Kroxigor
hardyworld
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Hardyworld's Lizardmen 8th Ed. Wishlist:
All unit stats, rules, point costs, unit options, and categories are assumed to match the 7th Ed. book unless stated differently here. Mostly the same, additions and alterations are specified below.
Special Characters not considered.
Army rules:
Cold-blooded: Same.
Aquatic: Lake/River/Stream/Marsh Strider, Models within water terrain have soft cover, Models with the Scout rule count as being out of Line of Sight when being deployed within a Lake/River/Stream/Marsh
Scaly skin: Same.
Blowpipe: Same
Jungle Poison: Same.
Howdah Weapons: Ranged weapons in howdah may march and shoot.
Blessed Spawnings of the Old Ones:
Skink Cohort and Saurus Warrior units may choose a Blessed Spawning at a cost of 2 points per model. One unit with a Blessed Spawning may carry a magic banner up to 25 points. For each unit with a spawning, a matching unit of the same type without a spawning must march in the army. Skink Cohort units with a blessed spawning also bestow Kroxigors in that unit with the spawning. Skink and Saurus characters may not join a unit with a spawning unless they have the same spawning as the unit.
Skink Priests, Skink Chiefs, Saurus Scar-Vets, and Sarurus Oldbloods may choose a Blessed Spawning at a cost of 15 points (this does not count toward their magic item allowance).
Sotek: Devastating Charge, additionally skinks have Hatred (Skaven)
Quetzl: 5+ ward against attacks S6 and higher
Chotec: Swiftstride
Haunchi: Forest Strider, shooting attacks are -1 to hit
Tzunki: Aquatic, Vanguard
Tepok: MR(1), all mundane attacks are magical
Mark of the Old Ones: D3 rerolls per game (Characters only, 1 per army)
Magic Items: Only items listed here are in the new rules. All other army specific items are gone.
Blade of Realities: 60 points
Burning Blade of Chotec: Same.
Staff of the Lost Sun: 20 points.
Priranha Blade: 20 points.
Dagger of Sotek: 15 points. (Skinks only)
Sacred Stegadon Helm: 40 points. +1 armour save, +1 Ld, may reroll impact hits of ridden Stegadon (Skinks only)
Plaque of Dominion: 50 points, The range of all spells and lore attributes is increased 6".
Plaque of Tepok: 20 points, Mage knows 1 additional spell. This spell may either be in the mage's chosen lore (determined normally) or the signature spell of your choice from any of the other 7 basic lores of magic. The spell is chosen during the first magic phase and may be different each battle.
Cube of Darkness: 35 points.
Diadem of Power: Enchanted Item, 40 points. May save up to 2 power dice or up to 2 dispel dice for the next magic phase.
Itxi Grubs: Enchanted Item, 20 points. One use only. Roll a D6 after each use, on a 4+ another Itxi Grub is generated to be used later.
Bane Head: Same.
Cloak of Feathers: 15 points. (Skinks only)
Venom of the Firefly Frog: 10 points.
Charm of the Jaguar Warrior: 30 points. Characters on foot only. Character has M9 and swiftstride. Character may not join units.
Sun Standard of Chotec: 25 points.
Huanchi's Blessed Totem: 30 Points. One use only. When charging, roll an additional D6 and discard the lowest.
Jaguar Standard: 25 points. When pursuing, roll an additional D6 and discard the lowest.
Lords:
Slann: Base unit cost is 300 points. Standard position is in 3rd rank of a Temple Gaurd unit or 2nd rank of a Saurus Warrior unit; the 2nd rank of a Saurus Warrior unit never provides Cover to the Slann, the 3rd rank of a Temple Guard unit always provides Cover to the Slann. Slann is no longer restricted to cast Transformation of Kadon, but all of his abilities are lost while transformed except his 4+ ward save. Slann riding on a Palaquin may take Look Out Sir! test as if it was an infantry unit (Slann is now classified as a Monstrous Infantry), however it succeeds on a 4+ while in an infantry unit and on a 5+ when alone and within 3" of an infantry unit.
Slann Generations: each generation must be bought sequentially (must have a 4th Gen. ability before buying a 3rd Gen ability), may only choose 1 ability from each Generation.
5th Generation (free):
Higher State of Consciousness [Direct Damage Spell's targeting restriction on units engaged in close combat does not apply to the Slann, Ethereal, & MR(2)]
OR
Cosmic Perception [Magic Missiles Spell's Line of Sight or Frontal Arc restrictions do not apply to the Slann, 2+ Ward Save against shooting attacks]
4th Generation (50 points):
Acute Insight [+1 Wound, +1 Channel, & Successful Channel attempts add D3 dice to the pool]
OR
Becalming Cognition [+1 Channel & Enemy wizard within 24" disacards rolls of a '6' when casting spells]
3rd Generation (50 points):
Spirit of Rumination [Terror & +D6 to all cast attempts]
OR
Soul of Stone [Terror, +1 Toughness, & Does not roll on the miscast table on a 2+]
2nd Generation (50 points):
Focus of Mystery [+1 Channel & Loremaster of any of the basic 8 lores of magic]
OR
Balanced Concentration [+1 Channel, +1 Leadership, & Instead of rolling for spells in a lore, the Slann knows all 8 signature spells from the 8 basic lores of magic (each lore's attribute applies only when casting that lore's spell)]
Oldblood: 150 points base, can be mounted on Cold One (15 points), Horned One (60 points, skink rider included), Carnosaur (160 points), or
Raptorex (240 points) (looks like a giant Deinnoychus on a 75mmx100mm base) M9 WS3 BS0 S7 T6 W5 I2 A5 Ld5 Leap Attack: (If charge distance rolled is 10 or greater, Raptorex does D3 impact hits), Large Target, Cold-blooded, Thick-Skinned, Terror, Ultimate Predator, Swiftstride, Hatred (Large Targets), 3+ Scaly Skin
Heros:
Saurus Scar-Vet: 100 points base, can be mounted on Cold One (15 points), Horned One (60 points, skink rider included), or Carnosaur (160 points)
Skink Priest: May use any one of the basic lores of magic.
Skink Chief: 50 points base, no longer has mounted options, instead any Skink Chief has the option to ride any of the listed monsters by displacing a single skink rider from that monster only if that model does not already have a Skink Chief riding. In all cases, the monster is not considered part of the Skink Chief's profile, the monster must be listed as ridden by the Skink Chief in the army list, and the Skink Chief must stay on the monster until it is slain.
Available rides: Stegadon (with or without Skink Priest), Arcanodon, Thunder Lizard
Core:
Saurus Warriors: 11 points per model, can exchange Hand-Weapon for Spear for no cost.
Skink Cohorts: 5 points per model and WS3, Kroxigors (S5 with Great Weapons) may join at a 1:5 ratio to skinks (44 points per model), Kroxigors gain the Great Reach rule that allows them to attack from the 3rd rank if 2 ranks of skinks are in front of them, Kroxigors are placed in the 3rd rank by default. A unit with both skinks and kroxigors is no longer considered "Unique" unit type, it is a combined infanty/montrous infanty unit. Stomp attacks may be done by any opposing units as long as they are in base contact with a skink; all stomp attacks are distributed as shooting and any distributed onto Kroxigors are lost. Kroxigors' stomp attacks are applied to those units in base contact with the Kroxigors.
Skink Skirmishers: blowpipes included (javelin+shield are no longer an option, those weapons are carried by the ranked up skink unit), no other changes
Jungle Swarms: 25 points per model
Sarurus Cold One Riders: 24 points per model, no longer have thick-skinned rule, magic banners up to 25 points are allowed on 1 unit.
Special:
Horned Dragoons: 70 points per model, Skink & Saurus on a Horned One, monstrous cavalry on 50mmx75mm bases, Skink Rider: with Javelin & Shield, Saurus Rider: with spear & Shield, Horned One (Looks large Pachycephalosaurus with a large nose horn pointed 'out', not 'up'): M8 WS3 BS0 S4 T4 W3 I2 A3 Ld5 Special Rules: D3 impact hits at S6, Cold-blooded, Thick-Skinned, Fear, swiftstride, magic banners up to 50 points are allowed on 1 unit
Kroxigors: 44 points per model, S5 base (S7 with GW)
Stegadon: 195 points base, can upgrade bolt thrower to 2 large blowpipe weapons for 15 points (Ancient Stegadon are no longer an army option)
Temple Guard: 15 points per model
Terradons: same
Chameleon Skinks: same
Razordon: 60 points base, Shoot Barbs become S3, armour piercing with 18" range, Roll two artilley die for stand and shoot reaction shots, both rolls always occur. New special rule--Ornery Beast: Must take Leadership test when attempting to shoot on the same turn they marched. If fail, then unit does not shoot and loses D3 skinks per beast. Misfires kill 1 skink. Handlers are 4 points per model.
Rare:
Salamanders: 95 points base, Shoot Flames rule becomes Fire Thrower rule (S5). New special rule--Ornery Beast: Must take Leadership test when attempting to shoot on the same turn they marched. If fail, then unit does not shoot and loses D3 skinks per beast. Misfires kill 1 skink. Handlers are 4 points per model.
Thunder Lizard: 250 points,Thunder Lizard (looks like a Titanosaurus with a shorter neck and thick scales) M6 WS3 Bs0 S6 T7 W6 I1 A4 Ld4 Lustrian Thunderer (Does 2d6 Thunderstomp attacks), Big Boned (Attacks that do multiple wounds are cut in half, rounding up), Large Target, Terror, 3+ Scaly Skin, 4 skink riders and 2 saurus warriors in a howdah. Skink Rider: with Javelin & Shield, Saurus Rider: with spear & Shield, 2 Large Blow Pipe Weapons in the howdah
Arcanadon: 220 points, Arcanadon (looks like a large Sauropelta with thick scales) M4 WS3 BS0 S5 T6 W5 I1 A3 Ld5 Large Target, Terror, Stubborn, 2+ Scaly Skin, 6 skink riders in a howdah with Weapon of the Old Ones.
Weapon of the Old Ones: Choose any point within 24" and scatter usint the scatter dice. Choose a direction from the determined point and roll the artillery die for a bounce distance. All units hit suffer D3 Strength 5 hits per rank. Hits count as flaming. Misfires on the initial scatter roll on the misfire chart (1=weapon & skinks destroyed & Arcarnodon suffers D6 S5 hits, 2,3,&4=D3 skinks dead, 5&6=does not fire this turn). Weapon requires 2 skinks to operate.
Couatl: 120 points, M4 WS3 BS0 S4 T4 W3 I4 A3 Ld8 Cold-Blooded, Fly, Terror, MR(2), -1 to hit in close combat, 5+ Scaly Skin, magical attacks. Lustrian Spirit: 3+ ward save from shooting, Call of the Jungle: During the shooting phase place center of small round template within 12" in Line of Sight. Scatter D6". All models hit must pass an initiative test or suffer a S4 hit, no armour saves.
Commentary:
The biggest change is making the Slann an even better mage, but also making him more costly and vulnerable to shooting. Less protection from template weapons (worse LOS!) and being able to be targeted by shooting are pretty big changes. The Slann will have to rely on either ethereal/4+ ward OR 2+ ward instead. I believe the Slann Generation rules provides a customization that is simple with impactful decisions while being flavorful at the same time.
All unit stats, rules, point costs, unit options, and categories are assumed to match the 7th Ed. book unless stated differently here. Mostly the same, additions and alterations are specified below.
Special Characters not considered.
Army rules:
Cold-blooded: Same.
Aquatic: Lake/River/Stream/Marsh Strider, Models within water terrain have soft cover, Models with the Scout rule count as being out of Line of Sight when being deployed within a Lake/River/Stream/Marsh
Scaly skin: Same.
Blowpipe: Same
Jungle Poison: Same.
Howdah Weapons: Ranged weapons in howdah may march and shoot.
Blessed Spawnings of the Old Ones:
Skink Cohort and Saurus Warrior units may choose a Blessed Spawning at a cost of 2 points per model. One unit with a Blessed Spawning may carry a magic banner up to 25 points. For each unit with a spawning, a matching unit of the same type without a spawning must march in the army. Skink Cohort units with a blessed spawning also bestow Kroxigors in that unit with the spawning. Skink and Saurus characters may not join a unit with a spawning unless they have the same spawning as the unit.
Skink Priests, Skink Chiefs, Saurus Scar-Vets, and Sarurus Oldbloods may choose a Blessed Spawning at a cost of 15 points (this does not count toward their magic item allowance).
Sotek: Devastating Charge, additionally skinks have Hatred (Skaven)
Quetzl: 5+ ward against attacks S6 and higher
Chotec: Swiftstride
Haunchi: Forest Strider, shooting attacks are -1 to hit
Tzunki: Aquatic, Vanguard
Tepok: MR(1), all mundane attacks are magical
Mark of the Old Ones: D3 rerolls per game (Characters only, 1 per army)
Magic Items: Only items listed here are in the new rules. All other army specific items are gone.
Blade of Realities: 60 points
Burning Blade of Chotec: Same.
Staff of the Lost Sun: 20 points.
Priranha Blade: 20 points.
Dagger of Sotek: 15 points. (Skinks only)
Sacred Stegadon Helm: 40 points. +1 armour save, +1 Ld, may reroll impact hits of ridden Stegadon (Skinks only)
Plaque of Dominion: 50 points, The range of all spells and lore attributes is increased 6".
Plaque of Tepok: 20 points, Mage knows 1 additional spell. This spell may either be in the mage's chosen lore (determined normally) or the signature spell of your choice from any of the other 7 basic lores of magic. The spell is chosen during the first magic phase and may be different each battle.
Cube of Darkness: 35 points.
Diadem of Power: Enchanted Item, 40 points. May save up to 2 power dice or up to 2 dispel dice for the next magic phase.
Itxi Grubs: Enchanted Item, 20 points. One use only. Roll a D6 after each use, on a 4+ another Itxi Grub is generated to be used later.
Bane Head: Same.
Cloak of Feathers: 15 points. (Skinks only)
Venom of the Firefly Frog: 10 points.
Charm of the Jaguar Warrior: 30 points. Characters on foot only. Character has M9 and swiftstride. Character may not join units.
Sun Standard of Chotec: 25 points.
Huanchi's Blessed Totem: 30 Points. One use only. When charging, roll an additional D6 and discard the lowest.
Jaguar Standard: 25 points. When pursuing, roll an additional D6 and discard the lowest.
Lords:
Slann: Base unit cost is 300 points. Standard position is in 3rd rank of a Temple Gaurd unit or 2nd rank of a Saurus Warrior unit; the 2nd rank of a Saurus Warrior unit never provides Cover to the Slann, the 3rd rank of a Temple Guard unit always provides Cover to the Slann. Slann is no longer restricted to cast Transformation of Kadon, but all of his abilities are lost while transformed except his 4+ ward save. Slann riding on a Palaquin may take Look Out Sir! test as if it was an infantry unit (Slann is now classified as a Monstrous Infantry), however it succeeds on a 4+ while in an infantry unit and on a 5+ when alone and within 3" of an infantry unit.
Slann Generations: each generation must be bought sequentially (must have a 4th Gen. ability before buying a 3rd Gen ability), may only choose 1 ability from each Generation.
5th Generation (free):
Higher State of Consciousness [Direct Damage Spell's targeting restriction on units engaged in close combat does not apply to the Slann, Ethereal, & MR(2)]
OR
Cosmic Perception [Magic Missiles Spell's Line of Sight or Frontal Arc restrictions do not apply to the Slann, 2+ Ward Save against shooting attacks]
4th Generation (50 points):
Acute Insight [+1 Wound, +1 Channel, & Successful Channel attempts add D3 dice to the pool]
OR
Becalming Cognition [+1 Channel & Enemy wizard within 24" disacards rolls of a '6' when casting spells]
3rd Generation (50 points):
Spirit of Rumination [Terror & +D6 to all cast attempts]
OR
Soul of Stone [Terror, +1 Toughness, & Does not roll on the miscast table on a 2+]
2nd Generation (50 points):
Focus of Mystery [+1 Channel & Loremaster of any of the basic 8 lores of magic]
OR
Balanced Concentration [+1 Channel, +1 Leadership, & Instead of rolling for spells in a lore, the Slann knows all 8 signature spells from the 8 basic lores of magic (each lore's attribute applies only when casting that lore's spell)]
Oldblood: 150 points base, can be mounted on Cold One (15 points), Horned One (60 points, skink rider included), Carnosaur (160 points), or
Raptorex (240 points) (looks like a giant Deinnoychus on a 75mmx100mm base) M9 WS3 BS0 S7 T6 W5 I2 A5 Ld5 Leap Attack: (If charge distance rolled is 10 or greater, Raptorex does D3 impact hits), Large Target, Cold-blooded, Thick-Skinned, Terror, Ultimate Predator, Swiftstride, Hatred (Large Targets), 3+ Scaly Skin
Heros:
Saurus Scar-Vet: 100 points base, can be mounted on Cold One (15 points), Horned One (60 points, skink rider included), or Carnosaur (160 points)
Skink Priest: May use any one of the basic lores of magic.
Skink Chief: 50 points base, no longer has mounted options, instead any Skink Chief has the option to ride any of the listed monsters by displacing a single skink rider from that monster only if that model does not already have a Skink Chief riding. In all cases, the monster is not considered part of the Skink Chief's profile, the monster must be listed as ridden by the Skink Chief in the army list, and the Skink Chief must stay on the monster until it is slain.
Available rides: Stegadon (with or without Skink Priest), Arcanodon, Thunder Lizard
Core:
Saurus Warriors: 11 points per model, can exchange Hand-Weapon for Spear for no cost.
Skink Cohorts: 5 points per model and WS3, Kroxigors (S5 with Great Weapons) may join at a 1:5 ratio to skinks (44 points per model), Kroxigors gain the Great Reach rule that allows them to attack from the 3rd rank if 2 ranks of skinks are in front of them, Kroxigors are placed in the 3rd rank by default. A unit with both skinks and kroxigors is no longer considered "Unique" unit type, it is a combined infanty/montrous infanty unit. Stomp attacks may be done by any opposing units as long as they are in base contact with a skink; all stomp attacks are distributed as shooting and any distributed onto Kroxigors are lost. Kroxigors' stomp attacks are applied to those units in base contact with the Kroxigors.
Skink Skirmishers: blowpipes included (javelin+shield are no longer an option, those weapons are carried by the ranked up skink unit), no other changes
Jungle Swarms: 25 points per model
Sarurus Cold One Riders: 24 points per model, no longer have thick-skinned rule, magic banners up to 25 points are allowed on 1 unit.
Special:
Horned Dragoons: 70 points per model, Skink & Saurus on a Horned One, monstrous cavalry on 50mmx75mm bases, Skink Rider: with Javelin & Shield, Saurus Rider: with spear & Shield, Horned One (Looks large Pachycephalosaurus with a large nose horn pointed 'out', not 'up'): M8 WS3 BS0 S4 T4 W3 I2 A3 Ld5 Special Rules: D3 impact hits at S6, Cold-blooded, Thick-Skinned, Fear, swiftstride, magic banners up to 50 points are allowed on 1 unit
Kroxigors: 44 points per model, S5 base (S7 with GW)
Stegadon: 195 points base, can upgrade bolt thrower to 2 large blowpipe weapons for 15 points (Ancient Stegadon are no longer an army option)
Temple Guard: 15 points per model
Terradons: same
Chameleon Skinks: same
Razordon: 60 points base, Shoot Barbs become S3, armour piercing with 18" range, Roll two artilley die for stand and shoot reaction shots, both rolls always occur. New special rule--Ornery Beast: Must take Leadership test when attempting to shoot on the same turn they marched. If fail, then unit does not shoot and loses D3 skinks per beast. Misfires kill 1 skink. Handlers are 4 points per model.
Rare:
Salamanders: 95 points base, Shoot Flames rule becomes Fire Thrower rule (S5). New special rule--Ornery Beast: Must take Leadership test when attempting to shoot on the same turn they marched. If fail, then unit does not shoot and loses D3 skinks per beast. Misfires kill 1 skink. Handlers are 4 points per model.
Thunder Lizard: 250 points,Thunder Lizard (looks like a Titanosaurus with a shorter neck and thick scales) M6 WS3 Bs0 S6 T7 W6 I1 A4 Ld4 Lustrian Thunderer (Does 2d6 Thunderstomp attacks), Big Boned (Attacks that do multiple wounds are cut in half, rounding up), Large Target, Terror, 3+ Scaly Skin, 4 skink riders and 2 saurus warriors in a howdah. Skink Rider: with Javelin & Shield, Saurus Rider: with spear & Shield, 2 Large Blow Pipe Weapons in the howdah
Arcanadon: 220 points, Arcanadon (looks like a large Sauropelta with thick scales) M4 WS3 BS0 S5 T6 W5 I1 A3 Ld5 Large Target, Terror, Stubborn, 2+ Scaly Skin, 6 skink riders in a howdah with Weapon of the Old Ones.
Weapon of the Old Ones: Choose any point within 24" and scatter usint the scatter dice. Choose a direction from the determined point and roll the artillery die for a bounce distance. All units hit suffer D3 Strength 5 hits per rank. Hits count as flaming. Misfires on the initial scatter roll on the misfire chart (1=weapon & skinks destroyed & Arcarnodon suffers D6 S5 hits, 2,3,&4=D3 skinks dead, 5&6=does not fire this turn). Weapon requires 2 skinks to operate.
Couatl: 120 points, M4 WS3 BS0 S4 T4 W3 I4 A3 Ld8 Cold-Blooded, Fly, Terror, MR(2), -1 to hit in close combat, 5+ Scaly Skin, magical attacks. Lustrian Spirit: 3+ ward save from shooting, Call of the Jungle: During the shooting phase place center of small round template within 12" in Line of Sight. Scatter D6". All models hit must pass an initiative test or suffer a S4 hit, no armour saves.
Commentary:
The biggest change is making the Slann an even better mage, but also making him more costly and vulnerable to shooting. Less protection from template weapons (worse LOS!) and being able to be targeted by shooting are pretty big changes. The Slann will have to rely on either ethereal/4+ ward OR 2+ ward instead. I believe the Slann Generation rules provides a customization that is simple with impactful decisions while being flavorful at the same time.