THE AMPHIBIANS

The Slann Mage Priests in there mighty wisdom have seen the need to send exploring parties of Skinks to search the World Pond to discover what life has evolved in the depths of Warhammers Oceans and recover certain artifacts that have falern from colonists ships.

ARMY LIST

The Amphibians
0-50% Charecters
25%+ Units
0-25% Sea Monsters

SPECIAL RULES

Cold Blooded: They are all cooled blooded creatures and roll 3 dice when testing against Ld and choose the lowest score.

Scaly Skin: The Amphibians have scaly skin wich gives then a 6+ save.

CHARECTERS

1+ SKINK HERO ..... 65 points

Skinks are led by a Hero and not a lord charecter because they are not a compleate army when underwater. You may inclued anynumber of Skink Heros but one must be elected general.

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Skink Hero545432637

Equipment: Sword

Options: A Hero may be armed with any of the following weapons; javalins (+1 point), short bows (+1 point), poisoned weapons (+1 point) and/or a shield (+1 point).

May Ride: He may ride a sea monster (see Sea Monster list) or a Arcodon (+20 points).

Magic Items: A Hero may carry upto two magic items.

SKINK CHAMPIONS ..... 30 points

Any Regiment may be led by a Skink Champion. A warrior of much renown amonst his own spawning.

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Skink Champion534421526

Equipment: Sword

Options: A Champion must be armed the same as the unit he leds as follows; javalins (+1 point), short bows (+1 point), poisoned weapons (+1 point) and/or a shield (+1 point).

May Ride: He may ride a Arcodon (+20 points) if leading a unit of Arcodon Riders.

Magic Items: A Champion may carry a single magic item.

0-2 SKINK SHAMANS ..... 56 points

Any Regiment may be led by a Skink Champion. A warrior of much renown amonst his own spawning.

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Skink-Shaman523331516

Equipment: Staff

Options: A Skink Shaman may carry javalins (+1 point).

May Ride: May ride a sea monster (see Sea Monster list) or a Archdon (+20 points).

Magic Items: A Skink Shaman may carry a single magic item.

Magic: Each Skink Shaman can take 1 Spells from the Sea Magic Deck.

UNITS

1+ SKINKS ...... 4.5 points

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Skink523321416

Equipment: Hand weapons.

Options: Skinks may be armed with short bows (+1/2 point) or javalin and shild (+1 point). Both javalins and arrows can be poisoned (+1 point).

Save: 6+

Leader: May be led by a Skink Champion. He must be armed the same as the unit. He may carry a single magic item.

Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. A single units standard bearer may carry a magic standard.

SPECIAL RULES

Skirmish: Skinks can skirmish.

Swimming: Skinks cannot go on to the ocean floor.

KROXIGORS ...... 80 points

Kroxigors are huge lizard like creatures who are the size of Sea Trolls.

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Kroxigors530543139

Equipment: Kroxigors are armed with double-handed weapons.

Options: Skinks may be armed with short bows (+1/2 point) or javalin and shild (+1 point). Both javalins and arrows can be poisoned (+1 point).

Save: 6+

Leader: May be led by a Skink Champion. He does not have to be armed the same as the unit. He may carry a single magic item.

Standard Bearer & Musician: May not inclued a standard bearer or musician.

SPECIAL RULES

Fear: Kroxigors cause fear.

Swimming: Kroxigors cannot go on to the ocean floor.

Units: Kroxigors can be brought as a unit or one may be placed in each unit of skinks.

TERRADON DIVE BOMBERS ......... 40 points

Terradons are a type of prehistoric reptile that has survived in the jungles of Lustria and the Southlands, but few other places. They have been known to dive for deep height directly into the sea and emerge with huge fish in their jaws.

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Skink Rider623421416
Terradon230441213

Equipment: Each Terradon has two Skink riders both armed with hand weapons and short bows.

Save: 5+. The Terradon and its Skink crew have scaly skin, and get +1 save for being mounted.

Options: Terradon riders may be armed with either spears (+1 point) or javelins (+1 point) in addition to their bows. They may also have shields (+1 point). If armed with bows or javelins then these may have poisoned arrows or tips (+1/2 point, hits at S4).

SPECIAL RULES:

Terradon Mounts: The normal rules for mounts apply to Terradons, except that it has two riders rather than one. To represent this, the enemy must kill both riders before the model is removed.

Fly: Terradons can fly as described in the rulebook.

Deployment: They are placed on the Ocean Surface (but are hovering just above).

Skirmish: Terradons always operate in a skirmish formation.

Dive Bombers: The Terradon makes a dive bomb into the water once per turn, in the movement phase. They can only travel upto 8" through the water per dive bomb. Any model it touches it counts as hitting but it still must roll to wound. It can only dive down to the mid-ocean and must always return to the ocean surface on the same turn or it will die instantly.

Attacks: Terradons can be attacked by any model within a inch of them on the ocean surface.

SALAMANDER ......... 90 points

Salamanders are giant amphibians that dwell in the jungles of Lustria. When they hunt, Salamanders spit powerful venom at their prey, which inclueds various animals such as large birds, monster insects and even Skinks if they are not fast enough to get out of the way! The Skinks capture these creatures and train them for use in battleas a sort of living artillary, as they can spit their deadly venom over a long distance.

It is very difficult to train and control a Salamander. In battle, each Salamander is accompanied by Skink Runners who have the task of goading and tempting it towards the enemy and prodding it to amke it angry enough to spit venom at them. This is a hazardous task for the Skinks who risk getting eaten themselves! The venom is extreamly nasty and corrosive since it partly digests the victims ready for the Salamander to gulp doen in one go!

The army may include as many Salamanders as thereare units of Saurus or Skinks in the army. The Salamander has to be accompanied by Skink Runners who goad and prod it towards the enemy.

Each Salamander with its runners forms a single unit, or, alternatively, two or more Salamanders can be formed into batteries in the same way as artillery.

You may have one Salamander for every unit of Skinks or Arcodon Riders you have in your army.

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Skink Runner623421416
Salamander633443236

Skink Runners: Each Salamander is accompanied by four Skink Runners armed with hand weapons and spears.

Save: 6+. The Salamander and its Runners have scaly skin.

SPECIAL RULES

Cold Blooded: Lizardmen are cold blooded.

Spits Venom: The Salamander spits venom up to a distance of 24". Place the small round template over the target to represent the spray of venom. Roll to hit as normal. If the Salamander hits its target, every model under the template suffers a S4 hit. Each model wounded by the venom suffers D3 wounds. There is no armour save allowed against the venom. If the Shot misses its target it has hit roll a D6 on a 1 it eats a Skink on a 2-6 it misses all targets and dissolves in the water.

Shooting at the Salamander: Any shooting hits scored on the model are randomly divided between Salamander and runners. Roll a dice for each hit:

D6Hits
1-4Skinks
5-6Salmander

0-1 ARCODON RIDERS ...... 30 points

The Archodons are huge reptilian beasts who are ridden in to battle by two Skinks. They are fast creatures an extreamly deadly in close combat.

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Arcodon940442336
Skink523321416

Equipment: Hand weapons and Shortbows.

Options: The Skinks Shortbows can be poisoned (+1 point). They can also carry shilds (+1 point).

Save: 5+

Leader: May be led by a Skink Champion. He must be armed the same as the unit. He may carry a single magic item.

Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. A single units standard bearer may carry a magic standard.

SPECIAL RULES

Arcodon Mounts: The normal rules for mounts apply to Arcodon, except that it has two riders rather than one. To represent this, the enemy must kill both riders before the model is removed.

Fear: Arcodons cause Fear.

Skirmish: Arcodons can skirmish.

Swimming: Arcodons cannot go on to the ocean floor.

ARCODONS ...... 20 points

The Archodons are huge reptilian beasts. They are fast creatures an extreamly deadly in close combat.

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Arcodon940442336

Equipment: None

Options: None

Save: 6+

Leader: None

Standard Bearer & Musician: May not inclued a standard bearer or musician.

SPECIAL RULES

Fear: Arcodons cause Fear.

Skirmish: Arcodons can skirmish.

Swimming: Arcodons cannot go on to the ocean floor.