2000 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 |
Slaan Mage-Priest (1#, 380 Pts) | ||||||||||||||||||
Slann Mage-Priest | 1 | 4 | 4 | 3 | 3 | 5 | 6 | 2 | 1 | 9 | - | 4+ | 5 | 4 | 4 | 2 | 4th Gen | 380 |
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 Tepok | 1 | The Slann knows one more spell than normal. | [15] | |||||||||||||||
Saurus Scar-Veteran (1#, 137 Pts) | ||||||||||||||||||
Saurus Scar-Veteran | 1 | 4 | 5 | - | 5 | 4 | 2 | 3 | 4 | 8 | 2+ | 6+ | 1 | HW Lt | 137 | |||
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] | |||||||||||||||
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 |
||||||||||||||||||
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 |
||||||||||||||||||
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#, 431 Pts) | ||||||||||||||||||
×Temple Guard | 21 | 4 | 4 | - | 4/5 | 4 | 1 | 2 | 2 | 8 | 4+/3+ | 1 | Mus Std HW Hal Shl | 431 | ||||
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; Shield; Scaly Skin |
||||||||||||||||||
Revered Guardian | 1 | 4 | 4 | - | 4/5 | 4 | 1 | 2 | 3 | 8 | 4+/3+ | 1 | HW Hal Shl | [32] | ||||
Hand Weapon; Halberd; Shield | ||||||||||||||||||
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 (4#, 65 Pts) | ||||||||||||||||||
Salamander | 1 | 6 | 3 | 3 | 5 | 4 | 3 | 4 | 2 | 5 | 5+ | 5 | 65 | |||||
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 | 3 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | HW | [0] | ||||
Hand Weapon; Aquatic; Skirmishers | ||||||||||||||||||
Total Cost: | 1992 |
Option Footnotes | |
Options | |
Blowpipe | 12" Range, Strength 3, Multiple Shots (x2) |
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. |
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 |
One or more elements of the Roster (×) are subject to the following in-play usage considerations: - |
Roster Statistics |
Casting Dice: 10 |
Dispel Dice: 6 |
General's Ld: 9 |
# Models: 94 |
Total Characters: 762.0 |
Total Core: 1165.0 |
Total Magic Items: 110.0 |
Total Rare: 65.0 |
Total Special: 0.0 |
% Characters: 38.3 |
% Core: 58.5 |
% Magic Items: 5.5 |
% Rare: 3.3 |
% Special: 0.0 |
Group | Min | Max | Used |
Heroes | 0 | 4 | 3 |
Lords | 0 | 1 | 1 |
Core | 3 | Unlimited | 5 |
Special | 0 | 4 | 0 |
Rare | 0 | 2 | 1 |
Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved. |