Editing
Lord Mazdamundi
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tabletop== Mazdamundi is one of the OG lizardmen special characters, so he got his start in 5th edition, but has appeared consistently throughout Warhammer's lifespan. ===5th=== In the original iteration, Mazdamundi rides a telepathically controlled [[stegadon]] (no name given), and the two fight as one model with a single statline: Movement 6, Weapon Skill 6, Ballistic Skill 5, Strength 7, Toughness 6, Wounds 8, Initiative 6, Attacks 8, and Leadership 10. He is a 4th level Wizard with four unique spells, detailed below, and also doubles as the Army's Battle Standard Bearer, as he carries the ''Sunburst Standard of Hexoatl'' (see below). He wields the ''Cobra Mace of Mazdamundi'' and bears the ''Shield of the Old Ones''. He has the special rules Cold-Blooded (when Testing Leadership, roll 3 dice and use the lowest 2 results), Shield of the Old Ones (Mazdamundi has a 4+ save that cannot be altered or ignored by Strength or magic weapons) and Slann Mage-Priest Telepathy (which lets him "borrow" a spell from another Slann Mage-Priest on the battlefield). His Stegadon gives him Impact Hits (D6 Strength 5 hits), Cause Fear, and Bony Shield (roll a d6 for each hit; on a 1, ignore the hit). His magic items are: * ''Cobra Mace of Mazdamundi:'' Hand Weapon, roll a d6 if Mazdamundi is attacked with a magic weapon; on a 6, the mace catches and destroys the weapon, which also negates all its attacks (obviously). * ''The Plaque of Tepec:'' Dispel Scroll that can only be used on a spell targeting Mazdamundi or a unit he has joined; when used both players roll a d6; if Mazdamundi's player rolls higher, the enemy wizard can't cast that spell again for the rest of the battle. * ''The Plaque of Xoloc:'' Mazdamundi or one other Slann Mage-Priest can automatically cast a spell with Total Power 1/battle. When used, every wizard on the battlefield, friend or foe, rolls a d 6; on a 1, they suffer 1 wound. * ''The Itxi Grubs:'' Once per battle, Mazdamundi can gain +d6 Winds of Magic cards. * ''The Egg of the Quango:'' Once per battle, Mazdamundi gains +d3 extra melee attacks. * ''The Sunburst Standard of Hexoatl:'' Flying creatures must land to be able to attack Mazdamundi. Mazdamundi's four geomantic spells are: * ''Move the Mountains:'' Power 2, target one Hill. For 1 turn, all troops on that hill cannot move, shoot, cast spells or fight. * ''Ruination of Cities:'' Power 3, target one building, a group of buildings forming a single terrain feature, a stone wall, or a bridge. The target is destroyed and becomes Very Difficult Ground. Roll 2d6 for each model occupying the target; if this is higher than their Toughness, that model is killed. * ''Earth Line:'' Power 3, trace a line from Mazdamundi to one of the table's four corners, then roll 2d6 for each model on the line. If the result is higher than the model's toughness, it takes 1 Wound and cannot save against it. * ''Part The Waters:'' Power 1, Mazdamundi permanently erects a stony walkway large enough to let a 4-wide unit of [[Saurus]] (or a single [[Stegadon]]) walk across it through a single water feature. ===7th=== Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis '''Shield of The Old Ones''' gives him a 4+ Ward save and he also has the '''Soul of Stone''' magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell '''Ruination of Cities''', which causes 2D6 strength 5 hits (3D6 hits if the unit is in a building) with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can't effect flying units. While you don't want him fighting in close combat, he is also no slouch in melee as his '''Cobra Mace''' always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you're primary melee abilities are going to be noticeably hindered (just stay out of combat and you're fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way. ===8th=== The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost '''Ruination of Cities''', so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like '''Impaling Charge''' despite being the largest and toughest stegadon in the Lore. It's not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His '''Cobra Mace''' is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the '''Starburst Standard of Hexoatl''', which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12" making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you ''really'' want to play him with that model you converted.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information