Slann

A WFB6 conversion

By Alfred Nuñez, Jr.

Why a conversion of the Slann army into WFB6 when a Lizardman army already exists in WFB5?  Simply put, I liked the variety offered by an army that was described in WFB3 and I now have a painted army to prove it.  Would I then disregard the new version that GW is developing for WFB6?  No.  I think that an army consisting entirely of Slann can co-exist with the cities and armies of Lizardmen on a continent as large as Lustria.  If nothing else, it allows for some variety and surprises to those warm-bloods that cross the World Pond.  Additionally, who truly knows the plans of the Old Ones?

The following army list is not exactly a conversion from WFB3.  Some things have been modified to better fit into the world as defined by WFB6.  The point values below are a work in progress and should not be seen as the final conversion that I’m putting forth.

Deep in the Jungles of Lustria

A Report by Alfred von Nuln, member of the Collegium Historica

The cities and armies of the Lizardmen known to Old Worlders is but a scratching on the surface of what lurks deep in the jungles of Lustria.    Rumours of lost cities and riches abound and some say that there are stranger creatures within the interior of the vast continent.

Though he hasn’t been exposed as a hoax as yet, the intrepid Imperial explorer, Oskar von Dusselberg, has claimed to have landed on the western coast of Lustria with an expedition party, crossed its mountains, and explored the western regions of the jungle.  He managed to bring back his journals to the Imperial Exploration Society in Altdorf before succumbing to a dreadful tropical disease he contacted while on his journeys.  His bloated and discoloured face and purplish, swollen tongue seem to provide the only proof as his travels abroad.  The lack of any other survivor of the expedition casts doubts upon von Dusselberg’s claims.

Von Dusselberg’s journals describe heretofore unknown cities of great wealth and splendour.  Structurally, the buildings in these new-found cities are much like those known from the eastern and central portions of Lustria.  The significant difference is that the western settlements are inhabited by a race of Slann.  The members of this race are not of the same built as the bloated, presumably ancient specimens we call Mage-Priests.  Most of these Slann are slender in built and much more active that their scaly counterparts known as Saurus Warriors.

Before fleeing for their lives, von Dusselberg and his expedition were able to observe these creatures.  Although alien in many ways, such as appearance, the western Slann (for lack of a better, differentiating term) are as active as any inhabitant of the Old World (with the exception of some scholars at the University of Altdorf I know).   The Lords of the western cities rule their domain in much the same manner as the Mage-Priests preside over theirs.

Unlike those of the Lizardmen, the Slann society seems more active.  There are markets in the cities and towns “folk.”  They even seem to have knight orders like those in The Empire, recognized by the animal appearance of their armour.  Religious ceremonies were conducted on top of the pyramid that dominates their cities.  Sacrifices to their gods seem to consist of the sacrifice of their own kind, though I suspect from a rival city given the treatment described in von Dusselberg’s journals.  What was more appalling was the Human slaves found in the cities.  They could well be other explorers and adventurers who must have somehow offended Sigmar, Ulric, Manann, or some other god to find themselves in this predicament.  These bald slaves seemed to be devoid of free will and many were described to have some sort of scar on their forehead.

When discovered in the last city they observed, von Dusselberg found how quickly the various Slann warriors formed up for war.  Von Dusselberg and company was pursuit by various troops type, though none as fearful as those who were riding a more quadrupedal version of the Cold Ones seen in the Lustrian cities previously documented.  Von Dusselberg even described the gruesome capture of some of his party by fanatical Warrior-Priest not unlike those found in the Sigmarite Order of the Silver Hammer.

In his flight, von Dusselberg’s group, hungry and exhausted, came upon a village in the jungle.  The Slann there were more primitive than found n the far away Slann cities.  They came at von Dusselberg and his men with warclubs, and blowing poison darts at them.  Several more were lost, but their sacrifice allowed von Dusselberg to reach the safety of the mountains.  From there, they reached the sea coast and their ships.  One had to be left behind, if von Dusselberg account is authentic, as they did not have enough men left to crew more than one ship.  Apparently a vicious storm arose shortly after the land party was uncovered near the Slann city which caused the loss of many who were left to guard the ships.

The entries detailing the journey back is filled with more deaths.  The ship was described as colliding with rocks near Reavers Point and sank in Manaanspoort Sea.  Sick and weak, von Dusselberg struggled to Altdorf as the rest of his men died in Marienburg and the journey to the Imperial capital.

LORDS	

                                                  SLANN LORD                         405 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Slann Lord	4	5	3	5	6	8	4	6	10	

Slann Lords ride palanquins, like Mage-Priests, and are guarded by their bearers and fanning servant.  The bearers and servant use hand weapons and their attacks are included in the profile above.

Weapons and Armour: Hand weapon

Magic: A Slann Lord is a Level 4 Wizard.  Slann Lords may employ any lore of magic (except Chaos) without restriction.

Special rules: Contemplation, Shield of the Old Ones

                                                TOAD-SLANN                          90 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Toad-Slann	4	6	4	4	5	3	5	4	10	
Cold One 	8	3	0	4	4	-	1	2	-	
Chimera	6	4	0	6	6	5	3	6	7	

Weapons and Armour: Hand weapon

Options:
•	Toad-Slann may be equipped with shield for +3 pts.
•	Toad-Slann may be equipped with light armour for +3 pts.
•	Toad-Slann may be equipped with a great weapon for +6 pts.
•	Toad-Slann may ride a Cold One for +28 pts.
•	Toad-Slann may ride a Chimera for +250 pts.

Special rules: Aquatic
		Cold Ones: Cold-Blooded, Scaly Skin (6+), Cause Fear, Stupidity
		Chimera: Cause Fear, Flame Attack, Fly

HEROES	

                                                  SLANN MAGE                         90  points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Slann Mage	4	4	3	4	5	2	3	1	9	
Palanquin/Bearers						+4		+3		
Cold One 	8	3	0	4	4	-	1	2	-	

Slann mages are creatures of great spirituality.  They believe that for their feet to touch the naked ground would invite spiritual pollution destroying their magical powers.  This affects the more powerful, hence more spiritually rarefied mages than it does their less developed kin.  As a result most Slann mages either ride or are carried about in a litter.  Any mage who is not raised above the ground in this way is unable to use any spells of level 2 or higher.  He may still use spells of level 1, and a wizard with no spells of level 2 or higher will be unaffected.  

Weapons and Armour: Hand weapon

Magic: A Slann Mage is a Level 1 Wizard.  Slann mages may employ any lore of magic (except Chaos) without restriction.

Options:
•	A Slann Mage may be upgraded to a Level 2 Wizard at +45 pts.
•	A Slann Mage may be upgraded to a Level 3 Wizard at +90 pts.
•	A Slann Mage may ride a Cold One for 28 pts.
•	A Slann Mage may ride on a Palanquin for 150 pts.

Special rules: 	Aquatic, Shield of the Old Ones
		Cold Ones: Cold-Blooded, Scaly Skin (6+), Cause Fear, Stupidity

                                       CROAKER-SLANN                          60 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Croaker-Slann	4	5	3	4	5	2	4	3	9	
Cold One 	8	3	0	4	4	-	1	2	-	

Weapons and Armour: Hand weapon

Options:
•	Croaker-Slann may be equipped with shield for +2 pts.
•	Croaker-Slann may be equipped with light armour for +2 pts.
•	Croaker-Slann may be equipped with a great weapon for +4 pts.
•	Croaker-Slann may ride a Cold One for +28 pts.
•	One Croaker-Slann may be upgraded to a Battle Standard Bearer at 25 pts.

Special rules: Aquatic
		Cold Ones: Cold-Blooded, Scaly Skin (6+), Cause Fear, Stupidity

CORE UNITS	

                                                  BULL SLANN                            12 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Bull Slann	4	4	2	4	4	1	3	1	8	
First Ribbet	4	4	2	4	4	1	3	2	8	

The regular warriors of the Slann guard the highways and palaces of the Emperor, the religious buildings, fortresses and other institutions of the Slann.  Bull Slann are regular warriors, spawned, bred, and trained for war.

Unit Size: 10+

Weapons and Armour: Hand weapon, light armour, & shield

Options:
•	Any unit may be equipped with great weapons for +2 pt/model.
•	Any unit may be equipped with darts for +1 pts/model
•	Promote one Bull Slann to a First Ribbet for +12 pts.
•	Upgrade one Bull Slann to a Musician for +6 pts.
•	Upgrade one Bull Slann to a Standard Bearer for +12 pts.

Special rules: Aquatic

                                            COLD ONE RIDERS                       31 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Bull Slann	4	4	2	4	4	1	3	1	8	
First Ribbet	4	4	2	4	4	1	3	2	8	
Cold One	8	3	0	4	4	-	1	2	-	

Bull Slann are the only ones permitted to ride Cold Ones (who are hunted and captured by the Slann from their subterranean haunts in the mountains of the west).

Unit Size: 5+

Weapons and Armour: Hand weapon, light armour, &shield

Options:
•	Promote one Bull Slann to a First Ribbet for +12 pts.
•	Upgrade one Bull Slann to a Musician for +6 pts.
•	Upgrade one Bull Slann to a Standard Bearer for +12 pts.

Special rules: Cold Ones: Cold-Blooded, Scaly Skin (6+), Cause Fear, Stupidity 

                                              VENOM TRIBES                         10 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Venom Tribe Slann	4	4	3	3	4	1	3	1	8	
First Peeper	4	4	3	3	4	1	3	2	8	

The Emperor's lands are vast, and many of his subjects are primitive Slann who live by hunting savage beasts in the jungle.  They are distinguished by their slightly smaller size and by the vivid red and black or bright green and black patterning of their skin.  These primitive tribes supply many of the Slann armies with lightly armed missile troops.  By an adaptation of nature these Slann exude a poisonous mucus which enables them to poison their weapons.  All attacks, including missile hits, are poisonous.

Unit Size: 10+

Weapons and Armour: Hand weapon & blowpipe

Options:
•	Any unit may be equipped with light armour for +1 pt/model.
•	Any unit may be equipped with shields for +1 pt/model
•	Promote one Venom Tribe Slann to a First Peeper for +10 pts.
•	Upgrade one Venom Tribe Slann to a Standard Bearer for +10 pts.

Special rules: Aquatic, Poisoned Attacks

                                             SPAWN BANDS                            10 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Spawn Band Slann	4	3	2	3	4	1	3	1	8	
Spawn Leader	4	3	2	3	4	1	3	2	8	

These form the majority of warrior Slann and are drawn from local jungle settlements or districts of a town.  All Slann are obliged to perform a length of military duty in these bands.  Those that distinguish themselves in battle may rise to one of the elite orders of Slann warriors described above.

Unit Size: 10+

Weapons and Armour: Hand weapon, light armour & shield

Options:
•	Promote one Spawn Band Slann to a Spawn Leader for +10 pts.
•	Upgrade one Spawn Band Slann to a Musician for +5 pts.
•	Upgrade one Spawn Band Slann to a Standard Bearer for +10 pts.

Special rules: Aquatic

                                                       SCOUTS                            8 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Scouts	4	3	2	3	4	1	3	1	8	
First Creeper	4	3	2	3	4	1	3	2	8	

Many Slann dwell in the deepest jungles and trackless swamps where they have become skilled at scouting, tracking, ambushing, and skirmishing.  Many intruders disappear without trace, victims of the barely seen Slann.

Unit Size: 5-15

Weapons and Armour: Hand weapon

Options:
•	Any unit may be equipped with shields for +1 pt/model.
•	Any unit may be equipped with blowpipes for +1 pt/model
•	Promote one Scout to a First Creeper for +10 pts.

Special rules: Aquatic, Scout, Skirmish

                                             JUNGLE BRAVES                            4 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Jungle Braves	4	2	1	3	4	1	2	1	7	
Jungle Warrior	4	2	1	3	4	1	2	2	7	

The Slann of the southern jungles are wild and untamed.  Their warriors serve the Emperor by means of tribute, having little else to offer their distant master.  Many Jungle Tribes have distinctively coloured skins, either black and green mottled, pale blue, or yellow.

Unit Size: 10+

Weapons and Armour: Hand weapon

Options:
•	Any unit may be equipped with blowpipes for +1 pt/model.
•	Any unit may be equipped with shields for +1 pt/model
•	Promote one Jungle Brave to a Jungle Warrior for +4 pts.
•	Upgrade one Jungle Brave to a Standard Bearer for +4 pts.

Special rules: Aquatic, Skirmish

                                            HUMAN SLAVES                            5 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Lobotomised Slaves	4	3	3	3	3	1	3	1	7	

To bolster their dwindling armies, the Slann take young captives from human settlements and rear them as lobotomised eunuch slave warriors.

Unit Size: 10+

Weapons and Armour: Hand weapon & shield

SPECIAL UNITS	

                                        EAGLE WARRIORS                   11 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Eagle Warrior	4	4	2	4	4	1	4	1	8	
Totem Warrior	4	4	2	4	4	1	4	2	8	

This order of Slann totem warriors wears battlesuits woven from feathers, and helmets  shaped like eagles' heads.  To become a member of the Eagle Order is the highest honour a Slann warrior can gain.

Unit Size: 5-20

Weapons and Armour: Hand weapon, light armour & shield

Options:
•	Any unit may be equipped with great weapons for +4 pts/model.
•	Any unit may be equipped with darts for +1 pt/model
•	Promote one Eagle Warrior to a Totem Warrior for +12 pts.
•	Upgrade one Eagle Warrior to a Musician for +6 pts.
•	Upgrade one Eagle Warrior to a Standard Bearer for +12 pts.

Special rules: Aquatic

                                        JAGUAR WARRIORS                   11 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Jaguar Warrior	4	4	2	4	4	1	4	1	8	
Totem Warrior	4	4	2	4	4	1	4	2	8	

This elite order of Slann warriors wears battlesuits made from jaguar skins.

Unit Size: 5-20

Weapons and Armour: Hand weapon, light armour & shield

Options:
•	Any unit may be equipped with javelins for +1 pts/model.
•	Any unit may be equipped with darts for +1 pts/model
•	Promote one Jaguar Warrior to a Totem Warrior for +12 pts.
•	Upgrade one Jaguar Warrior to a Musician for +6 pts.
•	Upgrade one Jaguar Warrior to a Standard Bearer for +12 pts.

Special rules: Aquatic

                                     ALLIGATOR WARRIORS                   11 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Alligator Warrior	4	4	2	4	4	1	4	1	8	
Totem Warrior	4	4	2	4	4	1	4	2	8	

The order of Alligators warriors wears armour made from tough alligator skins.

Unit Size: 5-20

Weapons and Armour: Hand weapon & heavy armour

Options:
•	Any unit may be equipped with additional hand weapons for +1 pts/model.
•	Any unit may be equipped with great weapons for +4 pts/model.
•	Any unit may be equipped with shields for +1 pts/model
•	Promote one Alligator Warrior to a Totem Warrior for +10 pts.
•	Upgrade one Alligator Warrior to a Musician for +5 pts.
•	Upgrade one Alligator Warrior to a Standard Bearer for +10 pts.

Special rules: Aquatic

RARE UNITS	

                                     0 - 1 WARRIOR PRIESTS                 12 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Warrior Priest	4	4	2	4	4	1	4	1	8	
High Priest	4	4	2	4	4	1	4	2	8	

There are many priestly clans; every large Slann city has its own god and its own class of warrior priests.  In battle these are easily recognizable because they paint their bodies black, and add further paint to form the colourful mystic symbols associated with their god.  The warrior priests of Quetzacoatl, for example, have winged serpents drawn upon their bodies, whilst those of Axiberyn use a geometrical design of circles and lines.  

Unit Size: 5-10

Weapons and Armour: Hand weapon

Options:
•	Unit may be equipped with shields for +1 pts/model.
•	Promote one Warrior Priest to a High Priest for +12 pts.
•	Upgrade one Warrior Priest to a Musician for +6 pts.
•	Upgrade one Warrior Priest to a Standard Bearer for +12 pts.

Special Rules: Aquatic, Frenzy (see below)

Frenzied.  Slann Warrior Priests are subject to frenzy and must charge the closest enemy unit when within range.  Frenzied troops fight with +1 extra attack during close combat.  Warrior Priests cannot flee as a charge reaction and will always pursue a broken enemy.  They are immune to Psychology so long as they are frenzied.  If they are defeated in close combat, Warrior Priests are no longer frenzied, although they continue to fight as normal warriors for the remainder of the battle.

                              0 - 4 SLANN ANIMAL HANDLERS               9 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Animal Handler	4	3	2	3	4	1	3	1	8	
Cold One Warhound	6	3	0	3	3	1	2	2	2	
Giant Scorpion	5	3	0	5	4	4	1	2	8	
Giant Spider	5	3	0	5	4	4	1	2	8	
Sabre-Tooth Tiger	6	4	0	5	4	2	4	3	4	

Each handler may control 2 - 6 animals of one type.  Two or more handlers and their packs may be merged to form larger units.  Cold One Warhounds have tremendously powerful snapping teeth and an enemy’s armour saving throw is reduced by –1 if bitten.  Cold One Warhounds have a 5+ armour save and are subject to stupidity.  Giant Scorpions and Spiders have poison attacks and cause fear.  Both creatures have a 4+ armour save and may move through wooded areas without penalty.

Unit Size: 1-4

Weapons and Armour: Hand weapon

Options:
•	Animal Handler may be equipped with shield for +1 pt.
•	Animal Handler may be equipped with light armour for +1 pt.
•	Animal Handler may lead Cold One Warhounds at +8 pts/model.
•	Animal Handler may lead Giant Scorpions at +45 pts/model.
•	Animal Handler may lead Giant Spiders at +45 pts/model.
•	Animal Handler may lead Sabre-Tooth Tigers at +38 pts/model.

Special rules: Aquatic (Handler only)
		Cold One Warhounds: Cold-Blooded, Scaly Skin (6+)
		Giant Scorpion/ Giant Spider: Cause Fear, Poison Attack

                                      0-1 SAURUS WARRIORS                   11 points/model     	
	M	WS	BS	S	T	W	I	A	Ld	
Saurus	4	3	0	4	4	1	1	2	7	
Champion	4	3	0	4	4	1	1	3	7	

Many thousands of years ago, the Old Ones waged war against and destroyed the ancient civilisation of the Lizardmen.  From the remnants of their stock, the Old Ones created the Saurus Warriors who serve many of Slann Mage-Priests in other Lustrian cities.  Slann Lords also have their breeding pools of Saurus and use them to augment their own Slann forces.

Unit Size: 10+

Weapons and Armour: Hand weapon & shield

Options:
•	Any unit may be equipped with spears for +2 pt/model.
•	Promote one Saurus Warrior to a Champion for +12 pts.
•	Upgrade one Saurus Warrior to a Musician for +6 pts.
•	Upgrade one Saurus Warrior to a Standard Bearer for +12 pts.

Special rules: Cold Blooded, Scaly Skin (6+)

Note: For special rules not covered by the WFB6 tome, see White Dwarf issue 255, page 38