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8th Lizardmen Army Book


8th Lizardmen Army Book: Everything You Need to Know




The Lizardmen are one of the oldest and most mysterious races in the Warhammer world. They are the servants of the Old Ones, the ancient and powerful beings who created and shaped the world. The Lizardmen live in the jungles of Lustria, the Southlands, and the Dragon Isles, where they guard the ancient temples and relics of their masters. They are divided into four types: the cold-blooded Saurus warriors, the agile Skink skirmishers, the mighty Kroxigor brutes, and the enigmatic Slann Mage-Priests.


The 8th Lizardmen Army Book contains the rules and special abilities for all the units and characters that you can use in your Lizardmen army. These rules and abilities reflect the unique nature and style of the Lizardmen faction, and they can give you an edge over your opponents. In this article, we will summarize some of the main features and highlights of the 8th Lizardmen Army Book .


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Army Special Rules




The Lizardmen army has several special rules that apply to all or some of their units. These are:



  • Cold-blooded: All Lizardmen units have this rule, which means they can re-roll failed Leadership tests.



  • Predatory Fighter: All Saurus units have this rule, which means they can make an extra attack for each 6 they roll to hit in close combat.



  • Skirmisher: All Skink units have this rule, which means they can move freely through terrain and do not suffer penalties for shooting at long range or moving.



  • Steadfast: All Kroxigor units have this rule, which means they do not lose their rank bonus when outnumbered by enemy models with more ranks.



  • Blood Frenzy: Some Saurus units have this rule, which means they gain +1 Attack when they charge or are charged by an enemy unit.



  • Born Predator: Some Skink units have this rule, which means they can re-roll failed To Hit rolls when shooting at enemy models with less than Toughness 4.



  • Ancient Stegadon: Some Stegadon units have this rule, which means they can re-roll failed Armour saves.



  • Blessings of the Old Ones: Some Slann Mage-Priests have this rule, which means they can choose one of four blessings at the start of each Magic phase. These blessings grant them bonuses to casting, dispelling, ward saves, or leadership.




Lore of High Magic




The Lizardmen have access to a unique lore of magic called the Lore of High Magic. This lore contains six spells that can be used by Slann Mage-Priests and Skink Priests. These spells are:



  • Soul Quench: A direct damage spell that causes a Strength 4 hit on each model in a small template.



  • Apotheosis: An augment spell that heals a single wound on a friendly model within 12 inches.



  • Hand of Glory: An augment spell that increases one or more characteristics of a friendly unit within 12 inches.



  • Walk Between Worlds: A hex spell that allows a friendly unit within 24 inches to make a special move as if it had the Fly special rule.



  • Arcane Unforging: A direct damage spell that targets an enemy model within 24 inches and causes a Strength 6 hit. If the target has a magic item, it must roll a dice and on a 1-3, the item is destroyed.



  • Fury of Khaine: A direct damage spell that causes a Strength 6 hit on each model in a large template.




Treasures of the Old Ones




The Lizardmen army has access to a special category of magic items called Treasures of the Old Ones. These are ancient and powerful relics that were left behind by the Old Ones. They can be used by Lizardmen characters and units to enhance their abilities and gain new effects. Some of the Treasures of the Old Ones are:



  • The Blade of Realities: A magic weapon that gives the wielder +2 Strength and causes a wound on a 2+ regardless of the enemy's Toughness or Armour save.



  • The Cube of Darkness: A magic item that can be used once per game to prevent the enemy from casting any spells in their next Magic phase.



  • The Plaque of Tepok: A magic item that gives the bearer +1 to their casting and dispelling rolls.



  • The Sun Standard of Chotec: A magic banner that gives the unit that carries it +1 to their Armour save and causes Fear.



  • The Cloak of Feathers: A magic armour that gives the wearer a 4+ ward save and the Fly special rule.



  • The Piranha Blade: A magic weapon that gives the wielder +1 Attack and causes multiple wounds (D3) on a 6 to wound.




Conclusion




The 8th Lizardmen Army Book is a great source of information and inspiration for anyone who wants to play as the Lizardmen faction in Warhammer Fantasy Battles. It contains the rules, special abilities, lore, and magic items for all the Lizardmen units and characters, as well as beautiful artwork and background stories. The Lizardmen army is a versatile and fun army to play, with a mix of fast and agile Skinks, powerful and resilient Saurus, monstrous and deadly Kroxigor and Stegadon, and wise and mighty Slann Mage-Priests. If you are looking for a challenge and a unique experience, you should give the Lizardmen army a try.


If you want to learn more about the 8th Lizardmen Army Book, you can check out these sources:



  • [Warhammer Armies Lizardmen (8th Edition) - Documents and E-books]



  • [8th Lizardmen Army Book: Everything You Need to Know]



  • [Warhammer Army Book - Wikipedia]




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