Warhammer Army Project/Lizardmen: Difference between revisions
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==Lords and Heroes== | ==Lords and Heroes== | ||
* '''Slann Mage-Priest:''' | * '''Slann Mage-Priest:''' Pretty much unchanged from 8th edition, this guy remains the badass caster he always was. | ||
* '''Saurus Oldblood:''' Got a price hike, and is no longer able to take some of the magic items that made him great. He also got his natural armour nerfed to a 5+. | * '''Saurus Oldblood:''' Got a price hike, and is no longer able to take some of the magic items that made him great. He also got his natural armour nerfed to a 5+. |
Revision as of 14:12, 20 April 2017
Lizardmen: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this brings Lizardmen up to date with the homebrew "9th edition" of Warhammer Fantasy that he has been creating
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. As of now: I'll be using the most current Lizardmen book he has as of mid-2017. If anyone wishes to actually update this page and the items that need it later on, go ahead.
Why Play WAP Lizardmen
Army Special Rules
- Cold-Blooded: Same as 8th, when you take a Ld test, you can roll it on 3d6 and discard the highest.
- Predatory Fighter: Models with this rule can make an extra attack when they roll a 6 to hit in melee.
- Aquatic: Models with this rule basically ignore marshlands and rivers, as well as gaining soft cover when within them.
The Lore of High Magic
- Lore Attribute: Contemplations: When you cast a spell from this lore, you can choose to forget it and replace it with a spell from any of the lores that wizard has access to.
- Signature Spell: Drain Magic: A 7+ 18" augment/hex which dispels all Remains in Play spells on a target. Overcast: 14+, becomes an 18" bubble
- Signature Spell: Soul Quench: 8+ 18" magic missile which causes 2d6 S4 hits. Overcast: 16+, 4d6 S4 hits.
- 1. Apotheosis: 5+ augment which allows a single model in 18" to regain a wound and gain Fear for the turn. Overcast: 10+, d3 wounds
- 2. Hand of Glory: 5+ 18" augment which increases a unit's WS, BS, I, or M by d3 for the turn. Overcast: 10+, all four stats increased (roll 1d3 for all)
- 3. Walk Between Worlds: 8+ 24" augment, allows an unengaged unit to gain Ethereal for the turn and immediately move 10". Overcast: 16+, 20"
- 4. Tempest: 12+ direct damage, place a large blast within 30" and scatter it d6". Models hit suffer a S3 hit (flying models S4), and if a unit suffers unsaved wounds, it gets a -1 modifier on all to hit rolls.
- 5. Arcane Unforging: 13+ 24" direct damage which targets a single model (can be in a unit!). They suffer a wound with no armour saves allowed on a roll equal to their unmodified armour save. Owned magic items must then be revealed - if there are any, randomly destroy one on a 2+.
- 6. Fiery Convocation: Basically death. 19+ 24" remains in play direct damage. Every model in the unit takes a S4 flaming hit. For every magic phase after this, that unit will suffer another S4 flaming hit per model.
Magic Items
- Blade of Realities: No armour or ward saves allowed against this weapon. Very strong, but also very expensive at 85 pts. Taking this will mean you are sacrificing survivability for your Oldblood.
- The Piranha Blade: Gain Multiple Wounds(D3) and AP(1). Good choice for a character/monster killer.
- Sacred Stegadon Helm of Itza: +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: 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: Bound spell (3+, 18"). Targets all enemy Wizards, giving them Stupidity.
- The Cloak of Feathers: Only for Skink characters on foot. Gives them Fly and Magic Resistance (1).
- The Horn of Kygor: An interesting one use item which 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: 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: Same as before, this banner gives Frenzy and Hatred(Skaven), but Skaven also gain Hatred against the bearer.
- The Jaguar Standard: Also the same as before, this gives a unit Swiftstride. This is a nice way to make sure that you get your charges off.
Disciplines of the Old Ones
- Higher State of Consciousness:
- Focus of Mystery:
- Wandering Deliberations:
- Harmonic Convergence:
- Transcendent Healing:
- Soul of Stone:
- Becalming Cogitation:
- Reservoir of Eldritch Energy:
- The Harrowing Scrutiny:
- Unfathomable Presence:
Army Units
Special Lords and Heroes
- Nakai the Wanderer: A unique Kroxigor Lord. While extremely pricy at 400 pts, this guy causes Fear, 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. If he is killed in melee, or he flees, he may not be overrun or pursued. He may also Ambush, although he must appear from a wood, swamp, or water feature if able to. His sword gives him +2 S and a 5+ ward save, making this beast S7 with plenty of stacked saves.
- Lotl-Botl: Lots of Bottles here is a special Saurus Hero, who is kind of a budget special character at only 125 pts. For this, he has a 3+ natural armour, plus light armour and a shield for a 1+ save, he causes Fear when charging, and giving any Saurus unit he joins a +1 to combat resolution. This means he won't be very killy, but is a decent support character for buffing Saurus units and eating challenges if you want to protect your other characters.
- Inxi-Huinzi: This is a Skink riding an upgraded Cold One. He is a special Hero for 120 pts, and offers poison, Fear, heavier armour than a Skink normally would have, and an array of poison darts. If he charges, or is charged, he may throw a poison dart per every 4" of charge distance. These darts are Quick to Fire, and wound on a 4+. His Horned One is also not vulnerable to Stupidity, and any Cold One unit he joins also loses Stupidity.
- Ten-Zlati: The owner of not very much money in Poland is a special Skink Priest Hero who rides a Terradon for 140 pts. He is a level 2 Wizard who draws from the Lore of Heavens, and both he and his mount gain Poison. That's about it.
Lords and Heroes
- Slann Mage-Priest: Pretty much unchanged from 8th edition, this guy remains the badass caster he always was.
- Saurus Oldblood: Got a price hike, and is no longer able to take some of the magic items that made him great. He also got his natural armour nerfed to a 5+.
- Saurus Scar-Veteran: Also received a price increase, and can no longer be mounted on a Carnosaur.
- Skink Chief:
- Skink Priest:
Core Units
- Saurus Warriors:
- Skink Cohort:
- Skink Skirmishers:
- Jungle Swarms:
Special Units
- Temple Guard:
- Cold One Riders:
- Kroxigors: Got a 3 pt price reduction, but bizarrely had their natural armour reduced to a 5+.
- Chameleon Skinks:
- Terradon Riders:
- Ripperdactyl Riders:
- Salamander/Razordon Hunting Pack:
Rare Units
- Bastiladon:
- Stegadon:
- Dread Saurian:
- Coatl: