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Magic Weapons:
Ø 60pts Saurus Heroes and Lords only Model doubles his normal attacks for a single round of close combat. Model then must pass a Strength test on 2d6 or take d2 wounds which cannot be saved in any way, including wards. Wounds inflicted on bearer by machete will count towards combat resolution.
Ø 50pts Bearer gains +2A.
Ø 50pts Wounds cannot be saved by armour.
Ø 25pts Character always strikes first.
Magic Armour:
Ø 70pts Saurus Heroes and Lords only Model gains +1S and Regenerate.
Ø 45pts Character gains 4+ Ward save against all wounds caused by magical weapons, magical spells and all forms of magical attacks.
Ø 35pts Character counts as wearing heavy armour. Re-roll failed armour save.
Talismans:
Ø 40pts Bearer has Magic Resistance 2.
Ø 40pts Character has 2+ Ward save against first wound suffered. One use only.
Ø 30pts Character has 5+ Ward save.
Arcane items:
Ø 100pts Once per magic turn, bearer randomly steals a single spell from an enemy character on the battlefield. The spell can then be cast without the use of any Power dice. Spell counts as being successful and of the minimum Casting value for dispels.
Ø 80pts No enemy Wizard within 12 of the bearer may cast any spells.
Ø 70pts Bearer generates an extra d3 Power dice. Exhausted on a roll of a 1. Slann only.
Ø 60pts During enemys magic phase, remove d2 Power dice from opponent. Exhausted on a roll of a 1. Slann only.
Ø 50pts Automatically dispels one enemy spell not cast with irresistible force. On a 4+ the spell is destroyed. One use only.
Ø 50pts Add 1 extra dice to the Lizardman armys pool of Power and Dispel dice in each players turn.
Ø 25pts Slann knows one more spell than normal. Magic level is not increased. Slann only.
Ø 20pts Bearer saves one unused Power dice or Dispel dice at the end of any Magic phase and stores it to be used in the next Magic phase. Slann only.
Enchanted items:
Ø 100pts Nominate one unengaged enemy unit within 18 of the bearer and within line of sight. Enemy unit must pass a Leadership check with a 2 modifier or else flee. Does not affect undead, daemons or units immune to psychology. Slann only.
Ø 60pts Bound item. Power level 4. A single friendly unit within 6 gains stubborn for that turn. Slann only.
Ø 55pts Bound spell. Power level 4. Magic missile with a range of 18 and does D6 S5 hits. No armour saves allowed.
Ø 40pts Skink character on foot only. Model can fly.
Ø 20pts Nominate an enemy character at the start of battle. All unsaved wounds caused by the bearer against target are doubled.
Magical banners:
Ø 90pts All models in the unit, including characters, strike first when charged. One use only.
Ø 75pts Unit causes Fear.
Ø 45pts Unit gains +d3 combat resolution.
Ø 40pts All units firing missile weapons at unit must deduct a 1 from their roll. Template weapons are not affected.
Ø 30pts Unit has 4+ Ward save against normal and magical missiles with a S5 or more.
Ø 20pts Unit pursues an extra d6 .
Marks:
Saurus characters may be given up to 2 Marks. Skink heroes and priests may be given up to 1 Mark.
Ø 50pts +1 Wound
Ø 50pts +1 Leadership
Ø 25pts +1 Attack
Ø 25pts Frenzy
Ø 20pts +1 Strength
Ø 15pts Skink Priest only, +1 spell
Ø 15pts +1 Movement
Ø 5pts +2 Initiative
Poisoned Glands:
All Skinks, including characters, count as using poisoned weapons in shooting and in close combat.
Swoop Attack:
When a Terradon unit charges an enemy unit and makes contact, its attacks are resolved before the target can strike back. Charging Terradon unit then glides 2d6 further away toward the direction of their charge.
Salamander Venom:
Range 15 Roll an artillery dice. Target takes 2-10 S3 hits with a 1save modifier. If a misfire is rolled, a Skink is eaten.
Chameleon Skinks:
Enemy suffer an additional 1 to hit when shooting at Chameleon Skinks. Can be placed like Scouts but with no minimum distance between them and the enemy, or place them in sight of enemy, even in the open, but more than 12 away from them.
Blowpipes:
Range 12 Strength 3 and 2X Multiple shots, Poisoned attacks.
Impressionable:
Skinks which are accompanied by Kroxigor will use the Leadership of their larger cousins for all psychology and Break tests. Once all of the Kroxigor are killed, the Skinks revert back to using their basic Leadership.
Order of Spawning:
The number of Entrusted Saurus units in an army must always be equal to or less than the number of Saurus Warriors in the army
Ceremonial Armour:
Counts as heavy armour versus shooting, counts as light armour in close combat
Sacred Duty:
Temple Guard become stubborn if Slann is in unit
Contemplation:
Slann cannot use magical armour or magical weapons
Majestic Presence:
Slann is always placed in the second rank of a unit it joins. Slann do not have to accept challenges and can freely join or detach from units even if unit is engaged in close combat
Lords:
Slann priest sixth spawning, 220ppm, 1 Lord slot
m4/ws3/bs0/s3/t4/w3/i2/a1/ld9
weapons hand weapon
magic Slann priest is a level 3 wizard. May choose spells from one of the 8 lores in the Warhammer rulebook. Has Shield of the Old Ones 4+ Ward save. Cold Blooded. Contemplation. Majestic Presence.
Options:
may be upgraded to Level 4 for +50ppm
may be upgraded to fifth spawning for +20ppm, gains +1 spell
may be upgraded to fourth spawning for +40ppm, gains +1 to dispel, +1 to cast, +1W
may be upgraded to third spawning for +70ppm, gains ability to mix and match and choose spells from any of the 8 lores at beginning of battle, +1W, generates 5 Power dice, costs an additional Hero slot
may be upgraded to second spawning for +100ppm, Ld 10, +2W, generates 6 Power dice, costs an additional Lord slot
may choose magic items from the Common or Lizardman magic items list, with a total value of 150 points
Spawnings each spawning gains all of the abilities of the younger spawn. In addition, for each spawning a Lizardman player chooses, he must add the costs of the younger spawnings as well. Fifth spawning costs 290ppm, fourth spawning costs 330ppm, third spawning costs 400ppm and +1 Hero slot, and generates 5 Power dice, second spawning costs 500ppm and +1 Lord slot, and generates 6 Power dice
Immensely Old if a Slann of the second spawning is killed, then the outcome of the battle can either be a defeat or a draw for the Lizardman player. The Lizardman player cannot win the battle due to the loss of the Slann.
Channeling when casting a spell the Slann may use a Skink priest for the purpose of range and line of sight
Floats Slann moves as a flyer up to 10 per movement round
Saurus Lord, 190ppm, 1 Lord slot
m4/ws6/bs0/s5/t5/w3/i4/a5/ld9
weapons hand weapon
Options:
- may choose either a great weapon +7ppm, additional hand weapon +6ppm, spear +6ppm, halberd +6ppm
- may wear ceremonial armour +4ppm and may carry a shield +4ppm
- may ride cold one +30pts
- may choose Marks and/or magic items from the common or Lizardman magic item lists with a total value of 100ppm
- may ride Carnosaur for an additional +290pts and extra Hero slot. Carnosaur has m6/ws3/bs0/s6/t5/w5/i2/a4/ld5 has Scaly Skin 4+, Causes Terror. Large Target, Stupidity. Carnosaur inflicts d3 wounds against large targets. Will become Frenzied after the first model it removes from battle.
Special Rules Cold Blooded, Scaly skin 5+. Cold one causes fear, are thick skinned 5+ and subject to Stupidity
Heroes:
Skink Hero, 80ppm, 1 Hero slot
m6/ws4/bs4/s4/t3/w2/i5/a3/ld6
Raptor m8/ws2/bs0/s3/t3/w1/i4/a1/ld5
weapons hand weapon
Options:
- may choose either additional hand weapon +4ppm or spear +4ppm
- may also choose either a blowpipe +6ppm or javelins +8ppm
- may carry a shield
- may choose a single Mark and/or magic items from the common or Lizardman magic item lists with a total value of 50ppm
- may carry up to 1 Arcane item
- may ride a Raptor +16pts
Special Rules Cold Blooded, Aquatic, Scout. Raptors are Thick Skinned 6+
Skink Priest, 65ppm, 1 Hero slot
m6/ws2/bs3/s3/t2/w2/i4/a1/ld5
weapons hand weapon
magic A Skink Priest is a Level 1 Wizard
Cold Blooded, Aquatic, Scout
Options:
- one Skink Priest in the army may be upgraded to a Level 2 Wizard for +35ppm
- may choose a single Mark and/or magic items from the common or Lizardman magic item lists with a total value of 50ppm
- may ride a Raptor +16pts
Skink Priest must choose spells from one of the 8 lores that its accompanying Slann has picked from the Warhammer rulebook. Otherwise, if a Slann is not present in the army, then a Skink Priest must choose spells from the Heavens lore.
Saurus Hero, 100ppm, 1 Hero slot
m4/ws5/bs0/s5/t5/w2/i3/a4/ld8
weapons hand weapon
Cold Blooded, Scaly Skin 5+, Cold One causes Fear, are Thick Skinned and subject to stupidity
Options:
- may choose either a great weapon +7ppm, additional hand weapon +6ppm, spear +6ppm, halberd +6ppm
- may wear ceremonial armour +5ppm and may carry a shield +4ppm
- may ride cold one +30pts
- may choose Marks and/or magic items from the common or Lizardman magic item lists with a total value of 50ppm
- one Saurus Hero may carry the battle standard for +25 pts. The Hero carrying the Battle Standard cannot choose any extra weapons, nor can he use a shield. Battle Standard bearer can have any magical banner with no point limit, but if he carries a magical banner he cannot carry any other magical item.
Lustria Core Units:
Saurus Warriors, 11ppm
m4/ws3/bs0/s4/t4/w1/i1/a2/ld7
unit size 10+
equipment hand weapon and shield
Options:
- unit may have spears +3ppm
- musician +6ppm
- standard bearer +12ppm
- champion +12ppm +1a
Special Rules Cold Blooded, Scaly Skin 6+, second rank with spears only have 1 Attack
Skink Skirmishers, 9ppm
m6/ws2/bs3/s3/t2/w1/i4/a1/ld5
unit size 10-20
equipment hand weapon and javelins
Options:
- unit may have shields +1ppm
- unit may exchange their javelins for blowpipes for +3ppm
- champion for +5ppm +1bs
Special Rules Cold Blooded, Aquatic, skirmish, scouts. Skink blowpipes, javelins and hand weapons count as Poisoned attacks
0-1 Jungle Swarm, 55ppm
m4/ws3/bs0/s2/t2/w5/i1/a5/ld10
unit size 1-6
Special Rules Unbreakable, Poisoned attacks
Special Units:
0-1 Temple Guard, 17ppm
m4/ws4/bs0/s4/t4/w1/i2/a2/ld7
unit size 10+
euipment hand weapon, halberd, ceremonial armor
Options:
- unit may have shields +1ppm
- musician +8ppm
- standard bearer +15ppm
- standard bearer may carry magical banner worth up to 50pts
- champion +15ppm +1a
Special Rules Cold Blooded, Scaly Skin 6+, Sacred Duty
Saurus Cavalry, 32ppm
m4/ws3/bs0/s4/t4/w1/i1/a2/ld7
Cold One m7/ws3/bs0/s4/t4/w1/i2/1/d3
unit size 5+
euipment hand weapons, shield and spear
Options:
- musician +10ppm
- standard bearer +20ppm
- one unit may carry a magic banner worth up to 50pts
- champion +20ppm +1a
Special Rules Cold Blooded, Scaly Skin 6+, fear, stupidity, Thick Skinned
Kroxigor, 65ppm
m6/ws3/bs0/s5/t5/t4/w3/i1/a3/ld8
unit size 3+
equipment great weapon
Options:
- champion +20ppm +1a
Special Rules Cold Blooded, cause Fear, aquatic, Scaly Skin 5+
Entrusted Saurus, 15ppm
m4/ws3/bs0/s4/t4/w1/i1/a2/ld7
unit size 10+
equipment hand weapon and shield
Options:
- unit may have spears +2ppm
- musician +6ppm
- standard bearer +12ppm
- one unit may carry a magic banner worth up to 50pts
- champion +12ppm +1a
- unit must be given a single Mark of the Gods, no two Entrusted Saurus units may have the same Mark of the Gods in an army
Special Rules Cold Blooded, Scaly Skin 6+, Order of Spawning, second rank with spears only ever have 1 Attack
Mark of the Gods:
Ø frenzy +55pts
Ø +1ws +30pts
Ø hatred +65pts
Ø immune to psychology +40pts
Ø fear +50pts
Ø stubborn +75pts
Ø +1 initiative +10pts
Ø +1 attack +60pts
Terradons, 26ppm
m2/ws2/bs3/s3/t3/w2/i4/a3/ld5
unit size 3-10
equipment Skink riders have hand weapons and javelins. Their attacks are included in the profile of the Terradon.
Option:
- champion +10ppm +1bs
Special Rules Flying unit, Cold Blooded, Mounted, Swoop Attack, javelins and hand weapons count as poisoned attacks
Rare Units:
Salamander, 70ppm
m6/ws3/bs3/s4/t4/w3/i2/a3/ld5
Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5
unit size 1 Salamander and 4 Skink Runners
equipment Skink runners have a hand weapon
Special Rules Cold Blooded, Aquatic, Scaly Skin for Salamander 6+, Venom. May take 1-3 Salamanders as a single Rare choice
Chameleon Skinks, 16ppm
m6/ws2/bs4/s3/t2/w1/i4/a1/ld6
unit size 5-15
equipment hand weapon and blowpipe
Option:
- champion +6ppm
Special Rules Cold Blooded, Aquatic, skirmish, Chameleon. Blowpipes and hand weapons count as poisoned attacks
Stegadon, 275ppm
m6/ws2/bs0/s5/t6/w5/i2/a4/ld5
Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5
unit size 1 Stegadon with 6 Skink crew. 1 Skink Hero or 1 Skink Priest may choose to be mounted on the Stegadon which will displace 2 Skink crew
equipment hand weapons, javelins and shields. If the Stegadon is not ridden by a character then it will have a giant bow crewed by 2 Skinks
Special Rules Cold Blooded, Howdah. Skink hand weapons and javelins count as Poisoned Attacks. Skinks have a 3+ armour save while in the howdah. Stegadons cause Terror, are Stubborn, have Scaly Skin 4+, and are Large Targets
Southlands Core Units:
Skink Warriors, 6ppm
m4/ws2/bs3/s3/t2/w1/i4/a1/ld5
unit size 10+
equipment hand weapons and shields
Options:
- unit may be given spears for +2ppm or javelins for +3ppm
- musician +4ppm
- standard bearer +8ppm
- champion +8ppm +1a
Special Rules Cold Blooded, Aquatic. Skink javelins, spears and hand weapons count as Poisoned attacks
0-1 Jungle Swarm, 55ppm
m4/ws3/bs0/s2/t2/w5/i1/a5/ld10
unit size 1-6
Special Rules Unbreakable, Poisoned attacks
Skink Warriors with Kroxigor, Skinks 6ppm, Kroxigor 65ppm
Unit Size 10+ Skinks, 1+ Kroxigor
Equipment Skinks are armed with hand weapons and shields. Kroxigor are only ever armed with great weapons
Options:
- unit may be given spears for +2ppm or javelins for +3ppm
- musician +4ppm
- standard bearer +8ppm
- champion +8ppm +1a
- unit must have a minimum of 10 Skinks for every Kroxigor in unit
- unit may not contain Kroxigor champions
Special Rules Cold Blooded, Aquatic. Impressionable. Skink javelins, spears and hand weapons count as Poisoned Attacks. Kroxigor is Cold Blooded, cause Fear, aquatic, Scaly Skin 5+. Kroxigor takes up the space of an equivalent number or rank and file Skink models as its base fills. Kroxigor must be deployed in the second rank and further behind, always striving to have at least 1 Skink to its front and all around its base when possible. If more than 1 Kroxigor is deployed in a unit, then all Kroxigor models must be touching bases with one another.
Special Units
0-1 Temple Guard, 17ppm
m4/ws4/bs0/s4/t4/w1/i2/a2/ld7
unit size 10+
euipment hand weapon, halberd, ceremonial armor
Options:
- unit may have shields +1ppm
- musician +8ppm
- standard bearer +15ppm
- standard bearer may carry magical banner worth up to 50pts
- champion +15ppm +1a
Special Rules Cold Blooded, Scaly Skin 6+, Sacred Duty
Skink Raptor Cavalry, 15ppm
Skink m6/ws2/bs3/t2/w1/i4/a1/ld5
Raptor m8/ws2/bs0/s3/t3/w1/i4/a1/ld5
unit size 5+
euipment hand weapons and spear
Options:
- shields +2ppm
- musician +10ppm
- standard bearer +20ppm
- one unit may carry a magic banner worth up to 50pts
- champion +20ppm +1a
Special Rules Cold Blooded, Thick Skinned 6+, Fast Cavalry
Kroxigor, 65ppm
m6/ws3/bs0/s5/t5/t4/w3/i1/a3/ld8
unit size 3+
equipment great weapon
Options:
- champion +20ppm +1a
Special Rules Cold Blooded, cause Fear, aquatic, Scaly Skin 5+
Entrusted Saurus, 15ppm
m4/ws3/bs0/s4/t4/w1/i1/a2/ld7
unit size 10+
equipment hand weapon and shield
Options:
- unit may have spears +2ppm
- musician +6ppm
- standard bearer +12ppm
- one unit may carry a magic banner worth up to 50pts
- champion +12ppm +1a
- unit must be given a single Mark of the Gods, no two Entrusted Saurus units may have the same Mark of the Gods in an army
Special Rules Cold Blooded, Scaly Skin 6+, second rank with spears only ever have 1 Attack
Mark of the Gods:
Ø frenzy +55pts
Ø +1ws +30pts
Ø hatred +65pts
Ø immune to psychology +40pts
Ø fear +50pts
Ø stubborn +75pts
Ø +1 initiative +10pts
Ø +1 attack +60pts
Terradons, 26ppm
m2/ws2/bs3/s3/t3/w2/i4/a3/ld5
unit size 3-10
equipment Skink riders have hand weapons and javelins. Their attacks are included in the profile of the Terradon.
Option:
- champion +10ppm +1bs
Special Rules Flying unit, Cold Blooded, Mounted, Swoop Attack, javelins and hand weapons count as poisoned attacks
Rare Units:
Salamander, 70ppm
m6/ws3/bs3/s4/t4/w3/i2/a3/ld5
Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5
unit size 1 Salamander and 4 Skink Runners
equipment Skink runners have a hand weapon
Special Rules Cold Blooded, Aquatic, Scaly Skin for Salamander 6+, Venom. May take 1-3 Salamanders as a single Rare choice. Hand weapons count as Poisoned Attacks
0-1 The Devout, 11ppm
m6/ws2/bs3/s3/t2/w1/i4/a1/ld6
unit size 10+
equipment 2 hand weapons
Option:
- champion +7ppm
Special Rules Cold Blooded, Aquatic, skirmish, Stubborn. Hatred. Hand weapons count as Poisoned Attacks
Stegadon, 275ppm
m6/ws2/bs0/s5/t6/w5/i2/a4/ld5
Skink m6/ws2/bs3/s3/t2/w1/i4/a1/ld5
unit size 1 Stegadon with 6 Skink crew. 1 Skink Hero or 1 Skink Priest may choose to be mounted on the Stegadon which will displace 2 Skink crew
equipment hand weapons, javelins and shields. If the Stegadon is not ridden by a character then it will have a giant bow crewed by 2 Skinks
Special Rules Cold Blooded, Howdah. Skink hand weapons and javelins count as Poisoned Attacks. Skinks have a 3+ armour save while in the howdah. Stegadons cause Terror, are Stubborn, have Scaly Skin 4+, and are Large Targets