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

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Revision as of 01:26, 3 April 2013 by 1d4chan>Vitol (First Battle Update)
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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: 114

Treasury: 4 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: 21

Advances: N/A

Injuries: Broken Leg - Cannot Run 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: 13

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: 10

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: 10

Advances:

Injuries: Blinded in one eye :-1bs

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, Rabbits Foot

Javelin Range: 10, S:User, Thrown Weapon. Thrown Weapon: A model using a Javelin does not suffer penalties for range or moving.

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: 12

Advances:

Skill Lists: Shooting Speed Special

Henchmen

Zitch (Skink Brave 1)

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), Stone Axe(Club)


Special rules:

Experience:1

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: 1

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: 1

Advances:

Rarchit (Skink Brave 3)

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






Number of Henchmen: 1

Equipment: Stone Axe(Club), Dagger

Special rules:


Experience: 0

Advances:

Notable Moments

First Day on the battlefield Taxit was leading his wonderful band of skinks across the river to some Skaven they had caught off-guard. Taxit immediately takes a sling bullet to his leg and bowls him over in pain. Anyone calling him Limpy in the band now is beat over the head with his staff.

Your Dead

1 Skink Brave to sling to the head and a kick to the face from a skaven.

Record

/TG/heim: Kung Foo Rat Attack, Warband of the Sensei Guttermouth (Skaven) - Suprise Attack- Loss

See also

/TG/heim