/TG/heim:Xitolan's Observers (Lizardmen Playtest-Vitol)

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Fluff

In the far off land of Lustria portents told of the disaster that was to befall Mordheim. Some of the more active Slann Mage-Priests roused from their deep slumbers to send groups of Lizardmen to investigate not only the devastation brought by the disaster but also how the rest of the world would respond to it.

Information

Warband Rating: 103

Treasury: 2 gc

Wyrdshards: 0

Stored Equipment:


Army Rules

Scaly Skin: The toughened hides of the lizardmen provides them with a layer of protection not offered by the skin of the fairer races. Skinks have a natural armor save of 6+, Saurus 5+, Kroxigor 4+. This may be improved by light armor by one point or a shield as normal but due to their scales are unable to wear heavier armor outside of very rare artifacts.

Cold Blooded: Lizardmen are by nature very slow to react to events that would send a normal man fleeing for his life. As such all Lizardmen roll 3d6 and drop the highest die when taking Leadership, psychology or Rout tests.

Aquatic: Skinks and their brethren Kroxigor are adept at moving through the swamps and rivers of Lustria. As such they treat any water terrain as open terrain for movement.

Jungle Agility: Skinks are particularly agile and well suited for moving through forests much like their home in Lustria and treat any forested area as open terrain for movement.

Heroes

Taxit (Skink Priest)

M WS BS S T W I A Ld
6 3 4 3 3 1 5 1 7


Equipment: Short Bow Bone Helmet

Special rules: Leader Mark Of the Old Ones- The Hero may change one of his failed dice rolls into a successful one; this ability can only be used once per game, and only on actions that the Hero is making himself. Priest:Lizardmen Magic Known Prayers:

Itzl's Speed: A single Lizardman model within 6" of the Skink Priest or himself, may make an additional sprint of movement and move up to 4". This counts as running and a model may not move if he has already shot with a missile weapon. A model may not charge with this extra move. Dificulty 7

Experience: 20

Advances: N/A

Skill Lists: Academic Speed Special

Qug (Saurus Totem Warrior)

M WS BS S T W I A Ld
4 4 0 4 4 1 2 1 8


Equipment: Stone Axe(Club) Stone Axe(Club) Bone Helmet Light Armor


Special rules: Slow-Witted Brute Bite Attack

Experience: 11

Advances: None

Skill Lists: Combat Strength Special

Piktak (Skink Great Crest)

M WS BS S T W I A Ld
6 3 3 3 2 1 2 1 7

Fluff: Piktak always seemed a bit off. A rabid follower of Sotek , Piktak loves to see blood spilt; particularly Skaven blood. He is often seen hanging around with Qug using him as a bit of a shield to get closer to the part he loves, splitting heads open.

Equipment: Short Bow Stone Axe(Club) Stone Axe(Club)

Special rules:

Experience: 8

Advances:

Skill Lists: Shooting Speed Special


Sinah (Skink Great Crest)

M WS BS S T W I A Ld
6 3 3 3 2 1 4 1 7

Fluff: Sinah aspires to some day be a great defender of a temple or at the very least a nice squire to a Scar-Veteran. He thinks Piktak is insane for wanting to rush into fights preferring to hang back and weaken the enemy first.

Equipment: Short Bow Spear

Special rules:

Experience: 8

Advances:

Skill Lists: Shooting Speed Special



Ssthak (Chameleon Skink)

M WS BS S T W I A Ld
6 3 4 3 2 1 5 1 6


Equipment: Short Bow Javelin

Special rules: Blending - Because of the Chameleon Skinks unique camouflage, he is very difficult to detect, therefore, foes halve their initiative when trying to detect him while hidden. In addition, enemies suffer a -1 penalty to hit the Chameleon with missile weapons. If a Chameleon Skink is wearing any armor other than a buckler he is unable to use this ability. Experience: 11

Advances:

Skill Lists: Shooting Speed Special

Henchmen

Zitchs (Skink Braves 1)

M WS BS S T W I A Ld
6 2 3 3 2 1 4 1 6


Number of Henchmen: 2

Equipment Short Bow Stone Axe(Club) Stone Axe(Club)


Special rules:

Experience:0

Advances:

Jin (Saurus Brave 1)

M WS BS S T W I A Ld
4 3 0 4 4 1 1 1 7


number of Henchmen: 1

Equipment Stone Axe(Club) Stone Axe(Club)

Special rules: Slow-Witted Brute

Experience: 0

Advances:

Tidie (Skink Brave 2)

M WS BS S T W I A Ld
6 2 3 3 2 1 4 1 6


number of Henchmen: 1

Equipment Short Bow Stone Axe(Club) Dagger

Special rules:


Experience: 0

Advances:

Notable Moments

Your Dead

Whoever dies goes here.

Record

See also

/TG/heim