Wednesday, 12 November 2025

Warhammer - Lizardmen 1.64 out now!

This is mostly a hot fix for the last update, but it contains a few larger changes, so I'm making a proper post for it.

First up, a few clarifications: I originally said that High Magic had been a High Elf-unique lore up until 8th ed - this was not quite true; turns out Lizardmen could use High Magic back in 5th ed. That said, even then it had several spells connected directly to Teclis and Finreir - so it was obviously meant to be High Elf magic primarily. Also, the High Elf Player's Guide from WFRP 4th ed makes it clear that "modern" High Magic was developed by the High Elves, and therefore not something the Lizardmen would actually use.

Secondly, I said that GW did not include spawn-kin back in 7th ed - they only removed it from 6th ed and TOW. The fact still remains that it's a very clunky rule. However, I might consider making Skinks an option to the Kroxigor entry in the future to allow them to make a Mixed Unit with fewer needed exceptions.

As for the last large change; I've reverted Skinks to Toughness 2 by vote of popular demand. Realistically they would be better suited to be Toughness 2.5, but since half numbers are not a thing, that's not really an option. I've also dropped the Skink Skirmishers and Chameleon Skinks to be 1 point cheaper than 1.63, so they are 1 pt more expensive than the 1.62 version still. The math does not really support it, so this is only done due to feedback of them feeling overtuned by many people. Lastly, I'm removed the shortbows from the Skink Skirmishers - they have always been depicted as a ranked unit with full command, and shortbows make for poor skirmish weapons due to the unit being intended to move and fire. Shortbows remain an option for the Cohort as before.

 

Patch notes:

  • Gravitic Redirection is 12+ to cast, Lvl 4 spell. Roll a D6 for each model in the target unit; for each result of 4+, they suffer a Wound which Ignores Armour Saves.
  • Assault of Stone is a Lvl 3 spell.
  • Focus of Mystery and Deep Contemplations cannot be combined.
  • A Temple Guard Palanquin adds +4 Unit Strength to the model.
  • Reverted Skinks to T2, adjusted points to previous level.
  • Chameleon Stalker costs 45 pts.
  • Moved Skirmish Screen to the Skinks Skirmishers entry: Friendly units of Kroxigors can move through friendly units of Skink Skirmishers as if they were Open Terrain (note that they must end their Movement at least 1" apart as normal). If the Kroxigors make a move that would result in it ending on top of a unit of Skink Skirmishers, simply move the Skink Skirmishers aside by the smallest amount possible to make room for the Kroxigors.
  • Skink Skirmishers cost 7 pts. Cannot take shortbows.
  • Chameleon Skinks cost 10 pts.
  • Razordons are not Quick to Fire.
  • Instinctive Defence: If charged, a Razordon must Stand and Shoot if it is able to do so. However, when calculating the number of shots fired, the Razordon can re-roll the artillery dice. In addition, it gains the Quick to Fire special rule and do not suffer To Hit penalties for Stand and Shoot.
  • Howdah option for Dread Saurian does not come with Jungle Poisons (bug fix). Costs 50 pts.
  • Mazdamundi has Focus of Mystery.
  • Lord Kroak may use up to 6 Power Dice per casting attempt.
  • The Spirit of Lord Kroak: Lord Kroak's Wizard level can never be reduced from Level 4.
  • Golden Blowpipe of P'Toohee has Multiple Wounds (D3), Quick to Fire & Rapid Fire.
  • If an enemy unit would move through Oxyotl, simply move Oxyotl aside by the smallest amount possible to make room for the enemy unit.

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