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.
|Greater Arcane Conduit||
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.
Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.
Light Magic excels at the scourging of the supernatural, be they Daemons and creatures of Chaos, or the unquiet dead.
Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.
The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.
|Light of Battle||
Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.
|Net of Amyntok||
The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.
The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.
|Shem's Burning Gaze||
Bolts of cleansing energy fly from the Wizard’s hands, searing evil wherever they strike.
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|Monsters & Beasts|
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