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==Army Special Rules== '''Cold-blooded''': All leadership test are taken with 3D6 and the highest value is discarded. What an amazing rule. Never forget your whole army has this. Banshee or Casket of Souls can still hurt you bad since they are not Ld tests, those are attacks which use your Ld as an attribute. '''Amphibious''': Skinks, Kroxigor and Salamanders. You count water bodies as open terrain and they grant you light cover, too. Never forget you have this, park your skirmishers in a swamp and blowdart away. '''Blowdart''': unique weapon, presented as a special rule. 12" range, multiple shots x2, str 3 and poisoned, you know the drill. Makes your Skinks really good at tearing through units if they don't move. ===Sacred Spawnings=== Marks of chaos, in my lizardmen? More likely than you think! Units of Warriors and all your Saurus characters can receive 1 or 2 spawnings (3 for an Oldblood) which have a flat cost per unit and move Warriors from Core to Special or Rare, depending on whether you pick one or two spawnings. Characters need the Itzl spawning to pick a mount (basically it's a 5 points tax that also precludes 3-spawning carnosaur riding oldbloods) and can only join units of unmarked Warriors or Warriors who match their spawnings (so a Sotek/Chotec Scar-vet can join units of unmarked, Sotek, Chotec or Sotek/Chotec marker Warriors, but not units of Tepok, ot Sotek/Tepok marked ones). *Tzunki: grants Amphibious, +1 Initiative. Subtle. It's CHEAP, the cheapest in fact, and makes you laugh at rivers and marshes, which depending on the map is either a non factor or a game changer. Would be more worth it if other options weren't as strong and we weren't hurting for Rare space already. Also your saurus become teal? 5 points (character) / 10 points (Unit) *Sotek: the classic. +1 attack on the charge, which in this edition means Always Strikes First? Saurus were made for this- Skinks, not so much, though hilariously they can take it as well (don't do it). It is very expensive though, but probably worth it to make your Saurus red. 20/30 points. *Quetzl: +1 armor save, basically giving your Warriors heavy armor and your characters Gomril. Not bad on a saurus pike wall. 15/30 points. *Tlazcotl: immune to psychology. Not amazing with cold blooded being a thing already but who am I to say no to no panic rolls? This is an edition where Fear and Terror are strong, and for this price, a steal. Also makes you yellow? 20/20 *Chotec: getting there. +1 dice and choose the 2 best results on pursue moves, guarantees you catch whatever is fleeing from you. Reasonably cheap, but is it better than Sotek? Orange scales pop well on blue Saurus, at least. 15/20. *Huanchi: situational, but Wood Elves will throw models at you for making your unit go through woods and jungles as if it was open terrain. Expensive for this amount of satisfaction, though; would have been more interesting on a more mobile unit and if it allowed to bypass all non water terrain, which it doesn't. 20/25 points *Tepok: +1 dispel die. Ever wanted to be purple? Odds are if you have a Slann you don't need this, unless you are having a magic slapfest with a Tzeentch player. 20/30 *Itzl: character only, 5 points, get a mount. Yawn. You will need it and you will curse having to get it. *Blessed Mark of the Old Ones: character only, 35 points. Lets you reroll D3 (roll before the battle begins) D6s but bans you from other spawnings and comes with a host of safety nets like one character ONLY per army. Skinks can get it as well though, which makes it attractive on a skink priest to help get rid of a wild 1 on a casting roll. Blessed characters can join whatever unit regardless of spawnings. Also chosen albino Saurus? I wonder where did this end up in later editions... ===Slann Generations=== The grandad of Slann Disciplines. You pick what generation you want your Slann to be part of, pay the points tag, and get the benefit of all the lower ones as well. *5th: bog standard Slann. Gives the ability to mix and match from all BRB lores when generating spells. *4th: 40 points for ignore miscasts. A steal. You are bound to double 1 with all the spells you are going to cast and when it happens you're going to be glad you have this. *3th: 85 points, plus a Hero choice and granting an additional 100 VP if killed. Approaching a level where only 3000+ points games are going to cut it. On the other hand, the upsides are pretty sweet... +1 wound, and Drain Magic, an easy to cast spell that can absolutely shut down an enemy wizard. When you play against magic heavy armies a 9+ cast of this is going to completely ruin their gameplan and even a 5+ cast will potentially lock them out of their highest value spells, so know your enemy, as they say... *2th: 135 points, an additional Rare choice, AND 200 additional VP conceded if it dies. Holy shit. What you get is another wound, and a *free* power die on *each* cast, which is ridiculous. Sure it's 460 points naked, but you are paying for the best wizard in the game. Some players swear by the 2nd gen Slann plus level 2 skink priest combo in every game and it's easy to see why when the comets start rolling.
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