So, got this idea of a a saurus special character -
You take a saurus oldblood named, say, Lok-Gor, that has been around for thousands of years and seen hundreds of wars, and at some period he begins hearing voices of distant gods in his head that lead him and his armies to victory time after time. At some moment, the slaan understand that they are, in fact, the lod ones' voices and grant the saurus, since he is their herald, ancient weaponry, armor and a palanquin and now he sometimes joins lizardmen armies, if this is the will of the old ones. It is rough, but that's the best I can do, sorry.
So - normal oldblood stats with LD 9 and the next special rules -
Chosen of the old ones - at the beginning of your turn, roll a D6 to determine, who of the old ones guides him -
1) Itzl - +1 attack
2) Quetzl - +1 toughness
3) Chotek - +1 Initiative
4) Tzkatli - +1 strength
5) Tlanxa - +1 weapon skill
6) The old ones unite - all said effects are in play, however, Lok-Gor is unstable
Said effect lasts until your next turn
Palanquin - his palanquin grants him +2 wounds and +1 toughness as well as a +2 to his armor save armor save and a 4+ ward save.
Voices of the old ones - the old ones teach him the arts of magic - during your magic phase, Lok-Gor gets D3 casting dice that only he is allowed to use, as per chanelling. he know 2 spells - fireball and regeneration and counts as a level 2 wizard. However, he is also stupid.
sword of Tlanxa - +1 strength, ASF, every wound he makes is doubled (so, if he makes 3 wounds on a unit of clanrats, the opponent must remove 6 of them)
Shield of Quetzl - shield, immune to KB, HKB, parry save 4+
Herald of the old ones - all lizardmen units within 12'' are stubborn.
I guess, thats it. Any ideas, what to fix and how many points he should cost?
You take a saurus oldblood named, say, Lok-Gor, that has been around for thousands of years and seen hundreds of wars, and at some period he begins hearing voices of distant gods in his head that lead him and his armies to victory time after time. At some moment, the slaan understand that they are, in fact, the lod ones' voices and grant the saurus, since he is their herald, ancient weaponry, armor and a palanquin and now he sometimes joins lizardmen armies, if this is the will of the old ones. It is rough, but that's the best I can do, sorry.
So - normal oldblood stats with LD 9 and the next special rules -
Chosen of the old ones - at the beginning of your turn, roll a D6 to determine, who of the old ones guides him -
1) Itzl - +1 attack
2) Quetzl - +1 toughness
3) Chotek - +1 Initiative
4) Tzkatli - +1 strength
5) Tlanxa - +1 weapon skill
6) The old ones unite - all said effects are in play, however, Lok-Gor is unstable
Said effect lasts until your next turn
Palanquin - his palanquin grants him +2 wounds and +1 toughness as well as a +2 to his armor save armor save and a 4+ ward save.
Voices of the old ones - the old ones teach him the arts of magic - during your magic phase, Lok-Gor gets D3 casting dice that only he is allowed to use, as per chanelling. he know 2 spells - fireball and regeneration and counts as a level 2 wizard. However, he is also stupid.
sword of Tlanxa - +1 strength, ASF, every wound he makes is doubled (so, if he makes 3 wounds on a unit of clanrats, the opponent must remove 6 of them)
Shield of Quetzl - shield, immune to KB, HKB, parry save 4+
Herald of the old ones - all lizardmen units within 12'' are stubborn.
I guess, thats it. Any ideas, what to fix and how many points he should cost?