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

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Fluff[edit]

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.

After their first week and a bit of trashing from two other warbands they ran into left them a bit worse for the wear but gave them a steady foothold in Mordheim.


Information[edit]

Warband List: Media:Lizardmen_Warband_Vitol.pdf

Warband Rating: 118

Treasury: 31 gc

Wyrdshards: 1

Stored Equipment:


Army Rules[edit]

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[edit]

Taxit (Skink Priest)[edit]

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




Equipment: Short Bow, Bone Helmet, Rosary.

Special rules: Leader Mark Of the Old Ones- The Hero may once per skirmish change one of his unsuccessful dice rolls by changing a singular die of that roll to any facing he chooses. This may only be used on actions that the Hero is making himself during the skirmish.

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: 26

Advances: +1 BS

Injuries: Broken Leg - Cannot Run

Skill Lists: Academic, Speed, Special

Qug (Saurus Totem Warrior)[edit]

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, Fear

Experience: 14

Advances: Resilient (-1 S to attacks against him)

Injuries:

Fear

Skill Lists: Combat, Strength, Special


Sinah (Skink Great Crest)[edit]

M WS BS S T W I A Ld
6 3 3 3 2 2 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: 12

Advances: +1 W

Injuries: Blinded in one eye :-1bs

Skill Lists: Shooting, Speed, Special



Ssthak (Chameleon Skink)[edit]

M WS BS S T W I A Ld
6 3 5 3 1 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: 15

Advances: +1 BS

Injuries: Chest Wound (-1T)

Skill Lists: Shooting, Speed, Special



Jin (Saurus Brave-heart)[edit]

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), Light Armor

Special rules: Slow-Witted Brute

Experience: 3

Advances: Lads got Talent,

Resilient (-1 S to attacks against him)

Skill Lists

Strength, Special


Rarchit (Skink Brave-heart)[edit]

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, Sword ,Stone Axe(Club)

Special rules:


Experience: 2

Advances: Lads Got Talent:

Haggle

Skill Trees:

Academic, Speed


Henchmen[edit]

Pinka Twins (Skink Brave 1)[edit]

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




Number of Henchmen: 2

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


Special rules:

Experience:0


Vax (Saurus Brave 1)[edit]

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:

None


Notable Moments[edit]

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.

Helpful Hank the Handful charging Qug with a chest in tow and having the Eye of the Gods decide to KO Hank. Qug proceded to high five Hanks body for the chest he delivered to him.

Your Dead[edit]

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

1 Skink Brave to a Chaos Hound.

1 Skink Brave to a Sword to the face.

Piktak to terrible dice and a beastman to his face. Died as he lived in blood.


Record[edit]

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

/TG/heim:Sabra'Korr's_Slavers_(Beastmen_Raiders) - Hidden Treasure - Loss

/TG/heim:Young_Men's_Reformed_Cultists_of_the_Chaos_Spawn_'Handyman'_(Cult_of_the_Possessed) - Hidden Treasure - Win

See also[edit]

/TG/heim