1000 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
    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#, 135 Pts)
  Skink Priest 1 6 2 3 3 2 2 4 1 5 - 1 2 2 1 Lev2 HW 135
Composition: Hero
Javelins and Darts count as Poisoned Attacks; Level 2 Upgrade; Hand Weapon; Aquatic
    Staff of the Lost Sun 1 16" Range, Strength 5, Multiple Shots (x3) [35]
    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 (16#, 222 Pts)
  Saurus Warriors 15 4 3 - 4 4 1 1 2 8 5+/4+ 1 Mus Std HW Shl 222
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 (16#, 254 Pts)
  Saurus Warriors 15 4 3 - 4 4 1 1 2 8 5+/4+ 1 Mus Std HW Spr Shl 254
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 (11#, 71 Pts)
  Skink Skirmishers 10 6 2 3 3 2 1 4 1 5 - 1 HW Blow 71
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: 999

Option Footnotes
Options
Blowpipe 12" Range, Strength 3, Multiple Shots (x2)
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: 50
Total Characters: 387.0
Total Core: 547.0
Total Magic Items: 100.0
Total Rare: 65.0
Total Special: 0.0
% Characters: 38.7
% Core: 54.8
% Magic Items: 10.0
% Rare: 6.5
% Special: 0.0

Group Min Max Used
Heroes 0 3 3
Lords 0 0 0
Core 2 Unlimited 3
Special 0 3 0
Rare 0 1 1

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