These Slann mystics bring ruin to the foe's armies and devastation to its cities.
The favoured servants of the Old Ones, the Slann have considerable intellect and magical abilities, and rule the Lizardmen as venerated Mage-Priests. Although not physically menacing - their bodies are toad-like with large heads and bulbous eyes - with a flick of their multi-jointed fingers, Slann can topple cities, engulf foes in flames or open vast rents in the ground below. Enemy Wizards find even the mightiest incantation they try to employ unravelling before them as the Slann contemptuously waves its hand. The Slann see the world differently from other beings. Their orderly minds are constantly at work - deciphering complex problems and wandering the cosmos. They sit unmoving on their stone palanquins or in their Star Chambers, and to an outsider a Slann might appear asleep, or even dead. So deeply do they meditate that signs of life are hard to detect - their breaths are shallow and far apart, their eyes unblinking and vacant. Yet the Slann are attuned to more than mortals realise - for they can perceive the magic and raw disorder that has hung in the very air since the great influx of Chaos.
|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.|
|Strider||Speed and combat penalties caused by terrain are ignored by this unit.|
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
|Shield of the Old Ones||
The resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.
Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark.
Without warning, a conflagration of the eight arcane Winds forms on the foe, creating a devastating tempest.
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.
The Astromancer seizes the winds of the battlefield, directing them against the foe to batter the targets with unhallowed gales.
The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.
The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.
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|Monsters & Beasts|
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