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====Named Characters==== *'''[[Lord Mazdamundi]]:''' 700pts. He arrives with an 80 point discount, but still obscenely expensive. On top of his spell allotment, he also has a unique spell that deals 2d6 S5 (3d6 if garrisoned) hits on a unit and halves their movement if the target gets wounded. He also has a single-use item that lets him add +d3 die to the power pool for that turn. *'''[[Lord Kroak]]:''' 450pts. Everyone's favorite mummy-frog manages to get a panoply of things to change how things work with a 50 point increase. His new magical weapon renders all magical weapons into mundane ones when targeting him. Despite lacking WS or BS, he forces a -1 penalty on all hit rolls against his unit. His amulet adds an extra dispel dice for his team on top of his magic resist 3+. He carries a standard that inflicts d6 S3 hits (S5 against undead or daemons) against models in b2b each shooting phase. *'''[[Kroq-Gar]]:''' 470pts. This badass fared the transition quite well with his price slashed by 50 points. He's now your mandatory general if nobody beats his Ld of 8, and he can bring a pack of Cold One Riders as a Core unit to join. His Ward Save deals an instant S5 hit to anyone who punched past it in close combat to protect him, and his spear doubles the wounds it inflicts for the sake of combat resolution, letting him stomp over units faster. *'''[[Tehenhauin]]:''' 315pts. A giant Sotek worshiping Skink wizard of beasts. He grants fellow skinks the Red Crest Sacred Spawning: +1 Weapon Skill, Devastating Charge, Hatred (Skaven), and Immunity (Poisoned Attacks). The only change here is that his Plaque no longer gives a Ward save, just a 6+ regen to himself and Jungle Swarms. On the one hand, this regen allows his swarms to last longer, but now they're fucked if fire comes into play. Is this worth the massively jacked-up price he got? Hell no. Especially since he can't hop in Ye Olde Holy Party Bus anymore. *'''[[Chakax the Eternity Warden]]:''' 215pts. While largely the same, he can no longer instantly break magic items and instead reveals all items and hidden assassins a unit possesses with his Great Weapon that no longer has ASL - not like that matters to a model with such low initiative. Thankfully, his price drop to 210 makes him more palatable. *'''[[Gor-Rok]]:''' This mega-badass now had his price hiked up to 230. A durable and deadly foot hero, given both the Sacred Mark of the Old Ones and the ability to reroll to hit, he's terrifying enough before he rolls to proc Predatory Fighter on a 5+. Then comes his protection, from his 2+, as he maintains a 4+ Natural Armour and his Shield adds +2 to the saves, but then you read that he's immune to KB and forces enemies to reroll to wound him - making him ded'ard. He also discourages charging, as anyone that does so must take a dangerous terrain check at -1. Simply put, he is here to wreck all the face and draw all the hate. * '''[[Nakai the Wanderer]]:''' 305pts. A unique Kroxigor Lord. While pricy, this Monstrous Infantry guy has a 4+ regeneration and a 3+ natural armour, in addition to his stat boosts over a normal Kroxigor (+2 WS, +1 W, +1 Ld). He comes with three rerolls, which he can use for any d6 roll he makes. He may not be overrun or pursued if he is killed in the melee or flees. He may also Ambush, although he must appear from a wood, swamp, or water feature if able to. His sword gives him +1 to hit and -1 to hit him back, making this beast S7 with plenty of stacked defense. *'''[[Tetto'Eko]]:''' 190pts. He has survived this edition with a 10 point discount and is still the badass pseudo-Slann in the block. Level 2 Heavens Loremaster that can help with Dice generation, hand out Vanguards, and Comet of Casandora becomes more consistent. *'''[[Tiktaq'to]]:''' 135pts. A silly name, but a balanced character. Got his price dropped to 135. A booster to a Terradon Riders unit lets them ambush, their -1 to hit from shooting, and use his WS of 4 to fight better. He is a sky-duelist, getting Ignores Armour and a +1 to hit flyers, making him proficient at killing flying wizards. *'''[[Oxyotl]]:''' 90pts. The legendary chameleon skink now hates Daemons of Chaos (why only melee?) but loses out on any saves. Despite Chaos Daemons being immune to Poisoned, he is a potent hero killer. If allowed to stay still(feigned flight doesn't count), He gets to reroll wounds with his 3 sniper-shot Golden Blowpipe, easy to take out a wizard. He is also flat-out your cheapest hero, having his price slashed in half to 90 points. * '''[[Inxi-Huinzi]]:''' 80pts. He is a Skink riding an upgraded Cold One. He is a special Hero for 120 pts. He offers poison, Fear, heavier armour than the typical Skink and is armed with an array of poison darts. He may throw these darts if he charges or is charged since they're Quick to Fire. His Horned One is also not vulnerable to Stupidity. While this sounds good, this does not confer to other packs, meaning that things might still turn out poorly for you. * '''[[Lotl-Boltl]]:''' 130pts. a Saurus Scar-Veteran with Fear on the charge, and give +1 bonus to combat resolution. He's pretty much a support hero who helps a unit of Saurus win in the first round of combat. *'''Kroq:''' 110pts. Another Scar Vet who's more of a bruiser. He touts a 4+ natural skin and has a special attack. When he's fighting a unit at Unit Strength 2, he can make another attack that ignores armour and deals d3 wounds, which might help clean up stragglers. * '''[[Ten-Zlati]], Oracle of Lord Kroak:''' 130pts. Skink Priest of Heavens on Terradon that serves Lord Kroak. He has Poisoned Attacks which can stack with any other means of Poisoned Attacks to reroll to wound, but you're not likely to use it due to being so flimsy and more prone to use the rock drop. You want him because he has no limitations to his Arcane Vassal rule; this means that he doesn't need to be around a Slann to be used as a casting vector. * '''[[Itzi-Bitzi]], The Piranha Warrior:''' 100pts. A Skink Chief with a The Piranha Blade. Its real function is being a one-use Panic bomb for all enemies within 8".
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