1500 Pts - Lizardmen - Ash'emn's Force |
Name | # | Mv | WS | BS | St | To | Wo | In | At | Ld | Sv | WSv | US | Mgc | Cast | Disp | Option Summary | Cost |
Saurus Scar-Veteran (1#, 137 Pts) | ||||||||||||||||||
Saurus Scar-Veteran | 1 | 4 | 5 | - | 5 | 4 | 2 | 3 | 4 | 8 | 2+ | 6+ | 1 | Gen HW Lt | 137 | |||
Composition: Hero General; 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] | |||||||||||||||
Talisman of Protection | 1 | 6+ Ward Save. | [15] | |||||||||||||||
Ash'emn (1#, 130 Pts) | ||||||||||||||||||
Skink Priest | 1 | 6 | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 5 | - | 5+ | 1 | 2 | 2 | 1 | Lev2 HW | 130 |
Composition: Hero Javelins and Darts count as Poisoned Attacks; Level 2 Upgrade; Hand Weapon; Aquatic |
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Glyph Necklace | 1 | 5+ Ward Save. | [30] | |||||||||||||||
1. Portent of Far | 1 | 5+ Cast. Cast on a friendly unit within 12". That unit re-rolls all 1s to hit and to wound this turn. | [0] | |||||||||||||||
2. Second Sign of Amul | 1 | 6+ Cast. You gain D3 re-rolls to use this turn. | [0] | |||||||||||||||
3. Celestial Shield | 1 | 7+ Cast. Remains in Play. Cast on visible unit within 24". Gives 4+ Ward Save against normal and magic missiles. | [0] | |||||||||||||||
4. Forked Lightning | 1 | 6+ Cast. One unit in LOS takes D6 S4 hits. | [0] | |||||||||||||||
5. Uranon's Thunder Bolt | 1 | 9+ Cast. One unit in LOS takes D6 S4 hits with no armor save. | [0] | |||||||||||||||
6. Comet of Casandora | 1 | 12+ Cast. Remains in play. Place a token over a fixed point on the tabletop. At the start of each player's turn, roll a D6. On a 1-3 place another token. On a 4-6, ALL units within D6" multiplied by the number of tokens take 2D6 Strength 4 hits. If the spell is dispelled, remove all markers. A wizard can only have one Comet in play at once. | [0] | |||||||||||||||
Skink Priest (1#, 115 Pts) | ||||||||||||||||||
Skink Priest | 1 | 6 | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 5 | - | 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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Bane Head | 1 | Nominate an enemy character at the start of the battle. All unsaved wounds caused by the bearer on this character are doubled. | [15] | |||||||||||||||
Saurus Warriors (22#, 294 Pts) | ||||||||||||||||||
Saurus Warriors | 21 | 4 | 3 | - | 4 | 4 | 1 | 1 | 2 | 8 | 5+/4+ | 1 | Mus Std HW Shl | 294 | ||||
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 (22#, 338 Pts) | ||||||||||||||||||
Saurus Warriors | 21 | 4 | 3 | - | 4 | 4 | 1 | 1 | 2 | 8 | 5+/4+ | 1 | Mus Std HW Spr Shl | 338 | ||||
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 | ||||||||||||||||||
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 | ||||||||||||||||||
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 | ||||||||||||||||||
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 | ||||||||||||||||||
Total Cost: | 1492 |
Option Footnotes | |
Options | |
Blowpipe | 12" Range, Strength 3, Multiple Shots (x2) |
Great Weapon | +2 strength (+1 when mounted, 7th ed only) but always strikes last (except on charge) in close combat; 2-handed weapon |
Hand Weapon | Models on foot wielding a hand weapon & shield gain an additional +1 armor save bonus. |
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 |
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: 6 |
Dispel Dice: 4 |
General's Ld: 8 |
# Models: 82 |
Total Characters: 382.0 |
Total Core: 786.0 |
Total Magic Items: 95.0 |
Total Rare: 130.0 |
Total Special: 194.0 |
% Characters: 25.6 |
% Core: 52.7 |
% Magic Items: 6.4 |
% Rare: 8.7 |
% Special: 13.0 |
Group | Min | Max | Used |
Heroes | 0 | 3 | 3 |
Lords | 0 | 0 | 0 |
Core | 2 | Unlimited | 4 |
Special | 0 | 3 | 1 |
Rare | 0 | 1 | 1 |
Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved. |