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Old 18-02-2008, 21:27   #1
Sylass
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Default Lizardmen army book rumours

Lizardmen army book rumours

The book is out febuary 9th 2009 and is 104 pages long. It is not known who is writing it.


New models:
- plastic Temple Guard, 10 per box, £15 / $25
- plastic Stegadon, 1 per box with options for all three variants, £25 / $40
- metal Kroxigor, 1 model per blister, £12 / $20
- metal Terradons, 1 model per blister, $17
- Barbed Razordon Hunting Party £15 / $25
- Scar Veteran wity army standard $15
- Tiktaq'To, Master of Skies $17
- Chakax, Eternity Warden $15

Battalion box (£50)
16 Saurus Warriors
10 Saurus Temple Guard
8 Saurus Cold One Riders
12 Skinks

Spearhead
There will not be a spearhead box.



Blessed Spawnings
Contrary to popular speculation, these are out completely(!)


Army-wide special rule - Cold-blooded
Was rumoured to change, but that appears to not have been correct and current rumours says it stays like it is.


Lore of the Old Ones
Another popular rumour that also appear to be wrong.


Magic items
Plaques
- removed as a category, those several are now in other categories
Magic weapons
- Blade of Tzunki, Scimitar of the Sun Resplendent, Staff of Lost Suns and Piranha Blade are all in and pretty much as before
- Stegadon War-Spear, counts as a lance and in addition add D6 to the number of impact hits done by Stegadons they ride (and no, only the skink gets +2 S from the lance, not the steggy!), Skink Chief only
- Blade of Realities: works like the O&G Skull Wand - for every hit you do, the victim must take an unmodified LD test or die outright, more than twice the previous cost
Magic armour
- Sacred Stegadon Helm: more expensive
- Shield of the Mirrored Pool: now works on a 2+, slightly cheaper
- Cold One Hide: heavy armour, +1T, stupidity, Saurus models on foot only
Talismans
- no new items and nothing that gives a 4+ ward
- Glyph Necklace: same
- Amulet of Itzl: cheaper
- Aura of Quetzl: -1 to hit the bearer, more expensive
Enchanted items
- Blood Statue of Spite and Cloak of Feathers is still in and as before
- Charm of the Jaguar Warrior is now a bound item that has the Steed of Shadows spell, more expensive too
- Divine Plaque of Protection: no an arcane item
- Horned One: a magic cold one with M8 and no stupidity, 35 pts
- Venom of the Firefly Frog: same, but 10 pts
- War Drum: unit cannot be march blocked by enemies, friendly units within 12" get +1 to rally tests
- Horn of Krygor: bearer causes Fear in enemy cavalry, friendly cavalry units within 12" are Stubborn, 100 pts (for some reason...)
- Carnosaur Pendant: wearer becomes Frenzied after inflicting a wound (doesn't have to be in close combat, you can get angry from zapping people too)
Arcane Items
- cube of darkness: no changes
- Diadem of Power: only converts PD to DD, not the other way around any more, 10 pts cheaper
- Ixti Grubs: one use only, giving +3 to cast after the roll
- Plaque of Tepok (used to be a plaque): as before
- Cupped Hands of the Old Ones (used to be a plaque): ignore miscast table result on 2+, and transfer it onto another enemy wizard in LoS instead (if there is one), one use only
- Rod of the Storms: cheaper, higher power level, casts Uranon's Thunderbolt
Standards
- Sun Standard: additional -1 to hit for shots fired from within 12", otherwise same
- Totem of Prophecy: noticeably cheaper
- Jaguar Standard: same
- Huanchi's Totem: add +D6" movement to one charge only
- Plaque of Dominion: at the start of each enemy turn, all enemy wizards within 18" and with line of sight to it have to test for stupidity
- Skavenpelt Banner: Frenzy, Hate Skaven, skinks only



Lords

Slann
- 275 pts, level 4 wizards
- cause Fear
- use any Lore in the rulebook, can't pick spells from mulitple Lores any more
- WS2, T4, 5 Wounds, US3, not a Large Target any more
- generations are out(!)
- telepathy now also lets you measure the range from the skink, not just use his line of sight, but it only works for Magic Missiles
- now come with one of a list of Disciplines included in their base cost and can buy up to three additional ones for 50 pts each:
-- re-roll their rolls on the miscast table
-- know all spells from their chosen rulebook Lore
-- Regeneration
-- Terror
-- add one additional free power dice when casting a spell (this can cause Irrisistable force and miscast)
-- immunity to non-magical attacks
-- Magic resistance 3
-- choose a wizard within 24" and within line of sight; this wizard's rolls of 6 to cast do not count
- they spell out that units with slann count their rank bonus as if the space it takes up was filled with rank and file models

Saurus Oldblood
- same stats as before
- comes with a 4+ scaly skin save
- may be mounted on a Cold One or Carnosaur


Heroes

Saurus Scar-Veteran
- comes with a 5+ sacaly skin save
- Toughness 5
- same cost as before
- may be mounted on a Cold One

Skink Chief
- may be mounted on a Terradon, Stegadon or Ancient Stegadon
- up to Ballistic Skill 5, Leadership 7

Skink Priest
- may be mounted on an Ancient Stegadon with an Engine of the Gods)
- Lore of Heavens only

Any Slann, Scar-Veteran or Skink Chief can be the army BSB, you are not forced to have the Slann be the BSB if you have a Slann, a Slann can be the army general and take magic items while carrying the BSB while the other characters cannot



Character mounts

Cold One
- obviously no longer requires a spawning to ride, since there are no more spawnings

Terradon
- only an option for Skink Chiefs

Carnosaur
- Strength 7
- not a Large Target(!)
- Ultimate Predator (causes D3 wounds) now works against all targets

Stegadon
- only Skink Chiefs may ride these
- takes up no extra choices

Ancient Stegadon
- only Skink characters may ride these
- takes up no extra choices
- the Ancient Stegadon of a Skink Priest is automatically upgraded to an Engine of the Gods

Engine of the Gods
- upgrade for an Ancient Stegadon replacing its blowpipes with this sort of gyroscope array thingy
- works somewhat like the Cauldron of Blood in that you have a choice of one of three powers to use each turn:
-- give a 5+ Ward to all friendly units within 12" from ranged attacks made from more than 12" away from the Engine
-- or D6 S4 hits with no armour save to enemies within 2D6", including those in combat. Undead, Daemons and Forest Spirits take S5 hits with no armour save.
-- reduce the casting difficulty of all spells from one Lore of magic from the rulebook by 1 (not 3 as was rumoured)
- Skink Priest riding them count as one magic level higher than they actually are for the purpose of generating magic dice and how many dice they can use when casting spells (they don't get more spells)


Core
There is no type of skink unit riding any sort of horned one or anything like that.

Saurus Warriors
- 1 pt cheaper
- scaly skin save is going back to 5+, like it was in 5th edition
- go back to getting two attacks from the second rank when using spears (and spears are still the same cost)

Skink Cohorts
- +1 Leadership
- cost 1 pt cheaper than skink skirmishers did in 6th edition
- 10+ models per unit
- equipment is javelins and shields, no option to trade
- have options for full command (cheap)
- skinks units can be joined by Kroxigor once more:
-- you can include a maximum of one Krox per eight Skinks
-- Kroxes go in the second rank and fight over the heads of the skinks, like in 5th edition
-- the unit gets a rank bonus as if the space the kroxes take up was filled with skinks
-- mixed units like this still count as Core choices, not Special choices

Skink Skirmishers
- +1 Leadership
- base cost up 1 pt
- start with blowpipes and can exchange these for javelins and shields for +1 pt
- can't get scouting
- only command option is a champion, as before

Jungle Swarms
- 15 pts cheaper


Special

Temple Guard
- base cost 1 pt cheaper (i.e. effectively 2 pts cheaper since they come with shields as standard)
- come with halberds, shields and light armour as standard (so can get a 2+ armour save in close combat if they want to)
- champ can get 25 pts worth of magic items
- can be taken without a Slann (and vice-versa), but if you have both a Slann and a Temple Guard unit they must go together (max 1 Slann per unit)
- immune to psychology and Stubborn if joined by a Slann
- not limited (by anything other than the number of Special choices, that is)

Saurus Cavalry
- no new models for the time being
- gets the same armour save boost as the warriors, so they now have a 2+ armour save
- increased Initiative
- same cost as now

Kroxigor
- new set of metal models (was rumoured to be plastic, but that's wrong)
- 1 less Strength
- 3 pts cheaper
- can't charge through skirmishing skinks any more

Stegadon
- new plastic model
- moved from Rare to Special(!)
- +1 Leadership
- Immune to Psychology
- giant bow has 36" range, penetrates ranks like a bolt thrower and is poisoned (first question for the FAQ is how this works with rank penetration as this isn't specified)
- skinks get a 3+ armour save for riding it, not a 1+ like they used to
- same cost as before
- unit strength 10

Terradons
- new (metal) models
- only beast is S4, rider is S3 (and only has hand weapon and javelins)
- rider and beast only have 1 attack each
- Toughness 3 and 2 wounds, as before
- 5 pts cheaper
- are now flying cavalry, so they are Unit Strength 2 and get the armour save bonus for being mounted
- can move through woods without penalty
- drop rocks sort of like they did back in 5th edition, once(?) per battle doing D3 S4 hits per terradon to a unit they fly over in the remaining moves segment
- hit and run now works like the feigned flight rule fast cavalry has (i.e. can move and shoot when rallying after voluntarily fleeing from a charge)

Cameleon Skinks
- 3 points cheaper
- lose their special deployment rule and work like normal scouts
- still more difficult to shoot them (as now)


Rare

Salamander Hunting Packs
- 10 pts more expensive, can get an extra skink for +5 pts
- Leadership of the Salamander dropped by 1 (so losing all skinks is now a Ld reduction of 2, instead of as currently when both handlers and beast have Ld 5)
- now use the breath weapon template instead of the artillery dice, this scatters an artillery dice number of inches forward, like the skaven warpfire thrower.
- might be move or fire
- breath attack is Strength 3, -3 armour save modifier
- can't be joined by characters
- multiple packs can still form one unit, each team is not separate
- not a Monster and Handlers unit, just counts as a Skirmishing unit. In combat the Salamanders go in the first rank and the skinks line up behind. They take Monster reaction tests if the skinks are all slain

Ancient Stegadon
- somewhat altered stats compared to the regular Steggy (+1 Strength, -1 In, -1 Attack, +1 scaly skin (riders also get +1 to their save)
- is armed with a pair of huge blowpipes (normal blowpipes with 2D6 shots each) instead of the giant bow.
- 40 pts more expensive than a regular Steggy

Barbed Razordon Hunting Party
- a new kind of dinosaur unit, also herded by skinks
- same cost as Salamander units, can also get extra skink
- beast has same stat line as a salamander
- fires Strength 4 spikes that has a number of shots equal to the roll on an artillery dice, that roll to hit using BS 3, ignores to hit modifiers for long range, moving, stand and shoot, and multiple shots
- must stand and shoot (if able to), when standing and shooting it gets two artillery dice worth of shots instead of just one
- can't be joined by characters
- multiple packs can form one unit, each team is not separate
- not a Monster and Handlers unit, just counts as a Skirmishing unit. In combat the Razordons go in the first rank and the skinks line up behind. They take Monster reaction tests if the skinks are all slain


Special characters
There are nine special characters in the book, five of which have had rules in previous editions and four who are new.

Lord Kroak (dead Slann)
- 600 pts (so drastically cheaper than before)
- only knows one spell, though one that can be cast at varying difficulties and be cast multiple times. It is a spell that hits all enemy units within range (difficulty 5 = 6" range, 10 = 12" range, and so on), with the range depending on the difficulty (difficulty 5 = 6" range, 10 = 12" range, and so on). It does a considerable amount of damage, apparently.
- doesn't negate magic weapons any more
- PD he generates is added to his side's pool, so any wizard can use them

Mazdamundi (Slann on Ancient Stegadon)
- 620 pts
- can cast spells with any number of dice
- has the Ruination of Cities spell in addition to knowing all spells from one rulebook Lore
-- Ruination of Cities is difficult to cast, has a reasonably short range (supposedly 12" or 18") and does a 2D6 S4 hits (S5 vs daemons, undead and forest spirits), in addition to halving the movement of the victims next turn.
- Mazzie's ward save does not extend to the dino

Kroq-Gar (Saurus Lord on Carnosaur)
- 625 pts
- spear makes all wounds caused with it count double for combat results
- hand of the gods is now a bound spell
- both he and his carnie are stronger than normal
- Saurus Cold One Riders become Core while Saurus Warriors become Special

Tiktaq'To, Master of Skies (Skink Chief on Terradon)
- may join terradon units
- allows the unit to enter the table from any board edge, presumably like Dwarf Miners or Ogre Kingdoms Gorgers
- mask gives a 6+ Ward and Magic Resistance (1)
- his Terradon has the Killing Blow special rule
- costs more than 300 pts

Chakax, Eternity Warden (Saurus Temple Guard Hero)
- same stats as normal Scar-Veteran
- makes any Temple Guard he joins Unbreakable if the unit also contains a Slann
- has a magical great weapon which makes all magic weapons in CC count only as mundane weapons.
- in challenges he gains 5+ Ward, re-roll failed hits and his opponant always strikes last!
- quite expensive (more than 300 pts)
- no scouts can deploy within 20" of him, if a unit comes within 20" of him the lizardmen player must be informed of the presence of any Assassins, Fanatics or similar

Oxayotl (Cameleon Skink Hero)
- Skink Chief Stats with -1 In
- a bit more than 150 pts
- can single out characters / champions in units just like the Empire Hochland Longrifle can
- his poisons auto-wound on a 5+

Tetto'eko (Skink Astromancer Hero)
- Skink Priest stats with -1 Strength
- rides a palanquin, much like a Slann and can join ranked skink units or temple guard
- knows all spells from the Lore of Heavens and has a bonus to cast he Comet of Cassandora (re-roll the number of hits caused to units, only applies to comets cast by him)
- gives a one-turn bonus to cast Lore of Heavens spells (all wizards get irrisitible force on any double)
- allows the Lizardmen player to redeploy D3 of his own units after setup

Gor-Rok (albino Saurus Scar-Veteran)
- same stats as normal Scar-Veteran
- has a magic shield that makes him always count as defending an obstacle
- enemies must re-roll successful rolls to wound him
- Stubborn
- expensive

Tenehauin, Prophet of Sotek (Skink Lord)
- Weapon Skill dropped to 4
- still has his additional serpent attacks, but can't join swarms
- all Skinks in his army Hate all Skaven


Rumoured rules

Often talked about are:
- Spawnings becoming more widespread and available to more units (like in the Sacred Spawning variant lists) - Wrong
- Ranked Skink units (like in the Lustria book) and possibly with Kroxigors added (like in 5th edition) - Correct
- Skink Horned One Riders (like in the Lustria book) - Wrong
- a separate Lore for Slann - Wrong
- more mount options for Skink characters (like in 5th edition) - Correct
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Originally Posted by Codsticker View Post
That would be teh ironical as Sylass is usually the blamee not the blamer.

Last edited by Avian; 11-01-2009 at 11:25.
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Old 14-06-2008, 15:49   #2
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Default Re: Lizardmen

Thanks to kragnorak for a picture of a new plastic Kroxigor (taken at the GW Design STudio Open Day).




Thanks to GeOrc for what looks like a new green of "Oxayotl", one of the Skink special characters.

A possible explanation why there's a "new" Lizardmen miniature now:
Originally Posted by Bregalad View Post
Following the discussion in the 40k forum, there is an easy (and boring) explanation for this miniature:
It is the Spanish GW Games Day. Juan Diaz is the Spanish sculptor of these miniatures. All miniatures are officially unreleased but sometimes many years old (like the SM character and the Farseer) and some even unofficially released (sold on ebay). So all these miniatures including the lizard are just a showroom for the work of the national GW sculptor. No new lizardman (or Eldar, or Blood Angels) release in the near future. Sorry to shatter some hopes here.
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Originally Posted by Codsticker View Post
That would be teh ironical as Sylass is usually the blamee not the blamer.

Last edited by Avian; 30-09-2008 at 15:26.
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Old 16-09-2008, 11:20   #3
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Default Re: Lizardmen 2009

Dosen'tlook like its been posted yet so heres the box artwork for the Lizzies. I believe its new. Sorry theres no actually mini's.
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Old 19-09-2008, 09:35   #4
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Default Re: Lizardmen army book rumours

Thanks to rikard and TPV for higher quality pictures of the mentioned artwork and the following rumours:

Quote [...]
New Temple guard and Stegadon have been seen, both are plastic.
Nakai and Mazdamundi have been rumoured for release too, though at this point I think it's pure speculation.
[...]
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Originally Posted by Codsticker View Post
That would be teh ironical as Sylass is usually the blamee not the blamer.
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Old 24-09-2008, 07:25   #5
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Default Re: Lizardmen 2009

Just a tidbit I heard from a friend...

*Saurus Cav, Saurus Warriors, Kroixgors, Temple Guard will be able to take the Spawnings upgrades...maybe Skinks too, but he can't remember.
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Old 25-09-2008, 21:27   #6
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Default Re: Lizardmen 2009

Originally Posted by Lasti View Post
See this?
http://img372.imageshack.us/img372/9141/slannsz6.jpg

This is the power of a Slann! On this picture, we can see Kairos himself! Slann stops the magical flame of the most magic powerful creature in the world. Slann should kick ass, they should have something like Master of Sorcery/Book of Hoeth/Banner of Sorcery, should have something like DE and DL have - "Boon of Tzeentch" spell.
They are masters of magic! Weak and poor, dirty, half nacked girl have this spell, can cast spells on unlimited dices, but master of geomacy and magic dont... sick!
That's pretty awesome art, where's it from?
But I'm pretty sure that's not Kairos - he has two heads, and is a cripple.

But yeah, Slann are going to be awesome. Pimped Lord of Change awesome.

So, I talked to a store guy (I know, not a reliable source, but still) and he siad these were the Special Characters:
Lords:
Kroq-Gar
Venerable Lord Kroak
Tehenhauin, Prophet of Sotek
Geomancer Lord Mazdamundi
Nakai, the Wanderer

Heroes:
Oxayotl, Firstspawned Stalker
Ten-Zlati, Herald of Kroak (bought as upgrade for Kroak)
A Skink on a special HornedOne.
Lotl Botl (tough champion upgrade)
New Skink hero, blessed of Tlazcotl, with a special mirror (?)
New (intelligent) Saurus hero, blessed by Tepok, wears the skin of a feathered serpent.

He also said that Horned Ones were returning, and that the new Lizardmen models would have much more ornate stuff on them, comparing the old Cold One Riders to the latest ones (which he said were going to be replaced).
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Old 01-10-2008, 19:33   #7
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Default Re: Lizardmen 2009

Some more info I was fed, not sure how accurate any of it is...


*Temple Guard: The 0-1 choice per Slaan will be gone, though you won't be able to bring an entire army of them...maybe 1 per 1 Saurus unit? Also can have upgrade (or come with it?) that all their Attacks count as Magical!


*Terradons: Cheaper, still Unit Strength 1, 2 Spawnings available to them (Quetzel/Sotek).


*Saurus Warriors: 2 pts cheaper, Magical Banner for 1 unit if you're lead by Saurus Old Blood (as general), one of the Spawnings is changing-move through Difficult/Woods as if it were open.


*Saurus Cav: 4 pts cheaper, can take one Spawning only, limited to Quetzel, Sotek, and 2 others...



Please take it all with some salt on the side.
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Old 09-10-2008, 20:06   #8
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Default Re: Lizardmen 2009

Ive heard from a very reliable source:

Plastic Stegadon (with engine of the gods version) as special choice, New Kroxigor, New Terradons (metal), plastic Temple Guard and 8 named Characters, including Mazdamundi
Salamnder will breath fire template, but there'll be a second new option that fires spikes.
(cant remember the name - Something hunter pack.)
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Old 10-10-2008, 07:56   #9
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Default Re: Lizardmen 2009

I forgot - I was also informed that the cold-blooded rule will be changed to roll LD on 2 dice, any doubles count as insane courage.
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Old 10-10-2008, 09:27   #10
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Default Re: Lizardmen 2009

Quote Salamnder will breath fire template, but there'll be a second new option that fires spikes.
I heard this a few months ago, glad someone else has! The way I heard it was that the second unit would be BS4, 1 art dice each, couldnt flee, but could stand and shoot with 2 art dice worth...

D

P.S Heres hoping they dont change the coldblooded rule! Panic would be somewhat bad :-)
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Old 10-10-2008, 14:33   #11
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Default Re: Lizardmen 2009

Ok now I have some info that I heard at a GW the person I heard it from seemed to know alot so here it is.

Saurus worriors are going down by 1pt but they are getting a scaly skin save of 5 which sorta makes it fair skinks are dropping down by 1pt as well and saurus cavalry are dropping in points as well and kroxigors are getting light armour to their scaly skin and as for models the stegadons being redon as a plastic kit and temple guard and kroxigors as well.So thats about all I can remember hope it actually helps those who are like me waiting for LM to be redone as i do miss using them.
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Old 12-10-2008, 09:34   #12
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Default Re: Lizardmen updates

The Arcanadon is gone, the Engine of the Gods is mounted on a Stegadon and is a mount choice for a skink priest; taking up an additional hero choice. The ancient stegadon is a rare choice with slightly different stats to reflect it's name and a different ranged weapon. The current stegadon is then moved to specials. All 3 will be available as a plastickit in one box. Bargain.
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Old 12-10-2008, 13:01   #13
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Default Re: Lizardmen 2009

Few things I heard from hanging around smokers corner at the first GT...

JSOD's gone, Oldbloods / Vets can now ride Stegs

Sallies down to special, now use templates, Spinodons replace them as rare (nasty as hell supposedly)

Lore of Old Ones, all high cost spells, but if cast, horrible effects, Slanns will be up there with Kairos (vomits) as true masters of magic..

Overall LM will have one of the most versatile lists now enabling multiple builds, Big stompy dino list, Magic shooty, CC hard, skirmisher heavy etc...Looks good.

Not heard anything about magic items or weapons though, anyone? Cause by god we need some new stuff to play with...
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Old 15-10-2008, 05:46   #14
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Default Re: Lizardmen updates

IT IS OFFICIAL

February is Lizardmen Month

February 9th, 2009

* Warhammer Armies: Lizardmen $25.00
* Lizardmen Stegadon $40.00
* Lizardmen Saurus Temple Guard $25.00
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Old 15-10-2008, 22:01   #15
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Default Lizardmen army book rumours

Well, this is my first official rumor. Part of it has been posted, but looks like I get to throw out the rest. Anyhow, here are the new LM models that are coming out in February.

W/H ARMIES: LIZARDMEN $25.00 FEBRUARY 09
LIZARDMEN STEGADON $40.00 FEBRUARY 09
LIZARDMEN SAURUS TEMPLE GUARD $25.00 FEBRUARY 09
LIZARDMEN KROXIGOR $20.00 FEBRUARY 09
TIKTAQ’TO, MASTER OF SKIES $17.00 FEBRUARY 09
LIZARDMEN BARBED RAZORDON HUNTING PARTY $25.00 FEBRUARY 09
LIZARDMEN SCAR VETERAN WITH ARMY STANDARD $15.00 FEBRUARY 09
CHAKAX, ETERNITY WARDEN $15.00 FEBRUARY 09
LIZARDMEN TERRADON $17.00 FEBRUARY 09

Not everything I was hoping for, but I definitily won't complain.
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Old 16-10-2008, 10:52   #16
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Default Re: Lizardmen First Wave

Tic-Tac-Toe is a Terradon special character - and a master of tactics .... how very, very tired, I really don't like these "joke names" that they give to LM, the all time worst had to be the Lustria SC "Teenie Weenie" .... RUBBISH!

Temple Guard are plastic.

Barbed Razordon is a new beast that looks like an ankylosaurus (sp?) and is a goaded beast like the salamander, I can't remember too much about it other than that.

Gone is the rickety howdah for the stegadon, now you get a proper platform, oh and the engine of the gods for good measure.

I'll post more as I remember it.
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Old 21-10-2008, 07:21   #17
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Default Re: Lizardmen army book rumours

And a mention from the Italian GD:

Originally Posted by Shoggoth View Post
Lizardmen:will be nasty.Full of new models,more dinosaurs (a more fat stegadon model in the near future).Out in march,no spearhead box but something else.Stegadon will have 3 ways of use: as now, with the Warmachine of gods and with a crew of giant blowpipe skinks (swarm of dards rule..multiple poisoned St3 shooting weapon).No other informations could be said about,sorry
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Old 02-11-2008, 19:18   #18
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Default Re: Lizardmen army book rumours

Thanks to Dragoonzero0* for posting pictures of the upcoming Stegadon.

*originally submitted by Godel from The Pyramid Vault

Discussion here.
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That would be teh ironical as Sylass is usually the blamee not the blamer.

Last edited by Sylass; 04-11-2008 at 19:27.
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Old 08-11-2008, 19:17   #19
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Default Lizardmen army book rumours

I have looked to see if this has been posted but can’t see it so here you go

I picked up the new catalogue to day & no one has notes that the temple guard are different

Have a look yourselves

Also a pic of the new Kroxigor which I have been told isl metal & the metal new metel Terradon
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Old 08-11-2008, 23:14   #20
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Default Re: new plastic lizardmen temple guard

My post from Pyramid vault:

Engine of the Gods:

wife took this pic but we were in a rush... i didn't realize it was so blurry.

http://i7.photobucket.com/albums/y29...oto-0024-1.jpg

I can describe it.

The head/body is all the same as the normal stegadon (so doesn't appear to be head options)... The howdah appears similar but no ballista. I do not like all the skinks on it so I will prob remove them or modify the top part.

The skink priest is nice. He had like a skull type helm on.

Regards,

Sanjay
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