Don't bother with the Crown - the Scar-Vet generates enough CR himself that he shouldn't need to worry.
I would say Cold One, Dawn Stone, Dragonhelm, Light Armour, Shield, Halberd.
You are two points over budget, but with that build you get a 0+ armour save vs ranged, 1+ in combat and both with a re-roll; a 2+ ward save vs flaming attacks (the most common form of magic missile, and fairly common on units thanks to the Flaming Banner also), and 4 strength 6 attacks. He also causes Fear and is Immune to Psychology (thanks, Cold One!), all for the low, low price of Stupidity.
Whether you spend the extra two points to go for a Great Weapon is a matter of personal choice. Halberds will kill anything at Toughness 4 with a 4+ armour save just as well as a Great Weapon, and that's the majority of the stuff in the game, except every now and again you will actually get to attack first or at least simultaneously. It shouldn't be overlooked ,especially as plenty of scary things are Initiative 2 or lower (Treemen, Ogres, Hydras, Trolls, Juggernaughts, Dragon Ogres, Hellcannons, other Lizardmen, Great Weapons and, most importantly, other Scar-Veterans with Great Weapons).
Great Weapons will only really shine against bigger beasties with T5 and a better than 3+ armour save (I say better than 3+, because an armour save reduced to 6+ by strength 6 isn't really worth the paper its written on). These are rare enough, especially at low points games, but they do exist. Chariots, for one. A Halberd Scar-Vet will eventually grind one out, and with that insane armour save he is very unlikely to die before doing so - a Great Weapon Scar-Vet will just do it sooner, which has its own advantages. Especially as this is a low points game he'll be your only tin-opener, so you may want to consider it.
That being said, in theory you can just use your skinks to redirect anything scary and use a Halberd Scar-Vet to mop up.