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====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced. You can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. *'''[[Lord Kroak]]:''' Story wise, he used to be [[God-Emperor of Mankind|the World's greatest magician, but then after a few thousand years or so he became a super-powerful corpse attached to a Magic Throne]]. He has a raft of special rules, including Unbreakable, Causes Fear, a 3+ Ward Save, -1 To Hit for any normal attacks directed at him, and the very powerful spell ''Deliverance of Itza''. However, he's '''400 points''', ''only'' knows that one spell, and is Flammable. Although fluffy and occasionally fun, you're almost always better off with an ordinary Slann (although he can make an awesome [[Counts As]] Mage Priest). Incidentally with The End Times Kroak can now take the Lore of Undeath, since it says that ALL wizards can generate spells from it (and with him being dead himself you can certainly argue he's more in tune with Death Magic than most Necromancers), so now he has a proper lore again! Though this is probably going to be FAQ'd out pretty soon. *'''Lord Mazdamundi:''' Currently the most powerful Mage Priest, Mazdamundi rides a Stegadon. Like Lord Kroak, he has a massive raft of rules: four Slann disciplines, Stubborn, a 4+ Ward Save, Loremaster in any lore he wants, Always Strikes First with Strength 5 Poisoned attacks, destroys other magic items, owns a Battle Standard, and a mount that has a 2+ Scaly Skin save and grants Mazdamundi a 2+ armor save. If the Stegadon is killed, he can still use his Palanquin to move around. Yes, Mazdamundi ''sounds'' pretty awesome, but he costs a whopping '''780 points''', meaning he's impractical in all but the biggest battles. He also lost some of his godly 7th ed rules such an unlimited amount of dice when casting, a super-powerful spell, and the ability to re-roll Miscasts. Also his supposedly awesome weapon hits at WS2. To make matters worse, Zlaqq, his Stegadon, described as the biggest in Hexoatl (the most militarized City, with entire herds of them) has the profile of a normal Ancient Stegadon. It doesn't even get Sharpened Horns (Impact Hits causing D3 wounds) or Devastating Charge. Overall grossly overpriced for what he does, and this is sad since he is supposed to be one of, if not the, strongest wizard alive. *'''Kroq-Gar:''' The pinnacle of Saurus carnage, mounted on the pinnacle of giant predators, all this represented by a wonderful model. Fluff-wise, Kroq-Gar is the absolute perfection of the Saurus race. One of the greatest warriors currently alive and simply the one you can trust to protect Lustria against invaders. Among his accomplishments are: fighting an unending horde of Daemons for 1000 years, being 8000 years old and still one of the best warriors of his entire species, being the sole survivor of a destroyed city, being entrusted to lead the crusade against Chaos by Lord Mazdamundi himself, and much more. He rides Grymloq, a massive Carnosaur, and together they pack a 5+ Ward Save. If Kroq-Gar or his mount is killed, the surviving one gets Frenzy. His spear gives him +1S on the Charge and deals two Wounds for the price of one (and he has 5 Attacks). For unknown reasons, despite millennia of fighting and winning against every kind of foe and being the strongest Saurus alive, he is still WS6. His Hand of the Gods is a Bound Spell casting 'Light of Shem' from the Lore of Light. Grymloq is also the only named mount to retain an improved stat line over 'basic' mounts in the Lizardmen book. However, the same problem as Lord Mazdamundi apply: at 520 pts, he is restricted to large battles, and Grymloq cannot have any of the upgrades normal Carnosaurs have. He doesn't even have the Blood Frenzy rule (unending Frenzy after causing the loss of 1 hp) which is standard on the basic version. *'''Chakax:''' Once upon a time, Chakax choked a Daemon Prince with his bare hands, fought hundreds of wild jungle creatures for 2 days straight, guarded his unconscious Mage-Priest for weeks in the middle of the jungle, etc. When both he and a Slann are in a unit of Temple Guards, the whole unit becomes Unbreakable (until one of the two is killed). At the beginning of the Close Combat Phase, his mace forces the enemy to reveal all their Magic Items, and if he hits with it, he destroys a random one on a 5+ (only one roll per turn, alas). When fighting in a Challenge his Key grants him a 5+ Ward Save and afflicts his opponent with the Always Strikes Last rule, but since he shares it too (his weapon being basically a magical Great Weapon) and is only I3 he is not very likely to hit first, while his Mask prevents enemy Scouts from being placed within 20" of Chakax, and forces the enemy to revealed all hidden units when they are within 20" of Chakax (Skaven assassins, Night Goblin fanatics, etc.). Best used for defense, but unfortunately not very useful otherwise. Overall the worst named character in this book. *'''Gor-Rok:''' Gor is his name, Gore is his game, and oh Old Ones, he Rocks at it. If you're making a model of him and at least one half of him isn't drenched in blood, you are doing it wrong. He is Stubborn, rerolls failed To Hit rolls (generating Predatory Fighter attacks on a 5+) and can ignore Killing Blow, Heroic Killing Blow and Multiple Wounds on a 2+, losing only 1 Wound if successful. Units charging him have to take Dangerous Terrain tests with a -1 modifier. At a new and improved cost of 185 points, he is interesting even in small games where he can hold your main line, while he can make a pack of Saurus really fearsome in larger battles. This is a character you want to put in a larger unit and wait for the enemy to charge. Very resistant, with T6 and an Armour Save of 2+, he is the perfect guy to take and hand out Challenges. However, he only has 2 Wounds, making him too frail to fight strong characters by himself. A lesser Gor-Rok can be emulated by spending 40 points on Sacred Helm of Itza on a Scar-Vet or Oldblood. *'''[[Tehenhauin]]:''' The cheapest Lord the Lizardmen have (at 230pts), he is a Level 3 Wizard who uses the Lore of Beasts, is Immune to Poison, Unbreakable, has Poisoned Attacks, gains +1S on the turn he charges, has a 5+ ward save, and he makes all Skinks (and only skinks, not Mounts, Kroxigors in Skink units, etc.) hate Skaven. He rides a Tide of Serpents but can ride an Ancient Stegadon with an Engine of the Gods (for a bonus 280pts) like any normal Skink Priest. Though of little interest in most scenarios, he is a must-have in an all-Skink army or when fighting a Skaven army. *'''Tetto'Eko:''' The only Skink Priest to ride a Palanquin, he is a Level 2 Lore of Heavens Loremaster. He can be accompanied by Skinks like Slann with their Temple Guard and can predict the future. In short, a buffed-up Skink Priest but without the upgrades or mount. When he is present, he lets you roll a D6 at the start of your turn: on a roll of a 1 you have to reroll all your 6's when casting, 2+ lets you reroll all 1's when casting. Not only do your casters get to reroll their 1's, this also affect the magic machines carried by Stegadons and Bastilladons, which improves them ten-fold. After deployment but before determining who gets the first turn, you may Vanguard D3 of your units because of his ability to predict the future. This may allow you to get your Stegadons and Carnosaurs into your opponent's face right off the bat, possibly avoiding a round of artillery fire. If Tetto'Eko successfully casts the spell ''Comet of Cassandora'', you may re-roll the dice at the start of each player Magic Phase to see if the comet arrives. His Palanquin gives him a 5+ Ward Save. In short: he is the missing link between the Skink Priest and the Slann. In larger battles, a Slann is more interesting, but because he is a Hero you could run both. His very reasonable point cost combined with always useful abilities make him (arguably) the best named character in the book. *'''Tiktaq'To:''' A silly name, but a balanced character. Anyone shooting at him or his unit suffers an additional -1 To-hit, he has a 6+ Ward Save and Magic Resistance (1) as protection. His blade ignores Armour Saves and the unit he is with can perform a sort of Deep-Strike. He is as useful as a Skink special character can get. He can also upgrade a unit of Terradon Riders to have Ambush. However, thanks to the 8th Edition BRB, Flying Characters CANNOT join Flying Units, so he's fucked. In 7th, there was a special rule for Terradons allowing Characters to join Flying Units. It's no longer there. One can assume that it's changed in 9th (and thus written as such) or was assumed he could join but others could not (his special rule says him AND his unit benefit from it. He can join units). *'''Oxyotl:''' Fluff-wise, like Kroq-Gar, Oxyotl belongs in the incredibly tough 8000 years survivors category, as he spent millenia in the Chaos Realms assassinating Greater Daemons before finding his way back to the normal world. On the tabletop however, he is nothing impressive. His only tricks being Sniper and a blowpipe that fires 3 times a turn instead of 2. He may be the cheapest Special Character the Lizardmen have at 160pts, but he is still only useful in small battles, where he is in fact devastating. In larger games, he does not perform anything a unit of normal Chameleons cannot do. ::'''Alternative''': ''No- what about VS VCs and TKs? Then the Sniper rule comes into play. Level 4 Necromancer- stay still then, at 6" shoot 3 shots- these need 4s to hit and are Poisoned on 5+. Watch your opponent cry as this orange devil runs around sniping characters until they waste time in killing him- like normal Skink but better.'' ----
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