| 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 |
| Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved. |