Lizardmen

At a time when the Empire was but a future event, before Orcs knew what to do with rocks ("Hit fings!"), even before the Elves became aware of the Dwarves, the Slann ruled the world. Their genesis, rise and fall are shrouded, but their legacies remain. The warp portals linking the world's poles to Chaos are one such legacy. Blood Bowl is another...

In the current year, the jungles of Lustria remain largely unexplored by the Old World. However, the lands of the Old World do not hold any mysteries from the Slann, indeed they refer to the countries as the New World in reference to the young races who inhabit the area. There has been Slann infiltration of the World since it's origin, but these past years have seen the beginning of contacts between the two worlds. As with many first contacts, sports are always a common reference point, the sport dedicated to Nuffle is always a favourite.

The Skaven have known of the existence of the Slann for many centuries, in fact when Clan Pestilens were chased from Lustria they brought with them knowledge of a game which the Old World was just discovering. The Tsetse Plaguelords (later to form Clan Rigens) were already at an advantage in the new formed leagues, showing off plays picked up by their brave spies.


Qty Title Cost MA ST AG AV Skills
0-12 Skink 60,000 8 2 3 7 Dodge, Stunty
0-6 Saurus 80,000 6 4 1 9 None


Reroll counter: 60,000 gold pieces each.

AvailableSkills

Title General Agility Strength Passing Physical
Skink * *      
Saurus *      

Special Rules:

Lizardmen Slann Mage Priests

The mages of lizardmen are easily the most powerful in the world, and is reflected in thier abilities. Lizardmen must spend an extra 50k for their wizards (they don't mind, they worship them as gods anyway)... but, their wizards may use any 2 of thier abilities per game (ie a celestial wizard can cast a bold and zap, or any combo of it's 3 spells).