Source: Warhammer Armies Project: Unofficial 9th Edition

Magic Items Expansion (Lizardmen)
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Magic Weapons

Blade of Revered Tzunki(Magic Weapon)45 points

Said to be the weapon wielded by the Old One Tzunki himself, this exquisitely crafted weapon is made of a hard, black material. It is unbreakable, and has survived the most intense dragon fire unscathed, even remaining icy cold to the touch. Such is its craftsmanship and design that it hums as it cuts through the air.

The Blade of Revered Tzunki gives the wielder +1 Strength and the Ignores Armour Saves special rule.

Scimitar of the Sun Resplendent(Magic Weapon)45 points

As light as a dagger, this curved blade invigorates the wielder with the power of the sun. They are filled with energy and mighty powers of endurance, and a fiery anger overcomes them in battle so that they attack their foes with great fury.

The Scimitar of the Sun Resplendent gives the wielder +2 Attacks and the Hatred special rule.

Stegadon War-spear(Magic Weapon)35 points

The tip of this massive spear was carved from the horn of the very first and greatest Stegadon to bear a war howdah. The gnarled horns of this beast, inlaid with magical runes, were said to be so hard they could shatter mountains with ease.

Skink Chief on Stegadon only. Spear. The Stegadon War-spear gives the bearer's mount the Impact Hits (2D6+1) special rule.

The Lash of Itzaotyl(Magic Weapon)30 points

Used by the servants of the Old ones to subdue the massive beasts that stalked the world at the dawn of time, the ancient lash of Itzaotyl ensnares all it touches with an unbreakable tendril of pure magical essence.

The Lash of Itzaotyl gives the wielder the Always Strikes First special rule. In addition, any Monster successfully hit by the lash must pass a Leadership test. If failed, it cannot Attack this close combat phase.

Staff of the Lost Sun(Magic Weapon)30 points

This is a short staff made from a multi-coloured metallic substance of alien manufacture, with arcane glyphs moulded into the shaft. Beams of bright, intensely hot light fire from one end of the staff, searing the flesh of those caught in the blast.

The Staff of the Lost Sun fires using the following profile:

RangeStrengthSpecial Rules

Sword of the Hornet(Magic Weapon)25 points

When this sword is picked up, the bearer is filled with minor premonitions, seeing events seconds before they happen. In this way, the sword's wielder can perceive where the enemy will attack, and launch a strike of their own a moment before.

The Sword of the Hornet allows the wielder to re-roll 1's To Hit, and enemies must re-roll 6's To Hit against them.

Burning Blade of Chotec(Magic Weapon)15 points

An acrid smell of sulphur exudes from the barbed blades on this weapon. It passes easily through armour, blackening and buckling steel and causing searing wounds that blister and smoke.

Dagger of Sotek(Magic Weapon)15 points

This cruel, curved dagger has taken thousands of lives – sacrifices offered up to the bloodthirsty god Sotek. The rat-kin particularly fear this weapon, for it has been the doom of many of their number.

Skink Only. The Dagger of Sotek gives the wielder the Killing Blow special rule. In addition, all models from Warhammer: Skaven treat the model as having the Fear special rule.

Magic Armour

Hide of the Cold Ones(Magic Armour)40 points

Only the toughest of Saurus Warriors can don the Hide of the Cold Ones, making his appearance fearsome to behold. However, the hide exudes a toxic slime that slowly poisons the user and dulls his mind.

Oldblood or Scar-veteran on foot only. The wearer of the Hide of the Cold Ones gains +1 Toughness as well as the Fear, Natural Armour (5+) and Stupidity special rules.

The Maiming Shield(Magic Armour)20 points

This shield has been created more as a weapon than for protection, and the warrior using it can hack and slash with its barbed edges.

Shield of the Mirrored Pool(Magic Armour)20 points

The face of this shield is dark and reflective, and ripples spread from its centre when it deflects blows. Hostile enemy magic is absorbed by this ancient piece of armour, and may be rebounded back at the caster.

Shield. Any magic missile that strikes the bearer of the Shield of the Mirrored Pool or any unit they are with is reflected on the roll of 2+ on a D6. If the spell is reflected, the results of the magic missile are resolved against the caster of the spell and any unit they are with.


Aura of Quetzel(Talisman)30 points

Blessed by Quetzl, this string of beaded shells, feathers and bones is a powerful protective charm, surrounding the warrior in a miasma of dancing colour.

The Aura of Quetzl gives the wearer the Ward Save (4+) special rule against attacks with Strength 5 or more.

The Shield of the Old Ones grows more powerful under the influence of this glowing plaque, shining brightly and bursting into crackling sheets of lightning as it deflects incoming attacks.

Slann Mage-Priest only. The Divine Plaque of Protection gives the wearer and any unit they are with the Ward Save (5+) special rule against missile attacks.

Glyph Necklace(Talisman)20 points

An ancient and potent token of protection, this necklace wards off attacks directed at its wearer. Enemies fumble their blows, their strikes glance off scales and they seem unable to attack the bearer effectively.

All close combat attacks directed against the bearer of the Glyph Necklace suffer -1 To Hit.

Amulet of Itzl(Talisman)15 points

With a burst of light and the sound of a thunderclap, this amulet explodes into a million shards of crystal if a true shot or blow comes near to harming the wearer. The amulet takes the brunt of the attack, leaving the warrior unharmed, but the Amulet is destroyed in the process.

One use only. The Amulet of Itzl gives the wearer the Ward Save (2+) special rule against the first unsaved Wound suffered.

Arcane Items

Cupped Hands of the Old Ones(Arcane Item)45 points

A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic.

Slann Mage-Priest only. One use only. If the bearer of the Cupped Hands of the Old Ones miscasts, roll a D6. On a roll of 1 the bearer suffers the results of the miscast as normal. On 2+ the miscast is ignored. In addition, any enemy Wizards within line of sight of the Slann Mage-Priest will count as having rolled a 7 on the Miscast table.

Rod of the Storm(Arcane Item)45 points

An ancient remnant from the time of the Old Ones, this revered artefact can unleash crackling branches of lightning. It is only drawn forth from the inner sanctum of the High Temple of Tlaxtlan in times of direst need, for once it is used its energy dissipates, and it takes some time for it to regain its power.

Diadem of Power(Arcane Item)20 points

This circlet is inscribed with the wisdom of the Old Ones in the form of arcane glyphs and symbols. It allows the spellcaster to perceive the Winds of Magic and manipulate them in the physical dimension.

The Diadem of Power allows you to save up to two unused Power dice at the end of your Magic phase and add them to your side's Dispel dice pool in the next enemy Magic phase.

Plaque of Tepok(Arcane Item)10 points

A depiction of the mysterious Old One Tepok, this plaque opens up the mind of the Slann to new possibilities, allowing it to mind-meld with the spirits of the ancients and use their knowledge.

Slann Mage-Priest only. The model bearing the Plaque of Tepok can choose an additional spell from their chosen Lore of Magic.

Enchanted Items

Gleaming Pendant of Chotec(Enchanted Item)30 points

When the small puzzle icons are arranged correctly on this amulet, the air around the pendant becomes distorted and hazy. In a burst of light, this distortion surges out in all directions, dazzling the eyes of the foe and stunning them momentarily.

One use only. The Gleaming Pendant of Chotec may be used at the start of any close combat phase. For the remainder of the phase, all enemy units in base contact with the wearer or the unit it is with gain the Always Strikes Last special rule.

Blood Statuette of Spite(Enchanted Item)25 points

This statuette is carved in the likeness of the Old One god Xapati, and is frequently bathed in offerings of blood. The vengeance of the Old One may be called upon in battle to strike down the Lizardmen's foes.

One use only. Bound Spell, Power Level 5. The Blood Statuette of Spite contains a direct damage spell with a range of 18" that targets one enemy model, even in a unit. The target model must pass a Toughness test or suffer a Wound which Ignores Armour Saves. If the model takes a Wound from this spell, it must immediately take another Toughness test, losing another Wound if it fails again. This continues until either the model passes a Toughness test or is slain.

Charm of the Jaguar Warrior(Enchanted Item)25 points

A token depicting a snarling jaguar face with delicately inlaid eyes of amber, this charm gives the wearer the speed of a jaguar, allowing him to move swiftly through the jungle. Some say that the warrior seems to blur and shift between his true shape and that of a stalking jaguar.

Model on foot only. The Charm of the Jaguar Warrior gives the bearer Movement 8 and the Scouts special rule.

Carnosaur Pendant(Enchanted Item)20 points

The pendent is made from the teeth of a raging Carnosaur, its spirit imbuing the wearer with a hunger for blood.

Saurus Oldblood, Scar-Veteran or Skink Chief only. The bearer of the Carnosaur Pendant gains the Blood Frenzy special rule.

Curse-Charm of Tepok(Enchanted Item)20 points

Crafted in the form of a grotesque, leering face, this charm forces its visage into the minds of enemy sorcerers, wracking them with doubts and fears.

One use only. When an enemy Wizard rolls on the Miscast table, the bearer of the Curse-Charm of Tepok may force them to re-roll the result.

War Drum of Xahutec(Enchanted Item)15 points

This drum echoes the beating heart of the jungle itself. As the Lizardmen march to war the thundering booms quicken and grow louder, falling silent only after all foes lie still.

The bearer of the War Drum of Xahutec and any unit they are with do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units. In addition, any friendly unit attempting to Rally within 12" gains +1 Leadership.

Bane Head(Enchanted Item)10 points

This is the shrunken head of a long-deceased intruder into the jungles, its eyes glowing red while curses are called down upon the bearer's enemies.

The bearer of the Bane Head gains the Multiple Wounds (2) special rule against one enemy model, nominated at the start of the battle.

Venom of the Firefly Frog(Enchanted Item)10 points

This intense poison is distilled from the glands of the rare and deadly firefly frog. When applied to weapons, it can cause even the tiniest scratch to become inflamed, and ultimately fatal.

The Venom of the Firefly Frog gives the bearer the Poisoned Attacks special rule. If the bearer already has Poisoned Attacks, they may re-roll failed rolls To Wound.

Dragonfly of Quicksilver(Enchanted Item)5 points

Said to have been crafted by the brilliant Skink artisan Bo-Thuknoq under the guidance of Tepok while in a deep trance-meditation, this small, metal dragonfly is thrown into the air before battle. With a strange intelligence of its own, the dragonfly scouts out the position of the enemy, conveying what it sees back to its owner.

If both players have models with the Scouts special rule, the Lizardmen player adds +1 to their dice roll when rolling to see who deploys their Scouts first.

Magic Standards

Totem of Prophecy(Magic Standard)40 points

This totem causes those to look upon it to realise their own mortality, as images of the futility of their own small lives within the grand scheme of the Old Ones wash though their spirit.

All enemy units with Line of Sight to the Totem of Prophecy suffer a -1 penalty to their Leadership. This standard has no effect on models with Immunity (Psychology).

Sun Standard of Chotec(Magic Standard)35 points

Beams of intense sunlight streaming from this standard make it impossible to focus upon it without squinting, making it nigh impossible for archers to draw a bead on their target. Those who stare too long at the Sun Standard are said to go blind.

All missile attacks targeted at the unit carrying the Sun Standard of Chotec from within 12" suffer -2 To Hit, or -1 To Hit if fired from over 12" away.

Huanchi's Blessed Totem(Magic Standard)25 points

A portion of the boundless energy of the Old One deity Huanchi resides within this totem. This power can transfer into those who carry it, filling them with an unnatural burst of energy and speed.

One use only. Huanchi's Blessed Totem may be used in any of your Remaining Moves sub-phases as long as the unit has not charged or marched this turn. The unit carrying the Totem may immediately make a move directly forward using the Random Movement (2D6) special rule.

Sign of Sotek(Magic Standard)15 points

The great Serpent God Sotek is the embodiment of righteous anger to his followers, who are able to call upon a portion of his wrath when facing his enemies. The sign of Sotek is a potent symbol, inspiring a strength born of hatred in his servants.

Skink Chief only. The unit carrying the Sign of Sotek may re-roll failed rolls To Wound on any turn it charges.

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