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Unlimited Pts - Lizardmen - Lizardmen 750

Name

Type

WS

BS

Ld

AS

WSv Cost

Saurus Scar-Veteran (1 , 154 pts)


Saurus Scar-Veteran

1
In
4
5
5/7
5
2
3
4+*
8
3+
154
Composition: Hero
Battle Standard Bearer ; Hand Weapon; Great Weapon; Light Armour; Shield; Cold-blooded; Predatory
Fighter; Scaly Skin (5+); Always Strikes Last
War Banner 1 The unit adds +1 to combat resolution.
[35]

Saurus 3x6 (Scar Vet) (17 , 217 pts)


Saurus Warriors 16
In
4
3
4
4
1
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Spear; Shield;
Skin (5+); Fight in Extra Ranks
Spawn Leader 1
In
4
3
4
4
1
Hand Weapon; Spear; Shield; Cold-blooded; Predatory Fighter;

2+*

4+

217

Cold-blooded; Predatory Fighter; Scaly


1
3+*
8
4+
[21]
Scaly Skin (5+); Fight in Extra Ranks

Skink Priest (1 , 95 pts)


Skink Priest

1
In
6
2
3
3
2
2
4
1
6
6+
95
Composition: Hero
General; Level 1 Wizard; Hand Weapon; Aquatic; Arcane Vassal; Cold-blooded; Marshland Strider;
River Strider; Scaly Skin (6+)
The Egg of Quango 1 One use only. At start any close combat phase, nominate one enemy unit in base contact
[30]
with the bear or his unit, roll a D6 and consult table below.
1. The enemy unit suffers D6 Strength 3 hits.
2-3. The enemy unit suffers D6 Strength 4 hits.
4-6. The enemy unit suffers 2D6 Strength 5 hits.

Skink Skirmishers (Skink Priest) (10 , 70 pts)


Skink Skirmishers 10
In
6
2
3
3
2
1
4
1
5
6+
Composition: Core
Hand Weapon; Blowpipe; Aquatic; Cold-blooded; Marshland Strider; River Strider; Scaly Skin (6+);
Skirmishers; Multiple Shots (2); Poisoned Attacks

70

Stegadon (1 , 215 pts)


Stegadon

1
Mo
6
3
5
6
5
2
4
6
4+
215
Composition: Special
Giant Bow; Cold-blooded; Howdah Crew; Immune to Psychology; Impact Hits (D6+1); Large Target;
Scaly Skin (4+); Stubborn; Terror; Thunderstomp; Multiple Wounds (D3); Poisoned Attacks
Skink Crew 5
2
3
3
4
1
[0]
Hand Weapon; Lustrian Javelin; Aquatic; Cold-blooded; Marshland Strider; River Strider; Poisoned
Attacks; Quick to Fire
Total Cost:

751

Option Footnotes
Battle Standard Bearer
Blowpipe
General
Giant Bow

Great Weapon
Hand Weapon
Level 1 Wizard
Light Armour
Lustrian Javelin
Musician
Shield
Spear
Standard Bearer
Aquatic

Arcane Vassal

Cold-blooded

Options
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
Range 12", Strength 3, Multiple Shots (2), Poisoned Attacks.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
Range 36", Strength 5, Multiple Wounds (D3), Poisoned Attacks, Ignores armour saves. Penetrates ranks at -1
Strength for each model slain.
Can be fired by one of the Skink Crew in place of other ranged weapons. Can fire even if the Stegadon moves.
+2 Strength, Always Strikes Last, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
6+ armour save.
Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
+1 armour save bonus.
(Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
Grants Marshland Strider and River Strider. In addition, models with this special rule can march, claim rank bonus
and be steadfast even when in Marshland or a River. Furthermore, if every model in a unit has the Aquatic special
rule, and the majority of the unit is within Marshland or a River, enemies shooting at that unit suffer an additional -1
To H it penalty.
A Slann Mage-Priest (including Lord Kroak and Lord Mazdamundi) can choose to cast any
magic missile or direct
damage spell through a model with this special rule within 24" of him. If he does so, measure the spell's range from
the Arcane Vassal and use that model's forward arc and line of sight for the purposes of casting the spell. If using an
Arcane Vassal, a Slann Mage-Priest can cast magic missiles, even if his own unit is engaged in close combat
(providing that the Arcane Vassal's is not). If a spell cast through an Arcane Vassal is miscast, the result of the
miscast is applied to the Slann Mage-Priest, but the Arcane Vassal suffers a Strength 3 hit.
Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest
result.

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Howdah Crew

Immune to Psychology
Impact Hits (D6+1)
Large Target
Marshland Strider
Predatory Fighter

River Strider
Scaly Skin (4+)
Scaly Skin (5+)
Scaly Skin (6+)
Skirmishers
Stubborn
Terror

Thunderstomp

Always Strikes Last

Fight in Extra Ranks


Multiple Shots (2)
Multiple Wounds (D3)
Poisoned Attacks
Quick to Fire
Miscast Table

A monster with this rule is ridden by a number of Skink Crew. The monster and its howdah crew have their own
characteristics, but are treated as a single model. All hits upon the model are resolved using the monster's Toughness,
Wounds and save. In combat, enemy models compare their Weapon Skill to the monster's Weapon Skill when rolling
To Hit. Apart from these exceptions, a model with this special rule is treated as a monster in all respects, as described
in the Warhammer rulebook.
Either a Stegadon or Ancient Stegadon can be taken as a ridden monster for a Skink Chief or Skink Priest who
replaces one of the Skink Crew. In this case, shooting attacks against it will hit the monster on a D6 roll of a 1-4,
and the character on a roll of 5-6, as normal. Additionally, should the character be slain, there is no need to roll on
the Monster Reaction Table.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the
enemy. Those hits hit automatically, and roll to wound using the Strength of the model.
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
Whenever a model with this special rule rolls a 6 To Hit in close combat, it immediately makes another Attack.
Attacks generated by this special rule do not generate further Attacks. In addition, a unit that contains one or more
models with this special rule can only test to restrain pursuit if there is at least one Skink character model within 6"
of the unit.
Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
Improves the model's armour save.
Improves the model's armour save.
Improves the model's armour save.
Models with this rule are deployed in a loose formation, may free reform and shoot after having marched. Can never
claim rank bonuses, be steadfast or disorder an enemy, but unit gains Stubborn when fighting in forests.
The unit always takes break tests on its unmodified Leadership.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic test.
If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
Equipment Special Rules
A model with this special rule always strikes last in close combat, regardless of Initiative.
If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and Always
Strikes First, the two cancel out and neither applies.
A unit with this special rule can make supporting attacks with an extra rank than normal on a turn in which it did not
charge.
Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.
Each unsaved Wound inflicted is multiplied by the number indicated.
Poisoned hits wound automatically on a To Hit roll of 6.
Does not suffer -1 To Hit for moving and shooting. May always Stand and Shoot.
Roster Notes
2-4) Dimensional Cascade : Put large template on the Wizard. Every model (including Wizard) takes a Strength 10
hit. Roll a D6: (1-3) Remove Wizard, (4-6) Remove D6 dice from Power Pool.
5-6) Calamitous Detonation : Put the small template on the Wizard. Every model (including the Wizard) takes a
Strength 10 hit. Remove D6 dice from Power Pool.
7) Detonation: Models in contact with the Wizard (but not the Wizard) take a Strength 10 hit. Remove D6 dice from
Power Pool.
8-9) Magical Feedback : The Wizard and every other friendly Wizard takes a Strength 6 hit. Remove D6 dice from
Power Pool.
10-12) Power Drain : Wizard Level -D3, minimum 0. For every level lost, randomly forget spell. First spell lost is
spell that caused miscast. Wizard cannot cast any more spells this turn.

Roster Notes
Anti Cameron
Validation Report
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army; Special Rules: Forbid Chaos Dwarfs in WoC, Forbid Regiments
of Renown; File Version: 2.87
Roster satisfies all enforced validation rules

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

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