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

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