| Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
Cp |
Dp |
US |
Cost |
| Itzl Hitzl (Slann) |
1 |
4 |
4 |
3 |
3 |
5 |
8 |
2 |
1 |
9 |
|
4+ |
5 |
3 |
5 |
560 |
|
Lord. Cold Blooded. Large Target. Palanquin. Contemplation. Telepathy.; General; Units within 12" may use General's Leadership; Second; +1D6 to power of each cast spell (this is free, does not come from Lz dice pool, and can cause IF or Miscast like normal magic dice). +100 bonus VPs to opponent if Slann dies (so +200VP bonus total for 2nd Gen Slann).; Third; Slann gains the Drain Magic spell in addition to rolled spells. +100 bonus VPs to opponent if Slann dies.; Fourth; When Miscast is rolled, spell fails but no other effects occur.; Fifth; Slann may roll for spells from more than one Lore. +1 to cast and dispel.; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Lore of Fire; Lore of Heaven
|
| Plaque of Dominion |
+1 dice to Lizardmen Power & Dispel pools |
[50] |
| Plaque of Tepok |
Slann knows 1 more spell than normal. |
[15] |
| Diadem of Power |
Bearer may store 2 Power or Dispel dice until the next magic phase. |
[35] |
| Drain Magic |
Cast 5/7/9+; Rng 24"; Can be cast into HtH; Enemy mage discards dice rolls of 6, 5-6, or 4-6, when casting spells |
[0] |
| Tihitchi Chitzl (scar vet) () |
1 |
9 |
5 |
|
5 |
4 |
2 |
3 |
4 |
8 |
3+ |
|
|
|
1 |
157 |
|
Cold Blooded. Scaly Skin (5+); Light Armour; Tlazcotl; Immune to Psychology (except Carnosaur's Blood Frenzy and Cold-One Stupidity).
|
| Charm of the Jaguar Warrior |
Movement increased to 9". |
[20] |
| The Maiming Shield |
+1 Armour Save, +1 Attack at base Strength (counts as magical) |
[30] |
| Chutl Hitzu (skink priest) () |
1 |
6 |
2 |
3 |
3 |
2 |
2 |
4 |
1 |
5 |
|
|
2 |
1 |
1 |
145 |
|
Cold Blooded, Aquatic.; Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Scout; The model has the Scout special rule.; Lore of Heaven; Mark of the Old Ones; Character can Reroll a single D6, D3 times per game (roll at start of the game). Can cause IF or Miscast.; Miscast Table
|
| Saurus Warriors |
24 |
4 |
3 |
|
4 |
4 |
1 |
1 |
2 |
8 |
5+ |
|
|
|
1 |
306 |
|
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
| Saurus Warriors |
24 |
4 |
3 |
|
4 |
4 |
1 |
1 |
2 |
8 |
5+ |
|
|
|
1 |
288 |
|
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Shield; +1Sv w/ handweapon in HtH
|
| Option Footnotes: |
|
|
| Fire1: Fire Ball |
5+ to cast, Range 24"; Magic missile, D6 St4 hits. |
|
| Fire2: Flaming Sword of Rhuin |
6+ to cast; A magical flaming blade appears in the casters grasp. This counts as a magic weapon, and he gains +1At, +3St, and will hit on a basic score of 2+. He must use it, and cannot combine it with another weapon. Lasts until the caster attempts another spell, is slain, or dispelled. |
|
| Fire3: Fiery Blast |
8+ to cast, Range 24"; Magic missile, 2D6 St4 hits. |
|
| Fire4: Burning Head |
9+ to cast, Range 18"; Laughing phantom blazing head. All models in the direct straight line path suffer a St4 hit. |
|
| Fire5: Conflagration of Doom |
11+ to cast; Any one unit is struck for D6 St4 hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. |
|
| Fire6: Wall of Fire |
12+ to cast, Range 24"; Any one enemy unit visible to the caster, which has no models within 1" of its front rank and is not 360 LOS unit, is struck for 1 St4 hit for each model in the front rank, and has a wall of fire in front of it. Does not block line of sight, or movement. Each model moving through the wall of fire takes a St 4 hit. Lasts until caster attempts another spell, slain, chooses to end it, or dispelled. |
|
| Heaven1: Second Sign of Amul |
5+ (6+ WD 264 Revisions) to cast; Player may re-roll D3 dice in the remainder of his turn. Each can be a single dice or one of the dice in 2D6, 3D6 etc. No re-rolls of re-rolls are allowed, and any unused at the end of the turn are wasted. |
|
| Heaven2: Portent of Far |
6+ to cast, Range 12"; One friendly unit in close combat re-rolls all 1s to hit or to wound. Cannot re-roll any re-rolls. |
|
| Heaven3: Forked Lightning |
7+ to cast;(Rng 24" WD 264 Revision); One unit is struck for D6 St4 hits, distributed as for shooting. |
|
| Heaven4: Uranon's Thunder Bolt |
9+ to cast; (Rng 24" WD 264 Revision); One unit is struck for D6 St4 hits, with no armour save, distributed as for shooting. |
|
| Heaven5: Storm of Cronos |
9+ to cast, Range 12"; All enemy units visible to the caster within 12" are struck for D6 St4 hits, distributed as for shooting. |
|
| Heaven6: Comet of Casandora |
10+ to cast; Place a small marker on the tabletop. At the start of both player's turns roll a D6, on 1-3 place another marker on top of the first, on 4-6 a comet strikes. All units within D6" times the number of markers take 2D6 St5 (St 4 - WD 264 Revisions) hits. (Only 1 in play per Wizard) |
|
| Miscast Table |
Roll 2d6; 2. all models in BtB with wizard (and wizard himself) take 1 S10 hit.; 3. Wizard blasted D6" in random direction. Cannot cast any more spells until he rolls a 6 at start of following magic phases. If hits solid object, Wiz takes 1 S10 hit. If hits other models, both model and wiz take 1 S10 hit each.; 4. Opposing Wiz casts another spell instead w/ same or lower difficulty. Treat as Bound spell. Dispel w/ Power Dice; 5. Wiz cannot shoot or attack, hit auto in CC, cannot cast this turn or next.; 6-7. Caster cannot cast anymore spells this phase.; 8-9. Casting pool empties, magic phase ends.; 10. Caster takes 1 Wo w/ no saves allowed.; 11. Loses 1 magic level and miscast spell is lost.; 12. Spell cast w/ IF. Caster loses wizard abilities (no dice for pool, no more spells) for rest of game. |
|