If you are reading this then STOP. Check out this excellent summary thread by Divinor, as it is much more up to date and better organised.
Since the other topic is growing rapidly with all the info spread out across multiple topics, I thought I'd repost it all here for convenience sake.
I'll keep updating this post as more comes out.
Better pics: http://raffazza.blogspot.co.uk/2013/07/new-better-lizardmen-pictures.html?spref=tw
From Bell of Lost Souls:
Warseer:
Our very own stormtruperTK41
Clarification: The Necrosphinx supposedly hit 4 times but failed to wound. Given that it is only strength 5 outside of its special strength 10 attack (which we can assume to miss), and the Bastiladon is rumoured to be toughness 5, I don't think we should read too much into this, sadly.
From http://raffazza.blogspot.co.uk/2013/07/lizardmen-rumours-part-5-rumour-round-up.html?spref=tw
From Mortix on Warseer (Most of this we already know, I've highlighted what seems new):
From my own reading of the White Dwarf:
From Sineater on Warseer:
Since the other topic is growing rapidly with all the info spread out across multiple topics, I thought I'd repost it all here for convenience sake.
I'll keep updating this post as more comes out.
Better pics: http://raffazza.blogspot.co.uk/2013/07/new-better-lizardmen-pictures.html?spref=tw
From Bell of Lost Souls:
- Jeremy Vetok is the author of Warhammer: Liardmen!
- No new Kroxigor, that model is the same as we already have.
- Magic is lore of High Magic. Lore attribute is called Contemplations. It is hard to read but here is what I got: If a spell of the Lore of High Magic is successfully cast by a Liardmen wizard. He can choose to forget the spell. At the end of the magic phase the wizard generates a new spell for each spell he choose to forget from the Lore of High Magic or another lore he also has available but the new spells will always have this or that spell lore's attribute. It is possible to generate the same spell as one that was forgotten or one he forgot in a previous phase. Edit: As I re-read this, it could very well say that it uses the spell lore attribute of the generated spell. Trying to decipher "that" vs. "this". Honestly, it is hard to tell from that little preview box.
- Still Kroxigor mixed with skink units. It is used in the batrep.
- Basic stegadon and both bastiladons are used as special units in the batrep.
- Troglodon and Salamanders are used as rares in the batrep.
- The Slann in the batrep takes Becalming Cogitations.
- Jungle swarms are used as special in the batrep.
- No mention of sacred spawnings or new special abilities on any old units used in batrep.
- All this is hard to read in the small preview image: Terradon Riders and Ripperdactyl Riders have 6+ scaly skin. The flaming bolas are an upgrade for the Terradon Riders with a 6" Range, Str 4, Flaming, Quick to Fire. Drop rocks looks to be D3 Str 4 as before. Ripperdactyls, but not riders, have Frenzy, Armor Piercing and Killing Blow. Looks like the Bloat Toads are placed into enemy units before the game starts, one for each unit of Ripperdactyl Riders. They give the Ripperdactyls frenzy D3+1 attacks instead of 1 against units that have them.
- Many new models have a Predatory Fighters ability: When they roll a 6 To Hit in combat they get a bonus attack for free. The Troglodon's Primal Roar increases this to a 5+ for a single round of combat - not sure if it is just him or also units around him.
- The Bastilladon's Solar Engine seems like a buff wagon of some kind. In the bat rep write up Adam Troke talks about it increasing a unit of Saurus (already with Hand of Glory) in a combat with it to Initiative 4 - could be a buff bubble. Hand of Glory gives D3 Init I think, so maybe the Solar Engine gives +1....not sure. It also seems like he shoots it during the magic phase as a bound spell where it kills 7 guys. So it might do 2d6 hits or a template - not sure on Str.
- Skink Chief and Priest look to have Scaly Skin 6+. Could be all skinks have that now.
- Scar-Vet looks to have Preditory Fighter. Looks to be a slight drop in points.
- Oxyotl and TikTaq'To are listed in the heroes. Both looked to have drop in points by about a third of what they were.
- The prices that were previously posted seem to all be right what is listed here.
- Skink Chief dropped in points by almost a fourth. (Not posting exact points)
- Looking at the preview Rare page it seems to me that you can just upgrade the Ancient Steg to take an Engine of the Gods, unless it is taken as a mount for the Skink Chief. It is also listed as a mount for the Skink Priest. Must be the EotG works differently.
- Base costs of the Stegs look pretty comparable to their current costs. Ancient Steg drops by about 15%, but then you have a couple upgrades. Ancient Steg and Regadon can take Unstoppable Stampede and Sharpened Horns upgrades. Not sure what those do. According to the mount cost on a Skink Chief the Regadon drops a little also.
- Ancient Steg appears to be split profile.
- Razordon hunting pack see a drop in points. Salamanders a slight increase.
Warseer:
Got the WD here. Ripperdactyls are 2 wounds 2 attacks with frenzy, skink riders have armour and shield and spears so minimum of 3+ save. The generated spell from a different lore uses the lore attribute of the new spell. Scar vets can take carnosaurs(!!!) skink priests can take lore of heavens and beasts! Overall im happy!
I can't make the toughness out its really fuzzy, sorry dude!
Edit: strength 4 with killing blow!
Nah it too fuzzy, I think its 10 points more than the current carnosaur upgrade on an oldblood. Or 100 points more its hard to make out!
Our very own stormtruperTK41
stormtruperTK41 said:Also, the Bastiladon gets dome kind of cool tail attack and has hide so tough that necrosphinx struggle to wound.
Clarification: The Necrosphinx supposedly hit 4 times but failed to wound. Given that it is only strength 5 outside of its special strength 10 attack (which we can assume to miss), and the Bastiladon is rumoured to be toughness 5, I don't think we should read too much into this, sadly.
stormtruperTK41 said:Apparently becalming cogitations now allows for dispel rerolls
From http://raffazza.blogspot.co.uk/2013/07/lizardmen-rumours-part-5-rumour-round-up.html?spref=tw
Ripperdactyls apparently: AP, KB, Frenzy, Fear, Flying Cav, Scaly Skin 6+, against specific unit d3+1 attacks & rerolls to hit.
stats for sallies and razordons unchanged
troglodon stats:733555235 rider ld6. 200pts. Rare
tons of rules for this, hard to read, Aquatic, Large Target, For beast: Poison, spit venom, predatory hunter. Primal roar or sth like this
From Mortix on Warseer (Most of this we already know, I've highlighted what seems new):
Ok I'm sure some of this has been posted but i can't remember, so I'll post what im not sure has been confirmed or cant remember seeing
I'm not sure how much I'm allowed to post but pretty sure PT costs are not ok so
Terradon Riders (Scaly Skin 6+, Forest Strider, Cold-blooded, Fear, Flying Cavalry) D3 S4 hits for Drop Rocks, (Upgrades Fire something range 6" s4 flaming attacks, quick to fire)
Rippperdactyl Riders (Armour Piercing(ripper), Cold-blooded, Fear, Flying Cavalry, Frenzy (Ripper), Killing Blow (Ripper), Scaly Skin 6+ (Toad RAGE, when attacking enemy unit with toad freny =D3+1 attacks reroll hits)
Oxyotl: Cheaper
Tiktaq'to much much cheaper
Scar Vet: Tiny bit cheaper, Can mount cold one or carnosaur
Skink Priest: same pts & special rules apart from scaly skin 6+, engine of gods mount cheaper
Skink Chief: Cheaper, May be mounted on terradon, ripperdactyl, Steg, Ancient Steg
From my own reading of the White Dwarf:
- -There seems to be no indication that Spawnings are making a return, as the GW painting team indicate that this was purely an aesthetic choice when painting the minatures.
-Skink Chiefs are 40 points. They can ride Terradons for 35 and Ripperdactyls for 40 (Given that Terradons used to be the same price for the mount as the unit, I think we can safely assume these new points values for the unit also). Chief weapon options have dropped by 25-50%.
-Scar-Vets have dropped by 5. Cold One mounts are still 20. Light armour and shields appear to have gone up by one point each but other equipment remains the same.
-Carnosaurs have two types of upgrades available: one for 15 and the other 25. Its unclear what these are, though it may be Lunging Strike and Bloodroar, respectively.
-Skink Priests have a new special rule and have lost Channelling. The wording is unclear but it looks like "Arcance Vassal." I'd suspect its similar to Channelling anyway. They can indeed take Beasts. Same points costs. May be mounted on an Ancient Stegadon with Engine of the Gods (and only that).
-BSBs as before, with the Slann still being able to be BSB and General.
-Terradons and Rippers are both strength 4 toughness 3, though Rippers have a slightler better initiative (3). Otherwise they seem identical to current Terradons.
-Salamanders have gone up by 5 but no other changes (they have Spout Flame but it doesn't say what it does).
-Razordons down by 10. They have gained the special rule "Impenetrable Defence" as well as retaining "Shoot Barbs." Again, this rules aren't explained.
-Ancient Stegadon unchanged stat and ruleswise: "Unless taken as a mount for a Skink Chief, may replace Giant Blowpipes with Engine of the Gods" for 50 points. Base cost down by 45. The crew have no T/W values so I assume they can't be targetted seperately!
-Skink Oracles have Arcane Vassal like the Priests. They don't have a T/W value so I assume you use that of the Troglodon, like Chariots! 4+ Scaly Skin and cause Terror. The Oracle may take a Divining Rod for 15 points but no rules given.
There's an image of Kroq-Gar rules page over on GW itunes site, which as the rules for Grymlok as well.
Grymlok is identical to his current iteration. Given his similarity to Carnosaurs, we can probably safely assume no other Carnosaur rules changes.
Grymlok also has 'Attuned to the Beast,' but I imagine that's his special character rule rather than a generic Carnosaur one.
Kroq-Gar's stats, which were identical to Oldbloods, haven't changed either. Given what we know about Scar-Vets, this means that the Oldblood Statline hasn't changed at all
As pointed out by Dust: Skink Terradon and Ripperdactyl riders are leadership 5. This indicates a likely leadership drop across the board.
From Sineater on Warseer:
I was able to speak with a gent who was able to take a sneak peak at the book here is what I was able to glean from him . Bas w/Arc- Spawns jungle Swarms ( not sure how or if Bound spell) Bas w/Solar engine +1 initiative Aura and Bounds spell strength 5 small template Slann has access to 5 disciplines there are combos that are restricted one is loremaster one is Becalming One is MR (3) other 2 unknown. Trog has predatory fighter buff to a 5 up for one round as suspected a few other special rules Unconfirmed but some sort of Magic buff as well for casters from Oracle . Temple guard are cheaper - Saur basically unchanged save the PF special rule . Predatory Fighter rule does not persist past the first extra attack so for example you roll 10 attacks get 2 6s( 2 extra attacks) you roll one more 6 from the 2 this does not grant an additional attack. That's all I was able to gather.
