Updated to 1.1 27/10:
- Dread Saurian etheral upgrade replaced with 4+ ward against non-magical attacks at 40 pts.
- Kroxigors 43 pts.
- Javelins and short bows are poisoned by default.
- Skink Skirmishers javelins and short bows 1 pt cheaper.
- Fixed bug with missing skirmisher rule for skinks in army list.
- Fixed bug with chameleons having 6+ armour save in bestiary.
- Blessed Spawning of Huanchi gives Ambushers special rule.
- Blessed Spawning of Tzunki gives +2 Initiative.
- Cold One Riders 24 pts.
- Loremaster upgrade for Slann 30 pts.
- Slann now has extra statline for Skink Attendant.
- Terradons and Ripperdactyl's no longer have Natural Armour.
- Contemplations now lets Slann choose a new spell from any Battle Lore the same magic phase.
- Fixed multiple bugs regarding stats in bestiary compared to army list.
Well, that went pretty quick! Finishing up at 204 pages, this is the ultimate Lizardmen tome, containing background from 5th to 8th ed, as well the Lustria book and several White Dwarfs.
This book really does not have that many changes compared to most other army books; the Lizardmen roster have always been fairly small, and I have not included any new units as such except for two special characters.
The main change will come with the addition of Sacred Spawnings (finally!) and the drop in armour saves for Saurus and Skinks. I know this was discussed earlier when people wanted it to
stay 5+, but the background mentions Temple Guard having tougher scales
than normal Saurus, and the Old-Blood having even tougher scales than
them. You can now also upgrade your Saurus to a 5+ save with the Blessed
Spawnings to achieve the same result as in 8th ed for the same price.
The
Lore of Geomancy was planned, but scrapped for two reasons; firstly,
Lizardmen already have High Magic. Secondly, the Geomancy spells from
5th ed were not all that interesting, and would only make up half of the
lore with 4 spells in total. For that reason, Lord Kroak and Mazdamundi
have access to one Geomancy spell each, but that's it. Anyway, I hope you enjoy version 1.0 (that is, until all the bugs are found and fixed in version 1.1728542 or something like that...)!
- New Special Character: Nakai
- New Special Character: Inxi-Huinzi
- Added Sacred Spawnings.
- Added back Focused Rumination, allowing one free power dice per magic phase.
- Scaly Skin for Saurus nerfed to 6+ like 6th ed. Scaly Skin for Skinks removed.
- Added Revivification Crystal to the Bastiladon.
- Coatl have MR (3+) instead of Ward save (5+), 220 pts.
- Skink Cohort start with shields, may take spears, javelins or short bows, 3 pts.
- Jungle Swarms do not count towards the minimum number of Core Units that you need to include in your army.
- Ripperdactyl's have the Toad Rage rule again.
- Ancient Stegadon is back, is an upgrade to normal Stegadons.
- Terradons and Ripperdactyls are WB, not MB.
- Mazdamundi has the Itzi Grubs magic item, can use one more dice than normal when casting. Have the Ruination of cities spell. 2+ armour for his stegadon. 700 pts.
- Lord Kroak has the Ceremonial Mace of Malachite , Standard of the Sacred Serpent, Glyph of Potec and Amulet of Itza magic items. Has WS, BS, I and A 0 (since he is dead and all...). Have a 4+ ward save (and MR (3+). 450 pts.
- Kroq-Gar 470 pts, may take one unit of Cold One Riders as core choice. Enemies wounding him suffer a S5 hit.
- Tehenhauin may not ride Stegadon (as the model does not, and it goes against the whole point of his snake-based special rules). Red Crested Skinks have immunity to poison. Give regen to swarms, ignore unstable. 300 pts.
- Gor-Rok has T5, Immune to KB, enemies must re-roll sucessful To Wound rolls, 230 pts.
- Chakax causes enemy weapons and armour to counts as mundane equipment. 210 pts.
- Tetto'eko has a 4+ ward save, 190 pts.
- Tiqtaq'to gives ambushers to Terradon unit for free, 135 pts.
- Troglodon has the Ambushers special rule, have BS4.