Unregistered
|
quelques rumeurs pour les survivants: Magic Weapons: Ø 60pts Saurus Heroes and Lords only ? Model doubles his normal attacks for a single round of close combat. Model then must pass a Strength test on 2d6 or take d2 wounds which cannot be saved in any way, including wards. Wounds inflicted on bearer by machete will count towards combat resolution. Ø 50pts Bearer gains +2A. Ø 50pts Wounds cannot be saved by armour. Ø 25pts Character always strikes first.
Magic Armour: Ø 70pts Saurus Heroes and Lords only ? Model gains +1S and Regenerate. Ø 45pts Character gains 4+ Ward save against all wounds caused by magical weapons, magical spells and all forms of magical attacks. Ø 35pts Character counts as wearing heavy armour. Re-roll failed armour save.
Talismans: Ø 40pts Bearer has Magic Resistance 2. Ø 40pts Character has 2+ Ward save against first wound suffered. One use only. Ø 30pts Character has 5+ Ward save.
Arcane items: Ø 100pts Once per magic turn, bearer randomly steals a single spell from an enemy character on the battlefield. The spell can then be cast without the use of any Power dice. Spell counts as being successful and of the minimum Casting value for dispels. Ø 80pts No enemy Wizard within 12? of the bearer may cast any spells. Ø 70pts Bearer generates an extra d3 Power dice. Exhausted on a roll of a 1. Slann only. Ø 60pts During enemy?s magic phase, remove d2 Power dice from opponent. Exhausted on a roll of a 1. Slann only. Ø 50pts Automatically dispels one enemy spell not cast with irresistible force. On a 4+ the spell is destroyed. One use only. Ø 50pts Add 1 extra dice to the Lizardman army?s pool of Power and Dispel dice in each player?s turn. Ø 25pts Slann knows one more spell than normal. Magic level is not increased. Slann only. Ø 20pts Bearer saves one unused Power dice or Dispel dice at the end of any Magic phase and stores it to be used in the next Magic phase. Slann only.
Enchanted items: Ø 100pts Nominate one unengaged enemy unit within 18? of the bearer and within line of sight. Enemy unit must pass a Leadership check with a ?2 modifier or else flee. Does not affect undead, daemons or units immune to psychology. Slann only. Ø 60pts Bound item. Power level 4. A single friendly unit within 6? gains stubborn for that turn. Slann only. Ø 55pts Bound spell. Power level 4. Magic missile with a range of 18? and does D6 S5 hits. No armour saves allowed. Ø 40pts Skink character on foot only. Model can fly. Ø 20pts Nominate an enemy character at the start of battle. All unsaved wounds caused by the bearer against target are doubled.
Magical banners: Ø 90pts All models in the unit, including characters, strike first when charged. One use only. Ø 75pts Unit causes Fear. Ø 45pts Unit gains +d3 combat resolution. Ø 40pts All units firing missile weapons at unit must deduct a ?1 from their roll. Template weapons are not affected. Ø 30pts Unit has 4+ Ward save against normal and magical missiles with a S5 or more. Ø 20pts Unit pursues an extra d6?.
Marks: Saurus characters may be given up to 2 Marks. Skink heroes and priests may be given up to 1 Mark. Ø 50pts +1 Wound Ø 50pts +1 Leadership Ø 25pts +1 Attack Ø 25pts Frenzy Ø 20pts +1 Strength Ø 15pts Skink Priest only, +1 spell Ø 15pts +1 Movement Ø 5pts +2 Initiative
Poisoned Glands: All Skinks, including characters, count as using poisoned weapons in shooting and in close combat. Swoop Attack: When a Terradon unit charges an enemy unit and makes contact, its attacks are resolved before the target can strike back. Charging Terradon unit then glides 2d6? further away toward the direction of their charge. Salamander Venom: Range 15? Roll an artillery dice. Target takes 2-10 S3 hits with a ?1save modifier. If a misfire is rolled, a Skink is eaten. Chameleon Skinks: Enemy suffer an additional ?1 to hit when shooting at Chameleon Skinks. Can be placed like Scouts but with no minimum distance between them and the enemy, or place them in sight of enemy, even in the open, but more than 12? away from them. Blowpipes: Range 12? Strength 3 and 2X Multiple shots, Poisoned attacks. Impressionable: Skinks which are accompanied by Kroxigor will use the Leadership of their larger cousins for all psychology and Break tests. Once all of the Kroxigor are killed, the Skinks revert back to using their basic Leadership. Order of Spawning: The number of Entrusted Saurus units in an army must always be equal to or less than the number of Saurus Warriors in the army Ceremonial Armour: Counts as heavy armour versus shooting, counts as light armour in close combat Sacred Duty: Temple Guard become stubborn if Slann is in unit Contemplation: Slann cannot use magical armour or magical weapons Majestic Presence: Slann is always placed in the second rank of a unit it joins. Slann do not have to accept challenges and can freely join or detach from units even if unit is engaged in close combat
Lords: Slann priest sixth spawning, 220ppm, 1 Lord slot m4/ws3/bs0/s3/t4/w3/i2/a1/ld9 weapons ? hand weapon magic ? Slann priest is a level 3 wizard. May choose spells from one of the 8 lores in the Warhammer rulebook. Has Shield of the Old Ones 4+ Ward save. Cold Blooded. Contemplation. Majestic Presence. Options: ? may be upgraded to Level 4 for +50ppm ? may be upgraded to fifth spawning for +20ppm, gains +1 spell ? may be upgraded to fourth spawning for +40ppm, gains +1 to dispel, +1 to cast, +1W ? may be upgraded to third spawning for +70ppm, gains ability to mix and match and choose spells from any of the 8 lores at beginning of battle, +1W, generates 5 Power dice, costs an additional Hero slot ? may be upgraded to second spawning for +100ppm, Ld 10, +2W, generates 6 Power dice, costs an additional Lord slot ? may choose magic items from the Common or Lizardman magic items list, with a total value of 150 points Spawnings ? each spawning gains all of the abilities of the younger spawn. In addition, for each spawning a Lizardman player chooses, he must add the costs of the younger spawnings as well. Fifth spawning costs 290ppm, fourth spawning costs 330ppm, third spawning costs 400ppm and +1 Hero slot, and generates 5 Power dice, second spawning costs 500ppm and +1 Lord slot, and generates 6 Power dice Immensely Old ? if a Slann of the second spawning is killed, then the outcome of the battle can either be a defeat or a draw for the Lizardman player. The Lizardman player cannot win the battle due to the loss of the Slann. Channeling ? when casting a spell the Slann may use a Skink priest for the purpose of range and line of sight Floats ? Slann moves as a flyer up to 10? per movement round
Saurus Lord, 190ppm, 1 Lord slot m4/ws6/bs0/s5/t5/w3/i4/a5/ld9 weapons ? hand weapon Options: - may choose either a great weapon +7ppm, additional hand weapon +6ppm, spear +6ppm, halberd +6ppm - may wear ceremonial armour +4ppm and may carry a shield +4ppm - may ride cold one +30pts - may choose Marks and/or magic items from the common or Lizardman magic item lists with a total value of 100ppm - may ride Carnosaur for an additional +290pts and extra Hero slot. Carnosaur has m6/ws3/bs0/s6/t5/w5/i2/a4/ld5 has Scaly Skin 4+, Causes Terror. Large Target, Stupidity. Carnosaur inflicts d3 wounds against large targets. Will become Frenzied after the first model it removes from battle. Special Rules ? Cold Blooded, Scaly skin 5+. Cold one causes fear, are thick skinned 5+ and subject to Stupidity
Heroes: Skink Hero, 80ppm, 1 Hero slot m6/ws4/bs4/s4/t3/w2/i5/a3/ld6 Raptor m8/ws2/bs0/s3/t3/w1/i4/a1/ld5 weapons ? hand weapon Options: - may choose either additional hand weapon +4ppm or spear +4ppm - may also choose either a blowpipe +6ppm or javelins +8ppm - may carry a shield - may choose a single Mark and/or magic items from the common or Lizardman magic item lists with a total value of 50ppm - may carry up to 1 Arcane item - may ride a Raptor +16pts Special Rules ? Cold Blooded, Aquatic, Scout. Raptors are Thick Skinned 6+
Skink Priest, 65ppm, 1 Hero slot m6/ws2/bs3/s3/t2/w2/i4/a1/ld5 weapons ? hand weapon magic ? A Skink Priest is a Level 1 Wizard Cold Blooded, Aquatic, Scout Options: - one Skink Priest in the army may be upgraded to a Level 2 Wizard for +35ppm - may choose a single Mark and/or magic items from the common or Lizardman magic item lists with a total value of 50ppm - may ride a Raptor +16pts Skink Priest must choose spells from one of the 8 lores that its accompanying Slann has picked from the Warhammer rulebook. Otherwise, if a Slann is not present in the army, then a Skink Priest must choose spells from the Heavens lore.
Saurus Hero, 100ppm, 1 Hero slot m4/ws5/bs0/s5/t5/w2/i3/a4/ld8 weapons ? hand weapon Cold Blooded, Scaly Skin 5+, Cold One causes Fear, are Thick Skinned and subject to stupidity Options: - may choose either a great weapon +7ppm, additional hand weapon +6ppm, spear +6ppm, halberd +6ppm - may wear ceremonial armour +5ppm and may carry a shield +4ppm - may ride cold one +30pts - may choose Marks and/or magic items from the common or Lizardman magic item lists with a total value of 50ppm - one Saurus Hero may carry the battle standard for +25 pts. The Hero carrying the Battle Standard cannot choose any extra weapons, nor can he use a shield. Battle Standard bearer can have any magical banner with no point limit, but if he carries a magical banner he cannot carry any other magical item
Report this post to a moderator | IP: Logged 29-01-2003 07:23 PM Tom Estin Scout
Registered: Sep 2002 Location: Posts: 11 Lustria Core Units: Saurus Warriors, 11ppm m4/ws3/bs0/s4/t4/w1/i1/a2/ld7 unit size ? 10+ equipment ? hand weapon and shield Options: - unit may have spears +3ppm - musician +6ppm - standard bearer +12ppm - champion +12ppm +1a Special Rules ? Cold Blooded, Scaly Skin 6+, second rank with spears only have 1 Attack
Skink Skirmishers, 9ppm m6/ws2/bs3/s3/t2/w1/i4/a1/ld5 unit size ? 10-20 equipment ? hand weapon and javelins Options: - unit may have shields +1ppm - unit may exchange their javelins for blowpipes for +3ppm - champion for +5ppm +1bs Special Rules ? Cold Blooded, Aquatic, skirmish, scouts. Skink blowpipes, javelins and hand weapons count as Poisoned attacks
0-1 Jungle Swarm, 55ppm m4/ws3/bs0/s2/t2/w5/i1/a5/ld10 unit size ? 1-6 Special Rules ? Unbreakable, Poisoned attacks
Special Units: 0-1 Temple Guard, 17ppm m4/ws4/bs0/s4/t4/w1/i2/a2/ld7 unit size ? 10+ euipment ? hand weapon, halberd, ceremonial armor Options: - unit may have shields +1ppm - musician +8ppm - standard bearer +15ppm - standard bearer may carry magical banner worth up to 50pts - champion +15ppm +1a Special Rules ? Cold Blooded, Scaly Skin 6+, Sacred Duty
Saurus Cavalry, 32ppm m4/ws3/bs0/s4/t4/w1/i1/a2/ld7 Cold One m7/ws3/bs0/s4/t4/w1/i2/1/d3 unit size ? 5+ euipment ? hand weapons, shield and spear Options: - musician +10ppm - standard bearer +20ppm - one unit may carry a magic banner worth up to 50pts - champion +20ppm +1a Special Rules ? Cold Blooded, Scaly Skin 6+, fear, stupidity, Thick Skinned
Kroxigor, 65ppm m6/ws3/bs0/s5/t5/t4/w3/i1/a3/ld8 unit size ? 3+ equipment ? great weapon Options: - champion +20ppm +1a Special Rules ? Cold Blooded, cause Fear, aquatic, Scaly Skin 5+
Entrusted Saurus, 15ppm m4/ws3/bs0/s4/t4/w1/i1/a2/ld7 unit size ? 10+ equipment ? hand weapon and shield Options: - unit may have spears +2ppm - musician +6ppm - standard bearer +12ppm - one unit may carry a magic banner worth up to 50pts - champion +12ppm +1a - unit must be given a single Mark of the Gods, no two Entrusted Saurus units may have the same Mark of the Gods in an army Special Rules ? Cold Blooded, Scaly Skin 6+, Order of Spawning, second rank with spears only ever have 1 Attack Mark of the Gods: Ø frenzy +55pts Ø +1ws +30pts Ø hatred +65pts Ø immune to psychology +40pts Ø fear +50pts Ø stubborn +75pts Ø +1 initiative +10pts Ø +1 attack +60pts
Terradons, 26ppm m2/ws2/bs3/s3/t3/w2/i4/a3/ld5 unit size ? 3-10 equipment ? Skink riders have hand weapons and javelins. Their attacks are included in the profile of the Terradon. Option: - champion +10ppm +1bs Special Rules ? Flying unit, Cold Blooded, Mounted, Swoop Attack, javelins and hand weapons count as poisoned attacks
Rare Units: Salamander, 70ppm m6/ws3/bs3/s4/t4/w3/i2/a3/ld5 Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5 unit size ? 1 Salamander and 4 Skink Runners equipment ? Skink runners have a hand weapon Special Rules ? Cold Blooded, Aquatic, Scaly Skin for Salamander 6+, Venom. May take 1-3 Salamanders as a single Rare choice
Chameleon Skinks, 16ppm m6/ws2/bs4/s3/t2/w1/i4/a1/ld6 unit size ? 5-15 equipment ? hand weapon and blowpipe Option: - champion +6ppm Special Rules ? Cold Blooded, Aquatic, skirmish, Chameleon. Blowpipes and hand weapons count as poisoned attacks
Stegadon, 275ppm m6/ws2/bs0/s5/t6/w5/i2/a4/ld5 Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5 unit size ? 1 Stegadon with 6 Skink crew. 1 Skink Hero or 1 Skink Priest may choose to be mounted on the Stegadon which will displace 2 Skink crew equipment ? hand weapons, javelins and shields. If the Stegadon is not ridden by a character then it will have a giant bow crewed by 2 Skinks Special Rules ? Cold Blooded, Howdah. Skink hand weapons and javelins count as Poisoned Attacks. Skinks have a 3+ armour save while in the howdah. Stegadons cause Terror, are Stubborn, have Scaly Skin 4+, and are Large Targets
Southlands Core Units: Skink Warriors, 6ppm m4/ws2/bs3/s3/t2/w1/i4/a1/ld5 unit size ? 10+ equipment ? hand weapons and shields Options: - unit may be given spears for +2ppm or javelins for +3ppm - musician +4ppm - standard bearer +8ppm - champion +8ppm +1a Special Rules ? Cold Blooded, Aquatic. Skink javelins, spears and hand weapons count as Poisoned attacks
0-1 Jungle Swarm, 55ppm m4/ws3/bs0/s2/t2/w5/i1/a5/ld10 unit size ? 1-6 Special Rules ? Unbreakable, Poisoned attacks
Skink Warriors with Kroxigor, Skinks 6ppm, Kroxigor 65ppm Unit Size ? 10+ Skinks, 1+ Kroxigor Equipment ? Skinks are armed with hand weapons and shields. Kroxigor are only ever armed with great weapons Options: - unit may be given spears for +2ppm or javelins for +3ppm - musician +4ppm - standard bearer +8ppm - champion +8ppm +1a - unit must have a minimum of 10 Skinks for every Kroxigor in unit - unit may not contain Kroxigor champions Special Rules ? Cold Blooded, Aquatic. Impressionable. Skink javelins, spears and hand weapons count as Poisoned Attacks. Kroxigor is Cold Blooded, cause Fear, aquatic, Scaly Skin 5+. Kroxigor takes up the space of an equivalent number or rank and file Skink models as its base fills. Kroxigor must be deployed in the second rank and further behind, always striving to have at least 1 Skink to its front and all around its base when possible. If more than 1 Kroxigor is deployed in a unit, then all Kroxigor models must be touching bases with one another.
Special Units 0-1 Temple Guard, 17ppm m4/ws4/bs0/s4/t4/w1/i2/a2/ld7 unit size ? 10+ euipment ? hand weapon, halberd, ceremonial armor Options: - unit may have shields +1ppm - musician +8ppm - standard bearer +15ppm - standard bearer may carry magical banner worth up to 50pts - champion +15ppm +1a Special Rules ? Cold Blooded, Scaly Skin 6+, Sacred Duty
Skink Raptor Cavalry, 15ppm Skink m6/ws2/bs3/t2/w1/i4/a1/ld5 Raptor m8/ws2/bs0/s3/t3/w1/i4/a1/ld5 unit size ? 5+ euipment ? hand weapons and spear Options: - shields +2ppm - musician +10ppm - standard bearer +20ppm - one unit may carry a magic banner worth up to 50pts - champion +20ppm +1a Special Rules ? Cold Blooded, Thick Skinned 6+, Fast Cavalry
Kroxigor, 65ppm m6/ws3/bs0/s5/t5/t4/w3/i1/a3/ld8 unit size ? 3+ equipment ? great weapon Options: - champion +20ppm +1a Special Rules ? Cold Blooded, cause Fear, aquatic, Scaly Skin 5+
Entrusted Saurus, 15ppm m4/ws3/bs0/s4/t4/w1/i1/a2/ld7 unit size ? 10+ equipment ? hand weapon and shield Options: - unit may have spears +2ppm - musician +6ppm - standard bearer +12ppm - one unit may carry a magic banner worth up to 50pts - champion +12ppm +1a - unit must be given a single Mark of the Gods, no two Entrusted Saurus units may have the same Mark of the Gods in an army Special Rules ? Cold Blooded, Scaly Skin 6+, second rank with spears only ever have 1 Attack Mark of the Gods: Ø frenzy +55pts Ø +1ws +30pts Ø hatred +65pts Ø immune to psychology +40pts Ø fear +50pts Ø stubborn +75pts Ø +1 initiative +10pts Ø +1 attack +60pts
Terradons, 26ppm m2/ws2/bs3/s3/t3/w2/i4/a3/ld5 unit size ? 3-10 equipment ? Skink riders have hand weapons and javelins. Their attacks are included in the profile of the Terradon. Option: - champion +10ppm +1bs Special Rules ? Flying unit, Cold Blooded, Mounted, Swoop Attack, javelins and hand weapons count as poisoned attacks
Rare Units: Salamander, 70ppm m6/ws3/bs3/s4/t4/w3/i2/a3/ld5 Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5 unit size ? 1 Salamander and 4 Skink Runners equipment ? Skink runners have a hand weapon Special Rules ? Cold Blooded, Aquatic, Scaly Skin for Salamander 6+, Venom. May take 1-3 Salamanders as a single Rare choice. Hand weapons count as Poisoned Attacks
0-1 The Devout, 11ppm m6/ws2/bs3/s3/t2/w1/i4/a1/ld6 unit size ? 10+ equipment ? 2 hand weapons Option: - champion +7ppm Special Rules ? Cold Blooded, Aquatic, skirmish, Stubborn. Hatred. Hand weapons count as Poisoned Attacks
Stegadon, 275ppm m6/ws2/bs0/s5/t6/w5/i2/a4/ld5 Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5 unit size ? 1 Stegadon with 6 Skink crew. 1 Skink Hero or 1 Skink Priest may choose to be mounted on the Stegadon which will displace 2 Skink crew equipment ? hand weapons, javelins and shields. If the Stegadon is not ridden by a character then it will have a giant bow crewed by 2 Skinks Special Rules ? Cold Blooded, Howdah. Skink hand weapons and javelins count as Poisoned Attacks. Skinks have a 3+ armour save while in the howdah. Stegadons cause Terror, are Stubborn, have Scaly Skin 4+, and are Large Targets
Special Characters
Ø Saurus Lord on Carnosaur Ø Chameleon Lord
Report this post Kroak
|