2500 Pts - Lizardmen - Unnamed |
Name | # | Mv | WS | BS | St | To | Wo | In | At | Ld | Sv | WSv | US | Mgc | Cast | Disp | Option Summary | Cost |
Slaan Mage-Priest (1#, 460 Pts) | ||||||||||||||||||
Slann Mage-Priest | 1 | 4 | 4 | 3 | 3 | 5 | 6 | 2 | 1 | 9 | - | 4+ | 5 | 4 | 5 | 3 | 4th Gen | 460 |
Composition: Lord Palanquin: See Lizardmen rulebook p25; May select spells from any number of Lores; Telepathy: For spellcasting, the Slann can draw a line of sight to anything any Skink Priest or Slann on the table can see. He still casts the spell, and the range is still measured from him; +1 to all attempts to cast and dispel; 4th Generation; General; Large Target |
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Plaque of Dominion | 1 | +1 Casting and Dispel dice (included in profile). | [50] | |||||||||||||||
Plaque of Tepok | 1 | The Slann knows one more spell than normal. | [15] | |||||||||||||||
Blood Statuette of Spite | 1 | Bound Spell (Power 5). One use only. Cast on any enemy character. That character must make a Toughness test or take a wound. If he fails, he must make another Toughness test or take another wound, etc. Keep taking tests until the character passes or dies. | [30] | |||||||||||||||
Saurus Scar-Veteran (1#, 122 Pts) | ||||||||||||||||||
Saurus Scar-Veteran | 1 | 4 | 5 | - | 5 | 4 | 2 | 3 | 4 | 8 | 2+ | 1 | HW Lt | 122 | ||||
Composition: Hero Hand Weapon; Light Armor; Scaly Skin |
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Burning Blade of Chotec | 1 | Extra -2 to armor saves. All attacks count as Flaming. | [25] | |||||||||||||||
Enchanted Shield | 1 | +2 Armor Save. | [10] | |||||||||||||||
Skink Priest (1#, 115 Pts) | ||||||||||||||||||
Skink Priest | 1 | 6 | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 5 | - | 6+ | 1 | 2 | 2 | 1 | Lev2 HW | 115 |
Composition: Hero Javelins and Darts count as Poisoned Attacks; Level 2 Upgrade; Hand Weapon; Aquatic |
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Talisman of Protection | 1 | 6+ Ward Save. | [15] | |||||||||||||||
Skink Priest (1#, 100 Pts) | ||||||||||||||||||
Skink Priest | 1 | 6 | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 5 | - | 1 | 2 | 2 | 1 | Lev2 HW | 100 | |
Composition: Hero Javelins and Darts count as Poisoned Attacks; Level 2 Upgrade; Hand Weapon; Aquatic |
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Saurus Warriors (22#, 409 Pts) | ||||||||||||||||||
Temple Guard | 21 | 4 | 4 | - | 4/5 | 4 | 1 | 2 | 2 | 8 | 5+ | 1 | Mus Std HW Hal | 409 | ||||
Composition: Core Sacred Duty: If a Slann is present, he must join the Temple Guard unit and cannot leave. While he is in the unit, the unit is Stubborn; Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Scaly Skin |
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Revered Guardian | 1 | 4 | 4 | - | 4/5 | 4 | 1 | 2 | 3 | 8 | 5+ | 1 | HW Hal | [31] | ||||
Hand Weapon; Halberd | ||||||||||||||||||
Saurus Warriors (20#, 270 Pts) | ||||||||||||||||||
Saurus Warriors | 19 | 4 | 3 | - | 4 | 4 | 1 | 1 | 2 | 8 | 5+/4+ | 1 | Mus Std HW Shl | 270 | ||||
Composition: Core Predatory Fighters: May only make one attack from the second rank with spears; Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Scaly Skin |
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Spawning Champion | 1 | 4 | 3 | - | 4 | 4 | 1 | 1 | 3 | 8 | 5+/4+ | 1 | HW Shl | [24] | ||||
Hand Weapon; Shield | ||||||||||||||||||
Saurus Warriors (20#, 310 Pts) | ||||||||||||||||||
Saurus Warriors | 19 | 4 | 3 | - | 4 | 4 | 1 | 1 | 2 | 8 | 5+/4+ | 1 | Mus Std HW Spr Shl | 310 | ||||
Composition: Core Predatory Fighters: May only make one attack from the second rank with spears; Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield; Scaly Skin |
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Spawning Champion | 1 | 4 | 3 | - | 4 | 4 | 1 | 1 | 3 | 8 | 5+/4+ | 1 | HW Spr Shl | [26] | ||||
Hand Weapon; Spear; Shield | ||||||||||||||||||
Skink Skirmishers (12#, 77 Pts) | ||||||||||||||||||
Skink Skirmishers | 11 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | HW Blow | 77 | ||||
Composition: Core Javelins and Darts count as Poisoned Attacks; Hand Weapon; Blowpipe; Aquatic; Skirmishers |
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Skink Brave | 1 | 6 | 2 | 4 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | HW Blow | [11] | ||||
Hand Weapon; Blowpipe | ||||||||||||||||||
Skink Skirmishers (12#, 77 Pts) | ||||||||||||||||||
Skink Skirmishers | 11 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | HW Blow | 77 | ||||
Composition: Core Javelins and Darts count as Poisoned Attacks; Hand Weapon; Blowpipe; Aquatic; Skirmishers |
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Skink Brave | 1 | 6 | 2 | 4 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | HW Blow | [11] | ||||
Hand Weapon; Blowpipe | ||||||||||||||||||
Salamander (8#, 130 Pts) | ||||||||||||||||||
Salamander | 2 | 6 | 3 | 3 | 5 | 4 | 3 | 4 | 2 | 5 | 5+ | 5 | 130 | |||||
Composition: Rare Controlled Creature: Any shooting hits the Salamander on 1-4 and the Skinks on 5-6. If all Skinks are slain, the Salamander must make a Ld test or roll on the monster reaction table; Spout Flames: 15" Range. Roll an Artillery dice for each Salamander. This is the number of hits the target suffers, at Strength -3 and -1 armor save. (Salamanders cannot stand and shoot, but may move and shoot.) On a misfire, D3 Skink Handlers are eaten instead of shooting; Causes Fear; Scaly Skin; Skirmishers |
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Skink Handlers | 6 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | HW | [0] | ||||
Hand Weapon; Aquatic; Skirmishers | ||||||||||||||||||
Krogixor (3#, 194 Pts) | ||||||||||||||||||
Kroxigor | 2 | 6 | 3 | - | 5/7 | 4 | 3 | 1 | 3 | 7 | 4+ | 3 | GWep | 194 | ||||
Composition: Special Skirmish Screen: Kroxigors may see and charge through Skink units that are not fleeing (if they do so, the Skink unit must take a Ld test to be able to move that turn). Measure Stand and Shoot distance to the front of the Skink unit; Great Weapon; Aquatic; Causes Fear; Scaly Skin |
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Kroxigor Ancient | 1 | 6 | 3 | - | 5/7 | 4 | 3 | 1 | 4 | 7 | 4+ | 3 | GWep | [78] | ||||
Great Weapon | ||||||||||||||||||
Stegadon (6#, 235 Pts) | ||||||||||||||||||
Stegadon | 1 | 6 | 3 | - | 5 | 6 | 5 | 2 | 4 | 5 | 4+ | 8 | 235 | |||||
Composition: Rare D6+1 Impact Hits.; Giant Bow; Causes Terror; Immune to Panic; Large Target; Scaly Skin; Stubborn |
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Skink Crew | 5 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 2+ | 1 | HW Jav | [0] | ||||
Javelins and Darts count as Poisoned Attacks; Hand Weapon; Javelin; Aquatic; Skirmishers | ||||||||||||||||||
Total Cost: | 2499 |
Option Footnotes | |
Options | |
Blowpipe | 12" Range, Strength 3, Multiple Shots (x2) |
Giant Bow | As Bolt Thrower (can move and fire); Strength 5, D3 Wounds; Fired by 2 skinks instead of throwing their Javelins; May shoot over normal-sized units and terrain that large targets can see over. |
Great Weapon | +2 strength (+1 when mounted, 7th ed only) but always strikes last (except on charge) in close combat; 2-handed weapon |
Halberd | +1 strength in close combat; 2-handed weapon |
Hand Weapon | Models on foot wielding a hand weapon & shield gain an additional +1 armor save bonus. |
Javelin | 8" Range, Strength as user |
Light Armor | 6+ Armor Save |
Musician Mus | +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). |
Shield | +1 Armor Save Bonus. Extra +1 bonus if a model on foot fights with a Hand Weapon and shield. |
Spear | +1 Str on charge if mounted. Attack in two ranks (unless charging) if on foot |
Standard Bearer Std | +1 to combat resolution; Standard can be captured if unit flees |
Spawning | |
4th Generation | When the mage-priest miscasts a spell, the spell fails but no roll on the Miscast table is made. |
Roster Design Information |
All Lizardmen are Cold-Blooded. This means they roll 3D6 for all Leadership tests and choose the lowest 2 scores. |
Validation Report |
Edition: 7th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army |
Roster satisfies all enforced validation rules |
Roster Statistics |
Casting Dice: 11 |
Dispel Dice: 7 |
General's Ld: 9 |
# Models: 107 |
Total Characters: 797.0 |
Total Core: 1143.0 |
Total Magic Items: 145.0 |
Total Rare: 365.0 |
Total Special: 194.0 |
% Characters: 31.9 |
% Core: 45.7 |
% Magic Items: 5.8 |
% Rare: 14.6 |
% Special: 7.8 |
Group | Min | Max | Used |
Heroes | 0 | 4 | 3 |
Lords | 0 | 1 | 1 |
Core | 3 | Unlimited | 5 |
Special | 0 | 4 | 1 |
Rare | 0 | 2 | 2 |
Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved. |