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
    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
    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
    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
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
    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
    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
    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
    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
    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
    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
    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
    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

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