| 2250 Pts - Lizardmen - Sacred Army of the Venerable Lord Tonauac |
| Name | # | Mv | WS | BS | St | To | Wo | In | At | Ld | Sv | WSv | US | Mgc | Cast | Disp | Cost |
| The Venerable Lord Tonauac | 1 | 4 | 4 | 3 | 3 | 5 | 6 | 2 | 1 | 9 | - | 2+*, 4+ | 5 | 4 | 4 | 2 | 565 |
| 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; Battle Standard Bearer; Large Target |
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| Plaque of Tepok | 1 | The Slann knows one more spell than normal. | [15] | ||||||||||||||
| The Divine Plaque of Protection | 1 | The Slann gets a 2+ Ward Save, except in close combat (where he gets his regular 4+ Ward Save). | [50] | ||||||||||||||
| Diadem of Power | 1 | Save up to 2 of your unused magic dice at the end of any magic phase and use them in your next magic phase. | [35] | ||||||||||||||
| Totem of Prophecy | 1 | The unit causes Fear. | [75] | ||||||||||||||
| Maxtla the Swift | 1 | 4/9 | 5 | - | 5/7 | 4 | 2 | 3 | 4 | 8 | 3+/2+ | 5+ | 1 | 163 | |||
| Composition: Hero Hand Weapon; Great Weapon; Light Armour; Shield; Blessed Spawning of Sotek; Scaly Skin |
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| Glyph Necklace | 1 | 5+ Ward Save. | [30] | ||||||||||||||
| Charm of the Jaguar Warrior | 1 | The model has Movement 9. | [20] | ||||||||||||||
| Huemac the Wise | 1 | 6 | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 5 | - | 1 | 1 | 1 | 1 | 115 | |
| Composition: Hero Javelins and Darts count as Poisoned Attacks; Hand Weapon; Aquatic |
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| Dispel Scroll | 1 | Once per battle, automatically dispels an enemy spell. | [25] | ||||||||||||||
| Dispel Scroll | 1 | Once per battle, automatically dispels an enemy spell. | [25] | ||||||||||||||
| ×Tonauac's Children | 16 | 4 | 4 | - | 4/5 | 4 | 1 | 2 | 2 | 8 | 4+/3+ | 1 | 334 | ||||
| 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 |
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| Jaguar Standard | 1 | The unit pursues an extra D6". | [25] | ||||||||||||||
| Skink Skirmishers | 10 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 6+/5+ | 1 | 60 | ||||
| Composition: Core Javelins and Darts count as Poisoned Attacks; Hand Weapon; Javelin & Shield; Aquatic; Skirmishers |
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| Skink Skirmishers | 10 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 6+/5+ | 1 | 60 | ||||
| Composition: Core Javelins and Darts count as Poisoned Attacks; Hand Weapon; Javelin & Shield; Aquatic; Skirmishers |
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| Skink Skirmishers | 10 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | 70 | ||||
| Composition: Core Javelins and Darts count as Poisoned Attacks; Scouts; Hand Weapon; Blowpipe; Aquatic; Skirmishers |
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| Kroxigor | 3 | 6 | 3 | - | 5/7 | 4 | 3 | 1 | 3 | 7 | 4+ | 3 | 174 | ||||
| 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 |
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| Kroxigor | 3 | 6 | 3 | - | 5/7 | 4 | 3 | 1 | 3 | 7 | 4+ | 3 | 174 | ||||
| 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 |
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| Terradon & Rider | 3 | 2 | 3 | 3 | 4 | 3 | 2 | 4 | 3 | 5 | 6+ | 1 | 105 | ||||
| Composition: Special Javelins and Darts count as Poisoned Attacks; Hit and Run: On any turn the Terradons charge, if they draw or lose combat, they automatically fall back (no units must take panic tests) and the enemy cannot pursue. After the fall back, they automatically rally. If the terradons win, they may fall back as above if they wish (the enemy must take a break test as normal); Hand Weapon; Javelin; Flyer |
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| Salamander | 3 | 6 | 3 | 3 | 5 | 4 | 3 | 4 | 2 | 5 | 5+ | 5 | 195 | ||||
| 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 |
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| Skink Handlers | 9 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | - | 1 | [0] | ||||
| Hand Weapon; Aquatic; Skirmishers | |||||||||||||||||
| 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 |
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| Skink Crew | 5 | 6 | 2 | 3 | 3 | 2 | 1 | 4 | 1 | 5 | 2+ | 1 | [0] | ||||
| Javelins and Darts count as Poisoned Attacks; Hand Weapon; Javelin; Aquatic; Skirmishers | |||||||||||||||||
| Total Cost: | 2250 | ||||||||||||||||
| 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 when on foot; +1 Strength if mounted. Always strikes last unless charging. Two-handed. |
| Halberd | +1 Strength. Two-handed. |
| Hand Weapon | +1 Armour save bonus in combat when on foot and fighting with a shield; no effect if mounted. |
| Javelin | 8" Range, Strength as per user. Thrown Weapon. |
| Light Armour | 6+ Armour save. |
| Musician Mus | +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). |
| Shield | +1 Armour save bonus. |
| 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. |
| Blessed Spawning of Sotek | +1 Attack when charging. |
| 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; Profile Options: Show Points; Special Rules: Forbid Special Characters |
| 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: 7 |
| Dispel Dice: 5 |
| General's Ld: 9 |
| # Models: 76 |
| Total Characters: 843.0 |
| Total Core: 524.0 |
| Total Magic Items: 300.0 |
| Total Rare: 430.0 |
| Total Special: 453.0 |
| % Characters: 37.5 |
| % Core: 23.3 |
| % Magic Items: 13.3 |
| % Rare: 19.1 |
| % Special: 20.1 |
| Group | Min | Max | Used |
| Heroes | 0 | 4 | 2 |
| Lords | 0 | 1 | 1 |
| Core | 3 | Unlimited | 4 |
| Special | 0 | 4 | 3 |
| Rare | 0 | 2 | 2 |
| Points of Characters | 0 | !! | 843 |
| Points of Core | 0 | !! | 524 |
| Points of Special | 0 | !! | 453 |
| Points of Rare | 0 | !! | 430 |
| Points of Magic Items | 0 | !! | 300 |
| Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved. |