Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes.
On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Those Skinks attuned to the energies of the world and that show an aptitude for magic are the Skink Priests, the most intelligent of their kind. Their role is to become the personal attendants of the mighty Slann Mage-Priests, and act as the prophets of the Lizardmen, as the only ones capable of interpreting and executing the will of their Slann masters. This is rarely straightforward, as entranced Slann do little more than mumble, yet each utterance, even the most incoherent whisper, might have vast consequences - for of all living creatures, the Slann are the most powerful of mages, and they alone worked under orders from the Old Ones. As it is strictly forbidden to disturb an entranced Slann in any but the direst of times, it is left to a Skink Priest to make many daily decisions for the whole of Lizardmen society. On behalf of their masters, it is their role to ensure that the Great Plan comes to fruition.
This unit has the following mount options
|Terradon||Dangerous predators with sharp talons and pointed beaks, these giant flying reptiles are surprisingly agile and can spot their prey at great distances.|
|Stegadon||Mighty, horned, reptilian beasts, Stegadons are naturally armoured with bony scales and spikes protruding from their crests.|
|Ancient Stegadon||Amongst the largest and most ferocious of their race, the eldest Stegadons have thicker hide and larger horns than others of their kind.|
|Encourage||This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.|
|Hide (forest)||This unit can hide in forests until enemy units get too close.|
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Spells from the Lore of Heavens manipulate the ethers of the skies, buffeting and pummelling winged creatures.
Lightning arcs across the battlefield, leaping from foe-to-foe with crackling fury until there are none left within the storm.
|Comet of Casandora||
Reaching to the highest heavens, the Wizard draws a wandering meteorite down upon the battlefield.
|Curse of the Midnight Wind||
The Wizard issues a three word curse, hexing the target unit and blighting their ability to attack and defend.
Divining auspicious signs, the caster guides the minds of targets, augmenting them with the foresight needed for victory.
The caster calls down a mighty ball of lightning and hurls it - should the foe be struck they will surely be shattered!
The Astromancer seizes the winds of the battlefield, directing them against the foe to batter the targets with unhallowed gales.
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|Missile Monsters & Beasts|