Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Name
Saurus Oldblood (1 , 275 pts) Saurus Oldblood
Type
Mv WS BS St To Wo In
At
Cold One Sword of the Hornet The Maiming Shield Amulet of Itzl The Other Trickster's Shard
1 Ca 4 6 5 5 3 4 5/6 8 1+ 2+* 275 Composition: Lord General; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Scaly Skin 1 7 3 4 4 1 2 1 3 [0] Causes Fear; Immune to Psychology; Stupid 1 Always strike first. [25] 1 6+ Armor Save. +1 Attack. [30] 1 2+ Ward Save against the first wound suffered. [30] 1 All models in base contact must re-roll succesful ward saves [15]
Name
Saurus Scar-Veteran (1 , 175 pts) Saurus Scar-Veteran (Battle Standard Bearer)
#
1
Type
Ca
Mv WS BS St To Wo In
4 5 5 5 2 3
At
4
Composition: Hero Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Battle Standard Bearer; Scaly Skin 1 7 3 4 4 1 2 1 3 [0] Causes Fear; Immune to Psychology; Stupid 1 Extra -2 to armor saves. All attacks count as Flaming. [20] 1 Heavy Armour 6+ Ward [20] 1 2+ Ward vs Flaming attacks [5]
Name
Cold One Cavalry (5 , 265 pts) Cold One Cavalry
Type
Mv WS BS St To Wo In
At
4 Ca 4 4 4 4 1 2 2 8 2+ 265 Composition: Special Musician : +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.; Standard Bearer : +1 to Combat Resolution; Standard can be captured if unit Flees.; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Spear: Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.; Shield: +1 Armour save bonus.; Causes Fear; Scaly Skin Cold One Rider Champion 1 Ca 4 4 4 4 1 2 3 8 2+ [55] Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Spear: Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.; Shield: +1 Armour save bonus. Cold One 5 7 3 4 4 1 2 1 3 [0] Causes Fear; Immune to Psychology; Stupid Sun Standard of Chotec 1 Missiles fired at the unit suffer -1 to hit, -2 if fired within 12". [40]
Name
Skink Priest (1 , 90 pts) Skink Priest
Type
Mv WS BS St To Wo In
At
1 In 6 2 3 3 2 2 4 1 6 1 90 Composition: Hero Channeling: Slann Mage Priests may use a skink as the origin of magic missile spells. The spell is cast as if the Slaan is where the Skink Priest is, but miscasts affect the Slaan normally.; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Aquatic Dispel Scroll 1 Once per battle, automatically dispels an enemy spell. [25]
Name
Skink Skirmishers (10 , 76 pts) Skink Skirmishers
Type
Mv WS BS St To Wo In
At
9 In 6 2 3 3 2 1 4 1 6 76 Composition: Core Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2); Aquatic; Skirmishers Skink Skirmisher Brave 1 In 6 2 4 3 2 1 4 1 6 [13] Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2)
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Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.
Name Name
Skink Skirmishers (10 , 76 pts) Skink Skirmishers
# #
Type Type
Mv WS BS St To Wo In Mv WS BS St To Wo In
At At
9 In 6 2 3 3 2 1 4 1 6 76 Composition: Core Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2); Aquatic; Skirmishers Skink Skirmisher Brave 1 In 6 2 4 3 2 1 4 1 6 [13] Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2)
Name
Skink Skirmishers (10 , 76 pts) Skink Skirmishers
Type
Mv WS BS St To Wo In
At
9 In 6 2 3 3 2 1 4 1 6 76 Composition: Core Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2); Aquatic; Skirmishers Skink Skirmisher Brave 1 In 6 2 4 3 2 1 4 1 6 [13] Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2)
Name
Skink Skirmishers (10 , 76 pts) Skink Skirmishers
Type
Mv WS BS St To Wo In
At
9 In 6 2 3 3 2 1 4 1 6 76 Composition: Core Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2); Aquatic; Skirmishers Skink Skirmisher Brave 1 In 6 2 4 3 2 1 4 1 6 [13] Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2)
Name
Skink Chief (1 , 95 pts)
Skink Chief
Type
Mv WS BS St To Wo In
At
1 In 6 4 5 4 3 2 6 3 7 6+ 95 Composition: Hero Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Aquatic Shield of the Mirrored Pool 1 6+ Armor Save. Any Magic Missile that strikes the bearer or his unit is [30] reflected on the roll of 2+ (and resolved against the caster). Venom of the Firefly Frog 1 All mundane weapons count as Poisoned Attacks and Magical. Weapons that [10] already have poison may reroll to hit.
Name
Skink Chief (1 , 90 pts)
Skink Chief
Type
Mv WS BS St To Wo In
At
1 In 6 4 5 4 3 2 6 3 7 90 Composition: Hero Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Aquatic Staff of the Lost Sun 1 18" Range, Strength 5, Multiple Shots (x3). [35]
Name
Chameleon Skinks (5 , 60 pts) Chameleon Skinks
Type
Mv WS BS St To Wo In
At
5 In 6 2 4 3 2 1 4 1 6 60 Composition: Special Chameleons: Enemies are at -1 to hit when shooting this unit. When deploying as Scouts, you may observe no minimum distance between this unit and the enemy, or place them in the open but more than 12" away.; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2); Aquatic; Scouts; Skirmishers
Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.
Name
Chameleon Skinks (5 , 60 pts) Chameleon Skinks
Type
Mv WS BS St To Wo In
At
5 In 6 2 4 3 2 1 4 1 6 60 Composition: Special Chameleons: Enemies are at -1 to hit when shooting this unit. When deploying as Scouts, you may observe no minimum distance between this unit and the enemy, or place them in the open but more than 12" away.; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2); Aquatic; Scouts; Skirmishers
Name
Chameleon Skinks (5 , 60 pts) Chameleon Skinks
Type
Mv WS BS St To Wo In
At
5 In 6 2 4 3 2 1 4 1 6 60 Composition: Special Chameleons: Enemies are at -1 to hit when shooting this unit. When deploying as Scouts, you may observe no minimum distance between this unit and the enemy, or place them in the open but more than 12" away.; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Blowpipe: 12" Range, Strength 3, Multiple Shots (x2); Aquatic; Scouts; Skirmishers
Name
Ancient Stegadon (6 , 275 pts) Ancient Stegadon
Type
Mv WS BS St To Wo In
At
1 Mo 6 3 6 6 5 1 3 6 3+ 275 Composition: Rare D6+1 Impact Hits. Jungle Poisons; 5 Skink Crew (4 if ridden by character); 2 Giant Blowpipes: Each: Range 12", Strength 3, 2D6 Shots, Poisoned Attacks; Fired by 2 skinks instead of throwing their Javelins; May shoot over normal-sized units and terrain that large targets can see over.; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn; Thunder Stomp: D6 automatic hits at creature's strength, Always strikes last Skink Crew 5 6 2 3 3 2 1 4 1 5 2+ [0] Javelins and Darts count as Poisoned Attacks; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Javelin: 12" Range, Strength as per user. Quick to Fire; Aquatic; Skirmishers
Name
Type
Mv WS BS St To Wo In
At
Saurus Warriors (20 , 250 pts) Saurus Warriors 19 In 4 3 4 4 1 1 2 8 4+ 6+* 250 Composition: Core Musician : +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.; Standard Bearer : +1 to Combat Resolution; Standard can be captured if unit Flees.; Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Shield: +1 Armour save bonus.; Scaly Skin Saurus Champion 1 In 4 3 4 4 1 1 3 8 4+ 6+* [23] Hand Weapon: 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.; Shield: +1 Armour save bonus.
Total Cost: 1999
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: 8th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army Roster satisfies all enforced validation rules Roster Statistics General's Ld: 8 # Models: 91 Total Characters: 725 Total Core: 554 Total Magic Items: 285 Total Rare: 275 Total Special: 445 % Characters: 36.3
Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!
% % % %
Core: 27.7 Magic Items: 14.3 Rare: 13.8 Special: 22.3 Min 0 0 500 0 0 Max 500 500 Unlimited 1000 500 Used 275 450 554 445 275
Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.