1500 Pts - Lizardmen
Name # Type M WS BS S T W I A Ld AS WSv Cost
Saurus Oldblood (6 , 450 pts)
Saurus Oldblood 1 Ca 4 6/10 - 5 5 3 3 5+*/6+* 8 1+ 4+ 270
Composition: Lord
General; Hand Weapon; Cold-blooded; Predatory Fighter; Scaly Skin (4+)
Fencer's Blades 1 Paired Weapons. Grant Weapon Skill 10. [35]
Extra Attack
Armour of Destiny 1 Heavy armour. Grants a 4+ ward save. [50]
Seed of Rebirth 1 Grants Regeneration (6+). [10]
Regeneration (6+)
Potion of Speed 1 One use only. Drink at the start of your turn. Imbiber has +3 Initiative until the end of the [5]
turn.
Cold One 1 - 7 3 - 4 - - 2 2 - [30]
Fear; Immune to Psychology; Stupidity; Thick-skinned
Cold One Riders 4 Ca 4 4 - 4 4 1 2 2+* 8 2+ 180
Composition: Special
Musician ; Standard Bearer ; Hand Weapon; Shield; Cold-blooded; Predatory Fighter; Scaly Skin
(5+); Swiftstride
Pack Leader 1 Ca 4 4 - 4 4 1 2 3+* 8 2+ [40]
Hand Weapon; Shield; Cold-blooded; Predatory Fighter; Scaly Skin (5+); Swiftstride
Cold One 5 - 7 3 - 4 - - 2 2 - [0]
Fear; Immune to Psychology; Stupidity; Thick-skinned
Skink Priest (2 , 430 pts)
Skink Priest 1 In/Mo 6 2 3 3 2 2 4 1 6 5+ 430
Composition: Hero
Level 2 Wizard; Hand Weapon; Aquatic; Arcane Vassal; Cold-blooded; Marshland Strider; River Strider;
Scaly Skin (6+)
Siverjir's Hex Scroll 1 One use only. Read instead of attempting to dispel. The casting Wizard must roll equal to or [50]
under his wizard level on a D6, or he becomes a toad (all his stats become 1 except wounds,
he can't cast spell and his magic items and equipment stop working). His controlling player
can roll a D6 at the start of each subsequent magic phase; on a 4+ the transformation ends.
Ancient Stegadon 1 Mo 6 3 - 6 6 5 1 3 6 3+ 6+ [280]
Engine of the Gods; Arcane Configuration; Burning Alignment; Cold-blooded; Howdah Crew; Immune to
Psychology; Impact Hits (D6+1); Large Target; Portent of Warding; Scaly Skin (3+); Stubborn; Terror;
Thunderstomp; Flaming Attacks
Skink Crew 4 - - 2 3 3 - - 4 1 - [0]
Hand Weapon; Lustrian Javelin; Aquatic; Cold-blooded; Marshland Strider; River Strider; Poisoned
Attacks; Quick to Fire
Saurus Warriors (15 , 195 pts)
Saurus Warriors 14 In 4 3 - 4 4 1 1 2+* 8 4+ 195
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Spear; Shield; Cold-blooded; Predatory Fighter; Scaly
Skin (5+); Fight in Extra Ranks
Spawn Leader 1 In 4 3 - 4 4 1 1 3+* 8 4+ [21]
Hand Weapon; Spear; Shield; Cold-blooded; Predatory Fighter; Scaly Skin (5+); Fight in Extra Ranks
Saurus Warriors (15 , 195 pts)
Saurus Warriors 14 In 4 3 - 4 4 1 1 2+* 8 4+ 195
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Spear; Shield; Cold-blooded; Predatory Fighter; Scaly
Skin (5+); Fight in Extra Ranks
Spawn Leader 1 In 4 3 - 4 4 1 1 3+* 8 4+ [21]
Hand Weapon; Spear; Shield; Cold-blooded; Predatory Fighter; Scaly Skin (5+); Fight in Extra Ranks
Skink Cohort (15 , 75 pts)
Skink Cohort 15 In 6 2 3 3 2 1 4 1 5 5+ 6)+ 75
Composition: Core
Hand Weapon; Lustrian Javelin; Shield; Aquatic; Cold-blooded; Marshland Strider; River Strider; Scaly
Skin (6+); Spawn-kin; Poisoned Attacks; Quick to Fire
Skink Cohort (15 , 75 pts)
Skink Cohort 15 In 6 2 3 3 2 1 4 1 5 5+ 6)+ 75
Composition: Core
Hand Weapon; Lustrian Javelin; Shield; Aquatic; Cold-blooded; Marshland Strider; River Strider; Scaly
Skin (6+); Spawn-kin; Poisoned Attacks; Quick to Fire
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Name # Type M WS BS S T W I A Ld AS WSv Cost
Skink Cohort (15 , 75 pts)
Skink Cohort 15 In 6 2 3 3 2 1 4 1 5 5+ 6)+ 75
Composition: Core
Hand Weapon; Lustrian Javelin; Shield; Aquatic; Cold-blooded; Marshland Strider; River Strider; Scaly
Skin (6+); Spawn-kin; Poisoned Attacks; Quick to Fire
Total Cost: 1495
Option Footnotes
Options
Engine of the Gods
General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Level 2 Wizard Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
Lustrian Javelin Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Shield +1 armour save bonus.
Spear (Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
Aquatic Grants Marshland Strider and River Strider. In addition, models with this special rule can march, claim rank bonus
and be steadfast even when in Marshland or a River. Furthermore, if every model in a unit has the Aquatic special
rule, and the majority of the unit is within Marshland or a River, enemies shooting at that unit suffer an additional -1
To H it penalty.
Arcane Configuration If you have one or more Engine of the Gods on the battlefield at the start of your Magic phase, select one of the eight
Lores of Battle Magic from the Warhammer rulebook. Until the start of your next Magic phase, the casting values for
all spells from the selected lore are reduced by 1 (to a minimum of 3).
Arcane Vassal A Slann Mage-Priest (including Lord Kroak and Lord Mazdamundi) can choose to cast any magic missile or direct
damage spell through a model with this special rule within 24" of him. If he does so, measure the spell's range from
the Arcane Vassal and use that model's forward arc and line of sight for the purposes of casting the spell. If using an
Arcane Vassal, a Slann Mage-Priest can cast magic missiles, even if his own unit is engaged in close combat
(providing that the Arcane Vassal's is not). If a spell cast through an Arcane Vassal is miscast, the result of the
miscast is applied to the Slann Mage-Priest, but the Arcane Vassal suffers a Strength 3 hit.
Burning Alignment Innate Bound Spell (power level 3) Direct Damage
D6 Strength 4 hits with the Flaming Attacks special rule to every enemy unit within 4D6".
Cold-blooded Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest
result.
Extra Attack Grants +1 Attack.
Fear Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.
Howdah Crew A monster with this rule is ridden by a number of Skink Crew. The monster and its howdah crew have their own
characteristics, but are treated as a single model. All hits upon the model are resolved using the monster's Toughness,
Wounds and save. In combat, enemy models compare their Weapon Skill to the monster's Weapon Skill when rolling
To Hit. Apart from these exceptions, a model with this special rule is treated as a monster in all respects, as described
in the Warhammer rulebook.
Either a Stegadon or Ancient Stegadon can be taken as a ridden monster for a Skink Chief or Skink Priest who
replaces one of the Skink Crew. In this case, shooting attacks against it will hit the monster on a D6 roll of a 1-4,
and the character on a roll of 5-6, as normal. Additionally, should the character be slain, there is no need to roll on
the Monster Reaction Table.
Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Impact Hits (D6+1) Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the
enemy. Those hits hit automatically, and roll to wound using the Strength of the model.
Large Target Cannot claim cover modifiers for obstacles. Also, this model's Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Marshland Strider Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
Portent of Warding The Ancient Stegadon and all friendly units within 6" have a 6+ ward save.
Predatory Fighter Whenever a model with this special rule rolls a 6 To Hit in close combat, it immediately makes another Attack.
Attacks generated by this special rule do not generate further Attacks. In addition, a unit that contains one or more
models with this special rule can only test to restrain pursuit if there is at least one Skink character model within 6"
of the unit.
Regeneration (6+) 6+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder of
that phase.
River Strider Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
Scaly Skin (3+) Improves the model's armour save.
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Scaly Skin (4+) Improves the model's armour save.
Scaly Skin (5+) Improves the model's armour save.
Scaly Skin (6+) Improves the model's armour save.
Spawn-kin Skink Cohorts may include a number of Kroxigor as upgrades to form a mixed unit. Kroxigor must always be placed
in the unit's second or subsequent rank (if the second is already full), displacing Skink models as necessary to the
back ranks. If the unit's front rank is ever reduced so that its width is less than the width of the second rank, a
Kroxigor must immediately move to the front rank (displacing rank and file models if necessary).
Whenever you are required to work out the mixed unit's frontage or ranks, count as if the footprint of the entire
mixed unit was filled with Skinks. Close combat attacks can only target a Kroxigor if an enemy model is either in
base contact with a Kroxigor, or if an enemy model is in base contact with a Skink who is in turn in base contact
with a Kroxigor. Missile (except bolt throwers, which work as normal) and Impact Hits against a Skink Cohort that
contains one or more Kroxigor are randomised by rolling a D6; on a 1-4, the hit is resolved against a Skink, on a 5-6
it is resolved against a Kroxigor. Skink models that are in base contact with a friendly Kroxigor model have the Fear
special rule.
Stubborn The unit always takes break tests on its unmodified Leadership.
Stupidity If not engaged, at the start of every turn, a unit that contains model with this rule must take a Leadership test. If
failed, the unit immediately stumbles D6" forwards and can't make any other action that turn, as well as channeling
power or dispel dice until a stupidity test is passed.
Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
Terror Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic test.
If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
Thick-skinned A model riding a Cold One receives an armour save bonus of +2 rather than of the usual +1 for cavalry mounts.
Thunderstomp Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
Equipment Special Rules
Fight in Extra Ranks A unit with this special rule can make supporting attacks with an extra rank than normal on a turn in which it did not
charge.
Flaming Attacks Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls
when shooting at or assaulting a building.
Multiple Shots (2D6) Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.
Poisoned Attacks Poisoned hits wound automatically on a To Hit roll of 6.
Quick to Fire Does not suffer -1 To Hit for moving and shooting. May always Stand and Shoot.
Validation Report
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army; Special Rules: Forbid Chaos Dwarfs in WoC, Forbid Regiments
of Renown; File Version: 2.95
Roster satisfies all enforced validation rules
Roster Statistics
Fortitude: 5
General's Ld: 8
# Models: 83
Total Characters: 700
Total Core: 615
Total Magic Items: 150
Total Rare: 0
Total Special: 180
% Characters: 46.8
% Core: 41.1
% Magic Items: 10
% Rare: 0
% Special: 12
Group Min Max Used
Points of Lords 0 750 270
Points of Heroes 0 750 430
Points of Core 375 Unlimited 615
Points of Special 0 750 180
Points of Rare 0 375 0
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