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==Equipment== ===Sacred Spawnings=== This is a unique means to upgrade certain models (Saurus units, Skinks, Kroxigor) in the same manner similar to magic items. Lords may take up to 3 Blessed Spawnings, and Heroes, Core and Special units may take up to 2 Blessed Spawnings, but taking more than one makes Core or Special one slot rarer *'''Blessed Mark of the Old Ones:''' 10 points allows one model to re-roll up to three-hit, wound, or save rolls in the whole game. Make sure you throw it on your most reliable guy. *'''Blessed Spawning of Sotek:''' 10pts. Grants Devastating Charge. A extra attack on charge is very useful for Saurus units. *'''Blessed Spawning of Itzl:''' 5pts. Lets mounted units re-roll stupidity and berserk charge tests, which is welcome on Cold Ones. A character gains the option to mount a Horned One. *'''Blessed Spawning of Quetzl:''' 5pts. Like an Invulnerable save, your armour save can't be reduced below a 6+. Useful when facing buckets of armour pricing missiles and war machines, especially when reducing skink casualties. Less useful on Saurous if the enemy is not packing a high enough caliber gun to ignor thier shield and skin. Becomes more useful the less armor you put on the unit and spend those points elsewhere. *'''Blessed Spawning of Tlazcotl:''' 5pts. Gives immunity to psychology, negating any vestiges of fear or terror. *'''Blessed Spawning of Chotec:''' 10pts. Re-rolls all charge and pursuit distances. YES. *'''Blessed Spawning of Huanchi:''' 5pts. Gives foot models Forest Strider and Ambushers. Flanking Cold ones and Kroxigors? *'''Blessed Spawning of Tepok:''' 10pts. Grants Magic Resist(1). You have better, but sometimes stops enemies from messing with your important units. *'''Blessed Spawning of Tzunki:''' 5pts. Gives foot models Aquatic (wasted on Skinks) and +2 Initiative. Let your dinos swing before the humans, Dwarfs, and greenskins. ===Disciplines of the Old Ones=== As before, these are how you customize your Slann, and you'll want this considering how valuable those toads are. * '''Higher State of Consciousness:''' 40pts. Become Ethereal. Now 20 points cheaper. Though this does give him protection from mundane attacks, this also robs your Slann of the ability to join a hardy group of Temple Guard that can actually throw a punch if need be. * '''Focus of Mystery:''' 30pts. 5 points cheaper. Still gives Lore Master of High Magic. * '''Wandering Deliberations:''' 30pts. Same as always, you now gain all the signature spells of all the CRB lores. * '''Harmonic Convergence:''' 30pts. Provide two die for channeling or dispels. Combine with a channeling staff for 7 channels on 4+. * '''Transcendent Healing:''' 30pts. Same as before. Gain the ability to heal during the magic phase. * '''The Focused Rumination:''' 25pts. 5 points less than Harmonic Convergence to add +1 die to one casting attempt a magic phase. * '''Soul of Stone:''' 25pts. Same miscast mitigation as before. * '''Becalming Cogitation:''' 25pts. Same re-roll on a dispel. * '''Reservoir of Eldritch Energy:''' 20pts. Remains the way to turn a dispel die into a power die. * '''The Harrowing Scrutiny:''' 20pts. Terror for 10 points cheaper than before. * '''Unfathomable Presence:''' 20pts. rolls a d3 to get Magic Resist 1 to 3. ===Treasures of The Old Ones=== * '''Blade of Realities:''' 55pts. No armour or ward saves are allowed against this weapon. Very strong, still very expensive at 55 pts (50% less than 8e). * '''The Piranha Blade:''' 10 points shaved off 8e, 40pts for Multiple Wounds(D3) and AP(1). A decent choice for a character/monster killer. Considering the bone blade costs 30 points and a biting blade is 5, ensure you need both of the effects of this item or just get the BIG RULEBOOK items. Can no longer be comboed with the next item for [[Matthew Ward|armour piercing, multiplewound impact hits]]. * '''Sacred Stegadon Helm of Itza:''' 40pts. +1 armour save, +1 T, and Impact Hits (d3). With Lizardmen no longer having access to items like the Armour of Destiny, this is a solid choice. * '''Cube of Darkness:''' 30pts. Essentially a modified dispel scroll. This is a one use only arcane item which lets you dispel a spell on a 2+, as well as ending any remains in play spells on a 2+. Be careful not to dispel your own spells with this! * '''Plaque of Dominion:''' 15pts. Bound spell (3+, 18"). Targets all enemy Wizards, giving them Stupidity. * '''The Cloak of Feathers:''' 35pts. Only for Skink characters on foot. Gives them Fly(10) and Magic Resistance (1). * '''The Horn of Kygor:''' 30pts. An interesting one-use item that can be used at the start of his movement phase. Gives all Lizardmen monsters & mounts Frenzy until the next movement phase. * '''The Egg of Quango:''' 30pts. One use only item which does a random amount of hits to an enemy unit in base contact. While interesting, you are probably better off just getting more bodies. * '''Skavenpelt Banner:''' 30pts. Same as before, this banner gives Frenzy and Hatred (Skaven), but Skaven also gains Hatred against the bearer's unit. * '''The Jaguar Standard:''' 25pts. now all the unit adds D3" to their charge or pursue rolls. Now useful on units other than just infantry. ===Expansion Magic Items=== '''''Weapons''''' *'''Blade of Revered Tzunki:''' 45pts. Grants +1 Strength and Ignores Armor, both pretty useful for a Saurus. *'''Stegadon Warspear:''' 35pts. Skink Chief on a Stegadon only. This turns the Stegadon into an Impact Hits tank, dealing 2d6+1 of them each turn. *'''Lash of Itzaotyl:''' 30pts. Provides ASF, which is incredibly nice. It's doubly useful on Monsters, who need to test Ld on any turn they get hit or else be unable to attack. It even works on Animated Constructs (can even tame sphinxs). *'''Scimitar of the Sun Resplendent:''' 45pts. Two extra attacks and Hatred. Strong for the how explosive a souroues onslaught can get with a reroll. *'''Staff of the Lost Sun:''' 30pts. Essentially gives you the Amazonian's Sunstaff, except stronger. Probably best on a Skink. *'''Sword of the Hornet:''' 25pts. reroll 1's to Hit and enemy reroll their 6's to hit you. Impressive as you get exploding sixs while also a side of protection. *'''Dagger of Sotek:''' 15pts. Skinks only. Grants Killing Blow, which is kinda naff on a piddly skink, but it also makes any Skaven you face treat it as having Fear. *'''Burning Blade of Chotec:''' 15pts. Armor Piercing 2 and Flaming? Good for this price. '''''Armour''''' *'''Hide of the Cold Ones:''' 40pts. Saurus Scar Vet or Oldblood on foot only. This essentially grants all the Cold One bonuses, +1 Toughness, a 5+ Natural Armor and Fear as well as Stupidity. Kinda dangerous for the price. *'''Maiming Shield:''' 20pts. Though it's a shield, it's more offensive than defensive. It provides an extra attack as well as Magical attacks. *'''Shield of the Mirrored Pool:''' 20pts. Whenever a magic missile hits the bearer or their unit, roll a d6. On a 2+, this bounces back to the unit who cast it. Shame it won't do a thing to anything else. '''''Talismans''''' *'''Divine Plaque of Protection:''' 30pts. Slann only. This frog and their Temple Guard now have a 5++ Ward. Stack as needed. *'''Aura of Quetzl:''' 30pts. Grants the bearer a 4++ Ward against anything S5 or higher, making this useful for resisting Artillery. *'''Glyph Necklace:''' 20pts. All melee attacks against the bearer take a -1 to hit. *'''Amulet of Itzl:''' 15pts. Grants a 2++ Ward against the very first wound the bearer suffers. '''''Arcane Items''''' *'''Cupped Hands of the Old Ones:''' 45pts. Slann only. It's only got one use, but it will allow you a chance to ignore a miscast and instead reflect it onto an enemy wizard with them exploding (Barring rolling a 1). *'''Rod of the Storm:''' 20pts. A single-use bound PL5 item with Urannon's Thunderbold from Heavens. *'''Diadem of Power:''' 20pts. Quite a vicious tool indeed. This lets you store up to two unused casting die and carry them over to the dispel pool during the following enemy magic phase. *'''Plaque of Tepok:''' 10pts. Slann only. Lets you pick one more spell, just in case you needed even MORE spells! '''''Enchanted Items''''' *'''War Drum of Xahutec:''' 15pts. This here lets bearer's unit march without any check, which is really nifty. It also helps add +1 to any rally checks held within 12", making it useful for support. *'''Blood Statuette of Spite:''' 25pts. This gives you one use of a PL5 bound spell that forces a single model to take a Toughness or else suffer an instant wound. And then repeat the process again. And again. And again...you get the gist. You have a literal voodoo doll on your hands. *'''Charm of the Jaguar Warrior:''' 25pts. Model on foot only. The bearer now has a movement of 8" and Scouts. Incredibly nice. *'''Carnosaur Pendant:''' 20pts. Saurus Oldblood, Scar Vet or Skink Chief only. The bearer now has the Carnosaur's Blood Frenzy, which is sinister for your Saurus. *'''Curse-charm of Tepok:''' 20pts. Once per game when your enemy miscasts, you can force them to re-roll for a worse result. *'''Bane Head:''' 10pts. This grants your model Multiple Hits (2), but only against one model. Pretty much what you want to nail a really tough General, but otherwise does nothing. *'''Dragonfly of Quicksilver:''' 5pts. This lets you add +1 to the roll to determine whose scouts can move first, which you'll want considering how many models you have that want it. *'''Venom of the Firefly Frog:''' 10pts. The bearer now has Poisoned Attacks, or lets them re-roll to wound if they already had it. This is pretty handy, especially for those flimsy blowpipes. *'''Gleaming Pendant of Chotec:''' 30pts. This gives your model a once-per-game bubble of ASL to anyone in base contact. Better see how those pointy ears like it. '''''Standards''''' *'''Sun Standard of Chotec:''' 35pts. Very useful for the melee force, as this penalizes all missile attacks aimed at the banner. *'''Huanchi's Blessed Totem:''' 25pts. Once per game during the Remaining Moves subphase after making a normal move, the unit can move directly forward another Random Movement (2d6). Let's you move an average of 11". Random Movement also lets you make a sudo charge without triggering charge reactions while the banner also grants the benefits of swiftstride. *'''Sign of Sotek:''' 15pts. Skink Chief only. This allows any attached units to re-roll to wound on the charge. Nice, especially if handling Kroxigors. *'''Totem of Prophecy:''' 40pts. all enemies with Line of Sight and don't have Immunity (Psychology) suffer -1 to leadership.
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