Hello again my cold-blooded compatriots! As some of you may know, Im building a homemade SC as a centrepiece for my army and in hopes of using him in a campaign Im planning with some friends. (go-go gadget self-promoting link: http://www.lustria-online.com/threads/dhun-di-great-oracle-of-itzl-fluff-for-a-home-brew-sc.12917/ ) Been working on some rules to be able to field said character and would like some imput, so here goes: Dhun-Di, High Oracle of Itzl _________M WS BS_S_T_W_I _A_LD TROOP TYPE Dhun-Di __6 _6 _5 _4_ 3_3 _6_3_ 8 _ Infantry (Special Character) Terrodile_ 6_ 3 _0 _6_ 6_6 _3_5_ 6 _ Monster Crew ____ - _2 _3 _3_ -_ - _4_ 1_ - _ N/A ( see Howdah Rules) Dhun-Di's stats are based off Tehenhauin, the Terrodile's stats are Stegadon based with an extra wound and +2 attacks to bring it more in-line with Stonehorns/Other similar sized gribblies. Equipment:- Dhun-Di - Trident of Bho-wai, Tri-Horned Helm, Mistwreathed Pendant Terrodile - Howdah of Itzl with 4x Skink Crew Crew - hand weapons, Lustrian Javelins, Sacred Wardrums Special Rules All - Aquatic, Cold Blooded Dhun-Di - Scaly Skin (5+), Arcane Vassal Terrodile - Large Target, Immune to Psychology, Scaly Skin (3+), Terror, Primal Fury, Great Devourer (see below) Terrodile/Crew - Howdah Crew (as per Stegadon) Great Devourer - An Apex predator from a by-gone era, the sheer crushing power of the Terrodile's mighty jaws and jagged teeth surpass those of even the great Carnosaur. When attacking an enemy in it's front arc, The Terrodile's attacks (including those gained by Primal Fury but excluding Thunderstomps and crew attacks) have the Heroic Killing Blow Special Rule. ( Okay, Im not certain on this one. The Terrodile is loosely based on the Prehistoric Deinosuchus which is purported to have had a bite-strength twice that of a T-Rex. D3/D6 wounds seems too similar to the Carnosaur... thoughts?) Items Trident of Bho-wai - An intricately wrought Trident found in a sunken grotto, it has become a symbol synonymous with Dhun-Di. The Trident of Bho-wai grants the wielder +2 Strength on the turn they charge. In addition, it may be thrown with the following profile: Range_Strength___ Special Rules_________________ _36"__ as user +2_ Quick to Fire, Multiple Wounds D3 This shot pierces ranks in the same manner as a Bolt Thrower. The Trident returns to it's owners hand once damage has been resolved. That's not a spear... THIS is a Spear! Tri-Horned Helm - A revered artefact, held in the great vaults of Zlatlan awaiting the skink spawned to wear it. Moulded precisely to Dhun-Di's head, it would fit no other and is yet another sign of his singular destiny. The Tri-Horned Helm grants Dhun-Di a +1 bonus to his armoursave. In addition, it grants him the stubborn special rule. Mistwreathed Pendant - Discovered on an Obsinite pedestal in the midst of a swamp-choked ruin, the pendant exudes a marsh-gas like mist that befuddles a foes senses at close proximity and also throw up confusing reflective images of the bearer. grants the bearer a 5+ wardsave. In addition, all enemies in base contact with the bearer (or the bearers mount) suffer -1 Initiative. Howdah of Itzl - Wrought of Obsinite and precious metals, the Howdah that sits upon the Terrodiles back resembles nothing more than an ornate canoe or similar vessel.Treat as a Howdah in all respects. It also grants Dhun-Di and the Terrodile each a +1 bonus to their armoursave. In place of the usual Howdah weapons, the Howdah of Itzl carries the Sacred Wardrums. Sacred Wardrums - Whilst Dhun-Di is mounted upon the Howdah, each turn you may elect for the skink crew to play the Sacred Wardrums. Whilst playing the drums, the crew may do nothing else (including shooting and fighting in close combat). Whilst the drums play the combined model is treated as a mage with Loremaster (Life) and with a wizard level equal to the number of wounds Dhun-Di has remaining. In the event of a miscast, instead of rolling on the table, The Terrodile takes D3 S6 hits and Dhun-Di takes a single S5 hit with no armour save allowed (he may take his ward as normal). A concept I'm rather happy with, the Wardrums being life magic and thus are linked to Dhun-Di's own life force gives I feel an interesting synergy. There's probably not too many situations where you'd take the skinks attacks/shots over playing the drums but it's for the sake of completeness and if Dhun-Di dies they obviously revert to a normal crew. So in Summary: - Dhun Di has a 2+ save (5+ scaly + ridden monster + howdah + helm) and a 5+ ward, T3 and 3 wounds. relatively tough but an Oldblood he's not. He has a bolt-thrower javelin that equates to essentially a magic lance in combat. He also sports LD8 the same as Tehenhauin to keep those skink-centric "fighting" blocks in line. - Terrodile is a big beastie with S/T/W6 in the same manner as a Stonehorn or the like. Otherwise similar to an ancient stegadon with no impact hits but gaining more attacks, Primal Fury and a fancy bite attack. Also, his Stubborn is dependant on his rider surviving. - Whilst both parts of the model are alive you have a decent life mage. I'm thinking based on Tehenhauin and Stegadon pricings he's worth around 500pts? The kicker with him is so much of his utility (magic, bolt thrower, inspiring presence with LD8, stubborn) is dependant on a skink character who can be cannon-sniped, etc. He's supposed to be more of a fun choice than earth-shatteringly powerful, but we're also a fairly competitive bunch. I'd really appreciate any feedback you all could give, this is sort of a rough-draft (read: me spilling a bunch of ideas onto a page) so any suggestions/tweaks/whatever you could make would be great!