Mordheim Lizardmen

Rules for lizardmen warbands in Mordheim

aquatic – aquatic models may move through water terrain without penalty and count as being in cover whilst they are in water.

jungle born – all jungle born models may move through woods, jungles and forests without penalty.

scouting mission – lizardmen know their place and know who is best suited for any task, as this is a reconnaissance mission, stealth and scouting skills are crucial for it’s success. As this is a domain of skinks, Saurus heroes can never become leaders of the warband and leadership of Saurus or kroxigor can never be used for route tests and the warband can never have more Saurus warriors than there are skink warriors. If all the skinks are taken out of action, you may use leadership of saurus for route tests, but if only kroxigor is left, he routs automatically.

predatory fighting – The Saurus are living weapons, they instinctively know how to fight with virtually anything. Saurus have second attack for anything he holds in his second hand, even a buckler or a shield. This shield attack is resolved at basic strength and is counted as using a blunt weapon for the critical hits. Shield attack can be used with a sword, mace, axe or spear in the second hand.

scaly skin – bigger lizardmen have very thick scales, which form a layer of natural armour. It gives the Saurus 6+ and kroxigor 4+ save which can be increased by armour or shield.

cold blooded – All lizardmen are slow to react to psychology, they may roll 3d6 and select the lowest two dice when taking any leadership tests including route tests.

Kroxigor armour – light armour for kroxigor is huge and so costs 40 gc even when buying it from the equipment chart

Do not like that food – lizardmen have no use for halfling cookbook

Choice of warriors

A lizardmen warband must include a minimum of three models. You have 500 gold crowns (or the lizardmen equivalent) to recruit your initial warband. The maximum number of models in your warband may never exceed 20.


1 skink priest – 20 exp, leader

0-1 Saurus champion – 11 exp

0-2 skink hunters – 8 exp


skink warriors

0-4 Saurus warriors

0-1 kroxigor

0-3 jungle reptiles

Lizardmen may hire those hired swords: chameleon skink (from Cities of gold), elf ranger

Maximum profiles:

Profile     M    WS        BS   S      T        W    I       A        Ld

skink       6      5        6      4      3        3      7      4        8

Saurus    4      6        0      5      5        3      4      5        10

Special equipment:


25 gc, rare 7, lizardmen only

See page 92 of the Mordheim rulebook for full rules.


10 gc, common

Javelins are throwing spears used frequently by skink hunters.

range: 8″, strength: as user

thrown weapons: Models using javelins do not suffer penalties for range or moving as they are perfectly balanced, knife throwing skill does not apply to javelins


5 gc, common (lizardmen only)

The bolas have a range of 16″ and can be used only once per battle. They are automatically recovered after each battle.

dangerous: if the hit is a natural 1, the bolas hit the wielder with strength 3 hit.

entangle:  a model hit by bolas is not hurt, but his legs are entangled and he is unable to move. The model suffers a -2 WS penalty in hand to hand combat, but still may shoot normally. The model may try to free himself in the recovery phase. If the model rolls a 4+ on a d6he is freed and may move and fight normally.

poisoned weapons

Skinks are experts at extracting poisons from poisonous frogs, spiders and snakes. Skink heroes may buy dark venom at a cost of 20 gc and black lotus at a cost of 10 gc. Both of these items are treated as a common item however Skinks may only use them on missile weapons. Saurus warriors may buy dark venom and black lotus and use it on their close combat weapons as normal, but they have to purchase it as normal from the trading chart.

Skink henchmen may buy low-strength reptile venom for their missile weapons at a cost of 5 gc per weapon. Reptile venom is a common item and ads +1 to the strength of the weapon but does not grant the -1 save modifier. Reptile venom only lasts for one battle and remember that all henchmen in a group must be armed in the same manner.

Spiked shield

10 gc, common (lizardmen only)

This shield is full of spikes and sharp edges, Saurus using spiked shield for predatory fighting use edged weapons critical injuries table. And rolls for critical injuries with +1.

Sacred spawnings:

Some of the lizardmen are spawned with mark of a specific old one god. This special mark means that they are chosen to greatness. You must buy the spawnings when you add the lizardman to the warband. It cannot be bought later.



Divine protector and warrior god Quetzl gives +1 scaly skin armour save. His chosen are marked by extremely thick scales and bony protrusions.



Sea green colour shows the mark of water deity Tzunki. They are given +1 Initiative.



The heat of the sun god Chotec fills his chosen with energy. The orange marked heroes can add 2″ to their charge distance.



Serpent great god Sotek infuses his chosen with his blood-fuelled anger. Those marked by Sotek have +1 Attack on charge.


10 gc

Yellow marked persons are the chosen of cold Tlazcotl. They’re immune to fear and all alone tests.


10 gc

Those blessed by master of stealth bear no distinctive mark. Their natural stealth allow them to start the game hidden and twice as deep in gameboard as usual. They can hide after their movement even if they ran in the movement phase but only if they started the movement hidden. They can run even if they are nearer than 8” to the enemy, but only if they were hidden in the beginning of the movement and they end their movement hidden again.


10 gc

The mysterious feathered serpent god signs his chosen by purple colour. They are given protection of magic and on 4+ are not affected by a hostile spell or prayer.

Old ones

40 gc

The extremely rare albinos are marked by the old ones. Their power bestows them one reroll of a single dice per battle. This power can be used only on rolls directly affecting the character including one dice of 2 d6 or 3 d6 rolls and including route tests. The sacred spawning of the Old ones is so rare, that only one member of the warband is allowed to have it.

Lizardmen skill list:













Skink priest








Saurus champion








Skink hunter








Skinks only:

Skink list prohibition: Skinks can never receive Strength skills

Infiltration – as skaven skill of the same name

Great Hunter – Some skinks are so proficient with ranged weapons, their hands are steady and they shoot with unseen accuracy. They have no long range shooting modification.

One with jungle – Skink hunter is adept at making the most of cover available and imposes additional -1 to hit the skink penalty while he is in cover.

Saurus only:

Saurus skill prohibition: Saurus can never receive Academic skills and can never use missile weapons

Battle Roar – the saurus’s roar is so deafening, that enemy models in base contact suffer -1 to hit in the first round of combat against them.

Toughened hide – Through years of battle the saurus’s hide has become hardened and the saurus’s hide has become hardened and the Saurus will only be taken out of action on a 6+, count 5 as being stunned.

Top level predator – The saurus is on the top of the food chain of the jungle. Nobody can resist his attack. He wounds his enemy critically on d6 roll of 5 or 6 when the chance to wound is 4+ or better.

Lizardmen equipment list

Saurus equipment list

Hand to hand Combat Weapons

dagger ………………….. 1st free/2gc

club (stone mace) …………….  3gc

axe …………………………………..  5gc

sword ………………………………. 10gc

spear ……………………………….. 10gc

halberd ……………………………. 10gc

double-handed weapon …….. 15gc

Missile weapons



bone helmet ……………………… 10gc

light armour ……………………..  20gc

shield ……………………………….. 5gc

spiked shield ……………………. 10gc


Kroxigor equipment list

Hand to hand Combat Weapons

halberd ……………………………. 10gc

double-handed weapon …….. 15gc


light armour ……………………. 40 gc

Skink equipment list

Hand to hand Combat Weapons

dagger ………………….. 1st free/2gc

club (stone mace) …………….  3gc

axe …………………………………..  5gc

sword (heroes only)…………… 10gc

spear ……………………………….. 10gc

Missile weapons

short bow ………………………… 5gc

bolas ………………………………. 5gc

javelins …………………………… 10gc

throwing knives ………………. 15gc

blowpipe ………………………… 25gc


bone helmet (priest only)…… 10gc

light armour ……………………..  20gc

buckler ……………………………..  5gc

shield ……………………………….. 5gc


1 Skink Priest

70 gc

Some skinks have seen part of the Great plan of the Old ones and act as emissaries of the slann, presenting their will to the others. Only these reliable persons can be given the task of leading lizardmen warband.

Profile     M    WS        BS   S      T        W    I       A        Ld

priest      6      3        4      3      3        1      5      1        7

weapons/armour: Skink priest uses the skinks equipment list.

Special rules:

sacred spawnings: skink priest may start game with two sacred spawnings,

leader, if the skink priest is killed, you must recruit a new one as soon as possible but you must play at least one game without a leader to give him time to join. You cannot hire anybody else before you acquire the new skink priest.



jungle born

0-1 Saurus champion

60 gc

The best warrior of a spawning of Saurus is called the spawning champion. These exceptional individuals are given the task of guarding the skink priest on his dangerous journeys.

Profile             M        WS BS   S        T     W    I        A     Ld

champion       4        4      0      4        4      1      2        1      8

weapons/armour: Saurus champion uses the Saurus equipment list.

Special rules:

sacred spawnings: Saurus champion may start game with two sacred spawnings,

scaly skin 6+

predatory fighting

0-2 skink hunters

30 gc

Some skinks are exceptionally cunning hunters stalking prey in the jungles of Lustria. The ruins of Mordheim resemble the ruined cities of Lustria and their jungle proficiency is all too useful in the woods surrounding Mordheim.

Profile             M        WS BS   S        T     W    I        A     Ld

skink hunter  6        3      3      3        2      1      4        1      7

weapons/armour: Skink hunters use the skinks equipment list.

Special rules:

sacred spawnings: skink hunter may start game with one sacred spawning,

aquatic, jungle born


Skink warriors

20 gc

Skinks are swift and agile, they lack the brutal power of Saurus, but they are more intelligent and they can be deadly with missile weapons. Their scouting proficiency can be very useful on this dangerous mission.

Profile             M        WS BS   S        T     W    I        A     Ld

skink hunter  6        2      3      3        2      1      4        1      6

weapons/armour: Skink warriors use the skinks equipment list.

Special rules:


jungle born

0-4 Saurus warriors

40 gc

Saurus were created as excellent warriors but they lack in nearly everything else. On this mission they provide the heavy support to the warband.

Profile             M        WS BS   S        T     W    I        A     Ld

Saurus            4        3      0      4        4      1      1        1      7

weapons/armour: Saurus warriors use the Saurus equipment list.

Special rules:

scaly skin 6+

predatory fighting

0-1 kroxigor

210 gc

Kroxigor are gigantic cousins of the Saurus. They are able to understand commands but their speech is very limited and they lack intelligence to really benefit from experience.

Profile             M        WS BS   S        T     W    I        A     Ld

kroxigor          6        3      0      5        4      3      1        3      8

weapons/armour: Kroxigor is equipped from the kroxigor equipment list

Special rules:

scaly skin 4+


cause fear


primitive:  kroxigor is too primitive to acquire experience

0-3 jungle reptiles

15 gc

Lustrian jungle is full of countless species of reptile life. Lizardmen capture and tame many of these species to serve them in times of war. The scouting warbands have use of tamed lizards and snakes in their task in the lands of warmbloods.

Profile             M        WS BS   S        T     W    I        A     Ld

snake/lizard   6        3      0      3        3      1      2        1      5

Special rules:

poison: reptiles are poisonous creatures, all their attacks are poisonous, use rules for Black Lotus.

stupidity: reptiles are slow witted and they must test for stupidity unless there is any skink nearer than 6″ to them.

jungle born


animal: reptiles do not acquire experience

Lizardmen magic

Lizardmen magic uses winds of magic and is considered magic not prayer even when the spells have a form of a prayer to a specific Old One.

1      Chotec’s Wrath                    difficulty 8

The priest prays to the sun god Chotec and sends destruction on his enemies.

A lightning bolt shots from the sky and strikes the closest enemy model within 10″ of the skink priest, causing a single strength 5 hit. However add +1 to the roll on the injury table if the model is wearing armour like light armour, heavy armour, Ithilmar armour, Gromril armour.

2      Sotec’s Blessing                       difficulty 7

The priest calls on the power of mighty Sotec, which invokes the best in the chosen warrior.

The spell may be cast on a single model within 6″ of the skink priest or on himself. Roll a d6 to determine the blessing. The effects remain in play until the priest or the model is stunned or taken out of action. Only a single model may be affected by the blessing at any given time.

D6   Effect

1-2   +1 BS or +1 to hit in close combat

3-4   toughness +1

5-6   movement and initiative +1

3      Huanchi’s Stealth                   difficulty        7

Invoking the power of Huanchi the jaguar god of earth and night the natural stealth abilities of the skinks is enhanced to the maximum.

The spell affects all skinks within 6″ of the skink priest, including himself, and allows any model that is in cover to immediately to go into hiding. A model may go into hiding even if they ran in the movement phase or has already shot with a missile weapon.

4      Tepok’s Protection                     difficulty 6

Power of the feathered-serpent god of the air protects his servant from magic.

The skink priest and any lizardmen within 4″ of him gain a save of 4+ against the effects of spells or prayers. This spell remains in play until the skink priest is taken out of action.

5      Tinci’s Rage                         difficulty 8

The power of the old one Tzunki fills the body of a chosen lizardman and increases his martial proves.

A single lizardman within 6″ of the skink priest is overtaken by rage and follows the rules for frenzy, in addition he gains +1 strength. This spell remains in play until the skink priest or the model is stunned or is taken out of action. At the beginning of the turn the skink priest must pass a leadership roll in order to keep spell going. Only a single model may be affected by the blessing at any given time, but the skink priest can choose to release the spell at the beginning of his turn if he wishes to attempt to recast it on another model later in the shooting phase.

6      Itzl’s Speed                           difficulty 8

Blessing of the crested god Itzl gives the lizardmen increased speed and agility.

A single lizardman model within 6″ of the skink priest or himself may make an additional sprint of movement and move up to 4″. This counts, as running and a model may not move if he already fired with a missile weapon. He may charge with this extra move.