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Unlimited Pts - Lizardmen - Lizardmen 500

Name
Saurus Oldblood (1 , 161 pts)
Saurus Oldblood

Type

WS

BS

Ld

AS

WSv Cost

1
In
4
6
5/7
5
3
3
5+*
8
2+
161
Composition: Lord
General; Hand Weapon; Great Weapon; Light Armour; Shield; Cold-blooded; Predatory Fighter; Scaly
Skin (4+); Always Strikes Last

Saurus 6x2 (Scar Vet) (11 , 151 pts)


Saurus Warriors 10
In
4
3
4
4
1
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Spear; Shield;
Skin (5+); Fight in Extra Ranks
Spawn Leader 1
In
4
3
4
4
1
Hand Weapon; Spear; Shield; Cold-blooded; Predatory Fighter;

2+*

4+

151

Cold-blooded; Predatory Fighter; Scaly


1
3+*
8
4+
[21]
Scaly Skin (5+); Fight in Extra Ranks

Skink Skirmishers (10 , 70 pts)


Skink Skirmishers 10
In
6
2
3
3
2
1
4
1
5
6+
Composition: Core
Hand Weapon; Blowpipe; Aquatic; Cold-blooded; Marshland Strider; River Strider; Scaly Skin (6+);
Skirmishers; Multiple Shots (2); Poisoned Attacks

70

Ripperdactyl Rider (3 , 120 pts)


Ripperdactyl Riders

3
MC
6
2
3
3+*
2
1
4
1
5
4+
120
Composition: Special
Spear; Shield; Cold-blooded; Scaly Skin (6+); Toad Rage
Ripperdactyl 3
2
3
4
3
2
3
2/3
3
[0]
Armour Piercing; Extra Attack; Fast Cavalry; Fear; Fly; Flying Cavalry; Frenzy; Immune to Psychology;
Killing Blow; Skirmishers; Stomp; Swiftstride; Vanguard
Total Cost:

Option Footnotes
Options
Range 12", Strength 3, Multiple Shots (2), Poisoned Attacks.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+2 Strength, Always Strikes Last, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
+1 armour save bonus.
(Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
+1 to Combat Resolution, Standard can be captured if unit Flees.

Blowpipe
General
Great Weapon
Hand Weapon
Light Armour
Musician
Shield
Spear
Standard Bearer
Aquatic

Armour Piercing
Cold-blooded
Extra Attack
Fast Cavalry

Fear

Fly

Flying Cavalry
Frenzy

Immune to Psychology
Killing Blow

Special Rules
Grants Marshland Strider and River Strider. In addition, models with this special rule can march, claim rank bonus
and be steadfast even when in Marshland or a River. Furthermore, if every model in a unit has the Aquatic special
rule, and the majority of the unit is within Marshland or a River, enemies shooting at that unit suffer an additional -1
To H it penalty.
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1 armour
save modifier.
Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest
result.
Grants +1 Attack.
Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, can
move and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in which
it marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule until
the character leaves.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.
Grants Swiftstride. In addition, flying units consisting of more than one model have Skirmishers too.
Flyers can make a glide of up to 10" or march as normal, doubling the length of the glide of up to 20". Moreover,
flyers can make a flying charge instead of a normal one, adding 10 instead of the Movement value to the roll, but
they always flee and pursue on the ground.
Grants the Fast Cavalry and Fly special rules.
Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose to
restrain pursuit (or overrun) if they beat a foe in close combat.
Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a
charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a charge
against the nearest viable enemy.
Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point this special rules is lost.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
If a model with this rule roll a 6 to wound in close combat, he automatically slays his opponent. Armour saves and
regeneration saves cannot be taken against this blow. This rule is only effective against infantry, cavalry and war
beasts.

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502

Marshland Strider
Predatory Fighter

River Strider
Scaly Skin (4+)
Scaly Skin (5+)
Scaly Skin (6+)
Skirmishers
Stomp
Swiftstride
Toad Rage

Vanguard
Always Strikes Last

Fight in Extra Ranks


Multiple Shots (2)
Poisoned Attacks

Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
Whenever a model with this special rule rolls a 6 To Hit in close combat, it immediately makes another Attack.
Attacks generated by this special rule do not generate further Attacks. In addition, a unit that contains one or more
models with this special rule can only test to restrain pursuit if there is at least one Skink character model within 6"
of the unit.
Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
Improves the model's armour save.
Improves the model's armour save.
Improves the model's armour save.
Models with this rule are deployed in a loose formation, may free reform and shoot after having marched. Can never
claim rank bonuses, be steadfast or disorder an enemy, but unit gains Stubborn when fighting in forests.
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
Before the game starts, but after Scout have been deployed, a Lustrian blot toad marker can be placed for each unit of
Ripperdactyl Riders in your army. A single blot toad marker can be placed on any enemy unit on the tabletop, this
marker remains throughout the battle.
When fighting in close combat against a unit with a blot toad marker, the Ripperdactyl's Frenzy grants D3+1 extra
Attacks, instead of just 1 (roll once for the whole unit) and the Ripperdactyls re-roll all failed To Hit rolls.
After deployment, the unit can make a free movement of up to 12".
Equipment Special Rules
A model with this special rule always strikes last in close combat, regardless of Initiative.
If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and Always
Strikes First, the two cancel out and neither applies.
A unit with this special rule can make supporting attacks with an extra rank than normal on a turn in which it did not
charge.
Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.
Poisoned hits wound automatically on a To Hit roll of 6.

Roster Notes
Anti Cameron
Validation Report
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army; Special Rules: Forbid Chaos Dwarfs in WoC, Forbid Regiments
of Renown; File Version: 2.87
Roster satisfies all enforced validation rules
One or more elements of the Roster () are subject to the following in-play usage considerations:
-

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

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