subtract 1 from the Ballistic Skill characteristic of enemy units while they are shooting at a unit with this ability. |
| *Frenzy | This unit cannot fall back. |
| *Guardians | While a LIZARDMEN INFANTRY CHARACTER unit from your army is within 3" of this unit, enemy units cannot target that unit with ranged weapons. |
| *Herald of Cosmic Events | Roll a D6 at the start of each friendly Psychic phase. On a roll of 1, add 1 to all attempts to Deny the Witch your opponent makes until the end of the phase. On a roll of 2+, subtract 1 from all attempts to Deny the Witch your opponent makes until the end of the phase. |
| *Infiltrate | During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. |
| *M3/4/5 | If this unit has less than 25%/50% of its wounds remaining this unit's Move characteristic is reduced to 3/4. |
| *M4/6/8 | If this unit has less than 25%/50% of its wounds remaining this unit's Move characteristic is reduced to 4/6. |
| *Mage-Priest Palanquin | Increase the Leadership characteristic of units from your army within 9" to 10. |
| *Magic (Skink) | This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. |
| *Magic (Slann) | This model can attempt to manifest two psychic powers in your Psychic phase, and attempt to deny two psychic powers in your opponent’s Psychic phase. |
| *Magic (Tehenhauin) | This model can attempt to manifest two psychic powers in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. |
| *Master of Skies | Units from your army with the FLY keyword within 6" of this unit gain a 6+ invulnerable save. |
| *Master Predator | Using the following Stratagems for this unit costs 0CP: Fire Overwatch, The Prophecy Comes True. |
| *Monstrous Reaction | When this unit is destroyed, roll one D6 before removing it from play. On a 6 it becomes enraged, and each unit within 6" suffers D3 mortal wounds. |
| *Prophet of Sotek | Each time a melee attack is made by a SKINK unit from your army within 6" of this unit you can re-roll the hit roll. |
| *Resilient | Halve the Damage characteristic of attacks made against this unit (rolling a 5 for a D6 Damage weapon would inflict 3 wounds). |
| *Sacred Duty | While it is within 3" of a SLANN from your army this unit is eligible to perform Heroic Interventions as if it was a CHARACTER. |
| *Saurus Leader | At the end of the Deploy Armies step, select up to one LIZARDMEN unit from your army and redeploy it. |
| *Skink Leader | Ignore the Frenzy ability for units from your army within 6" of this unit. |
STRATAGEMS[edit | edit source]
ALIEN LOGIC 1CP - Use this Stratagem in your Psychic phase. Select one LIZARDMEN unit from your army that is currently performing a Psychic action. That unit can still cast Psychic powers as normal in this phase.
BATTLE STANDARD BEARER 1CP - Use this Stratagem up to once before the battle, when you are mustering your army. Select one Skink Chief or Saurus Scar-Veteran (excluding WARLORD models) or one Slann Mage-Priest model in your army that model gains the BATTLE STANDARD BEARER keyword. Whilst your BATTLE STANDARD BEARER is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait. If the bearer is slain in the Fight phase your opponent gains 1CP.
CHILDREN OF THE GODS 1CP - Use this Stratagem before the battle, when you are mustering your army. Select one LIZARDMEN CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
CHOTEC'S BLESSING 1CP - Use this Stratagem when an enemy within Engagement Range of a LIZARDMEN INFANTRY from your army unit is selected to Fall Back. Roll a D6 on a 1-4 the enemy unit suffers 2 mortal wounds, on a 5+ the enemy unit may not Fall Back this phase.
CLEVER GIRLS 1CP - Use this Stratagem before the battle. Select one SAURUS CAVALRY unit from your army. Add 2" to the Move characteristic of that unit. That unit does not fight last because of the savage bite weapon, even if the unit has not charged in the current turn.
COLD-BLOODED 1CP - Use this Stratagem when a unit from your army must take a Morale test by rolling 3D6 and discarding the highest result, if the result is equal to or below the unit's Leadership characteristic the Morale test is automatically passed.
CONSULT THE PLAQUES 1CP - Use this Stratagem if you are playing a mission that requires you to select either secondary objectives or Agendas, after both players have revealed their selections. You can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.
DUE SACRIFICE 1CP - Use this Stratagem when an enemy unit is destroyed as a result of an attack made with a melee weapon by a SKINK INFANTRY model from your army. Until the end of the battle, when a Morale test is taken for a LIZARDMEN unit from your army, do not roll the dice; it is automatically passed.
GREAT WARDING 1CP - Use this Stratagem before a CHAOS CHARACTER from your opponent's army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. Your opponent must add 1 to the number of dice rolled and discard the highest roll.
HUANCHI'S BLESSING 1CP - Use this Stratagem at the start of the Fight phase by selecting a LIZARDMEN INFANTRY or LIZARDMEN CAVALRY unit from your army. Make a pile-in move with that unit.
ITZL'S BLESSING 1CP - Use this Stratagem in the Command phase. Select one LIZARDMEN MONSTER model from your army that has a Wounds characteristic of 10+. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what its Move characteristic is and what weapons it can use.
LOPING STRIDE 3CP - Use this Stratagem in your Charge phase, when a unit from your army equipped with blood frenzy or noxious venom is selected to charge, roll an additional D6 for the unit's charge distance and discard the lowest result. In addition, select one enemy unit within 12" of that unit. Until the start of your next turn: The selected unit cannot fire Overwatch or Set to Defend and each time a model in the selected unit makes an attack subtract 1 from that attack's hit roll.
PATIENCE OF AEONS 1CP - Use this Stratagem in your Shooting phase when a LIZARDMEN unit from your army that remained stationary this turn is selected to shoot at an enemy unit more than 1" away. Add 1 to hit rolls for all ranged attacks made by that unit from your army this phase.
PLACE OF POWER 1CP - Use this Stratagem when a LIZARDMEN PSYKER successfully manifests a psychic power while within 3" of an objective. You can double the range at which the power that was manifested effects units from your army.
PREDATORY FIGHTERS 1CP - Use this Stratagem in the Fight phase, when a LIZARDMEN unit from your army consolidates. Each model in that unit can move up to an additional 3" for that consolidation move.
PRIMEVAL ROAR 1CP - Use this Stratagem in the Morale phase, when a Morale test is failed for an enemy unit that is within Engagement Range of a MONSTER unit from your army. Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.
PRIMORDIAL MASTERS 2CP - Use this Stratagem at the start of your Psychic phase. Select a SLANN from your army. Until the end of the phase, you can re-roll Psychic tests taken for that SLANN.
RUMINATE 1CP - Use this Stratagem at the start of your Movement phase. Select one LIZARDMEN unit from your army within 3" of an objective marker. Until the start of your next Movement phase: That unit has the Objective Secured ability. If that unit already has the Objective Secured ability, then for the purposes of determining which player controls an objective marker, each model in that unit counts as one additional model.
QUETZL'S BLESSING 1CP - Use this Stratagem at the start of your opponent's Shooting phase. Select two LIZARDMEN INFANTRY units from your army within 6" of each other. Until the end of the phase, both units gain Quetzl's Blessing until one of the units is destroyed. Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with Quetzl's Blessing, that attack has an Armour Penetration characteristic of 0 instead.
SAURIAN ORDERS 1CP - Use this Stratagem in your Movement phase, by selecting a LIZARDMEN unit from your army. It can Fall Back even if it has the Frenzy ability. Until the end of the turn, that unit is eligible to shoot even if it falls back if it has the INFANTRY keyword.
SCALY SKIN 1CP - Use this Stratagem in your Command phase up to once per game. Until your next Command phase LIZARDMEN units from your army gain a 6+ invulnerable save.
SOTEK'S BLESSING 1CP - Use this Stratagem in the Fight phase, when a LIZARDMEN unit from your army that charged this turn is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of that unit.
TEPOK'S BLESSING 1CP - Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made. If that enemy PSYKER unit is within 24" of any LIZARDMEN units from your army, roll one D6: on a 4+, that psychic power is denied.
THE BEASTS COME TO FEED 1CP - Use this Stratagem during deployment. You can set up one SWARM unit from your army in deep strike instead of setting it up on the battlefield. In the Reinforcements step of one of your Movement phases you can set the unit up anywhere on the battlefield that is more than 9" away from any enemy models.
THE GREAT LEVELLER 1CP - Use this Stratagem in any phase, when a SLANN model from your army is destroyed before removing it from play. Each unit within 6" suffers D3 mortal wounds.
THE GREAT PLAN 1CP - Use this Stratagem in the Fight phase, when a LIZARDMEN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a CHAOS unit, you can re-roll the hit roll.
THE OLD ONES' BLESSING 2CP - Use this Stratagem in the Fight phase, when a LIZARDMEN CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
THE PROPHECY COMES TRUE 2CP - Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one unit from your army from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
THE THUNDER LIZARD 1CP - Use this Stratagem in the Fight phase. Select one SAURUS unit from your army. Until the end of the phase, add 1 to the WS characteristic of that unit if there are more units from your army within 6" than enemy units (include the selected unit when counting the number of units from your army within 6").
THE WINGED SERPENT 2CP - Use this Stratagem in your opponent’s Charge phase, when a SKINK unit from your army is selected as a target of a charge. If that unit is not within Engagement Range of any enemy units, it can make a Normal Move. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend. Your opponent can then select new targets for that charge.
TLAZCOTL'S BLESSING 2CP - Use this Stratagem in any phase, when a LIZARDMEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
TZUNKI'S BLESSING 1CP - Use this Stratagem at the start of the Fight phase, select a LIZARDMEN unit from your army within Engagement Range of any enemy units, it can fight first that phase.
UNSTOPPABLE STAMPEDE 1CP - Use this Stratagem when a MONSTER unit from your army completes a charge move. One enemy unit within 1" suffers D3-1 mortal wounds, if no mortal wounds are inflicted the enemy unit fights last this turn.
CHAPTER APPROVED RULES[edit | edit source]
BATTLEFIELD SUPREMACY[edit | edit source]
DIVINE PLAQUE OF DOMINION
If you selected this secondary objective, then after both sides have finished deploying, select 1 objective marker on the battlefield. Score 1 victory point for each MONSTER from your army within 3" of the selected objective marker at the end of your turn.
PURGE THE ENEMY[edit | edit source]
DIVINE PLAQUE OF SOTEK
If you select this objective, you score victory points by completing the following Rites in succession:
Rite of Venom: Score 1 victory point each time an enemy unit is destroyed by a shooting attack made by a unit from your army. Once you have scored 6 victory points via the Rite of Venom it is completed and no more victory points can be scored this way.
Rite of Sacrifice: You may not begin scoring victory points for the Rite of Sacrifice before completing the Rite of Venom. Score 1 victory point each time an enemy unit is destroyed by a melee attack made by a unit from your army. Once you have scored 6 victory points via the Rite of Sacrifice it is completed and no more victory points can be scored this way.
Rite of Ferocity: You may not begin scoring victory points for the Rite of Ferocity before completing the Rite of Sacrifice. Score 3 victory points if any enemy unit was destroyed in the Morale phase.
WARPCRAFT[edit | edit source]
DIVINE PLAQUE OF PROTECTION
Score 3 Victory Points each time you pass a Deny the Witch test.
DIVINE PLAQUE OF TEPOK
If you select this objective, you score victory points by completing the following Rites in succession:
Rite of Preparation (Psychic Action - Warp Charge 3): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase.
Rite of Typhoons (Psychic Action - Warp Charge 7): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if you completed the Rite of Preparation.
Rite of Sanctuary (Psychic Action - Warp Charge 5): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if you completed the Rite of Typhoons. Score 12 victory points at the end of the game if this action is completed at least once.