Current up to date rules are followed. Need some thoughts on the base size, I already think its big enough but looking at the Dreads official base size i'm inclined to go back to over 300mm length. I think the dreads base needs to be nerfed, so i'm nervous making mine much bigger incase that does happen at some point with a new release or something.
I think i've gone through and caught everything except changing all distances to " which I'll go through and do, have to start getting ready for my doc appointment here soon
Thunderlizard rules
Thunderlizard (?220mm x 200mm base?)
*The Thunderlizard is the largest of the monsters in a Slanns memory and only a few remain alive from The World That Was on the Floating Isle in Ghur where the Temple City of Xiuhcoatl resides. In its wake, destruction akin to a natural disaster is left behind. With few predators large enough to engage with it the Thunderlizard fears virtually nothing, the very sight or even its bellowing call cause whole armies to turn and run.*
Cost: 1100 points – General Variant
800 Points – Normal Variant
Wounds: 28
Bravery: 10
Save: +3, 6+ Ward
Move: ●
Unit size: Unique – 1 per army, may be a general
Command Trait
God Like Presence:
At the beginning of the shooting phase choose one of the following traits:
Trait of the Savage Primordials: Skinks/Saurus Warrior/Gaurd: additional 6+ FNP, or -1 Rend/+1 ATK
Trait of Beast Handling:
Razordons: -1 Rend/16" range
Salamanders: Re-roll Hit Rolls of 1 and may retreat at the end of the shooting phase up to 4”
Trait of Honored Warriors: Kroxigor: Moonhammer range increased to 3"
Command Ability:
Command the Skies:
During your hero phase your Thunderlizard may let out a loud bellow leading the skinks in the howdah to assist nearby flying units. If he does, until the start of your next turn Ripperdactyl and Terradon units within 18" of the TL automatically receive the terrain bonus to save rolls. Additionally add 1 to the attack characteristic of the terradons sunleach bolas and The Swooping Dive ability now applies -2 rendfor Ripperdactyls Vicious beaks the combat phase with its Slashing Claws and Vicious Beak as the skinks supply the Terradons with additional ammunition distracting the targets of the ripperdactyls allowing them to more easily tear into their foes. do not make attacks during the shooting phase this turn with the TL Meteoric Javelins. This effect lasts until the start of your next Hero phase and you do not have to declare that the Ripperdactyls are swooping down when using this ability.
Weapons:
Titan Stomp: 2d6/5+/2+/-3/*; wounds of 6 inflict mortal wounds instead.
Meteoric Spears: 8”/8/5+/4+/-/1
Wounds table:
Suffered Move Titan Stomp Celestial lightning
0-5 12 6 4d6
6-10 10 D6 3d6
11-15 8 3 3d6
16-20 8 3 2d6
21+ 6 D3 2d6
Abilities:
Cracking Tail Whip:
*The Thunderlizards tail crackles with natural electrical currents and is fitted with metal spikes and gold-plated armor as it whips through the air at lightning speed. Even the greatest of monsters and daemons stagger back at its might* At the start of every combat phase roll a die for each enemy unit within 6 inches. On a 2+ roll a die for each enemy model in that unit. On a 5+ deal one mortal wound.
Celestial Lightning:
*From atop of the head of the beast a Star Priest calls down a massive lightning strike against a foe from across the battlefield* During the shooting phase pick a enemy unit within 24” roll a number of dice as per the wound table. If the roll is equal to or more than the bravery of the unit, that unit takes D6 mortal wounds.
Colossal Mass:
*So thick is the hide of a Thunderlizard that only the sharpest and strongest of weapons can pierce its hide, but even then it only angers the beast* The sheer size and tough hide of the Thunderlizard makes most weapons ineffective at causing damage, and even allows the Thunderlizard to plow through all but the most devastating spells. as such do not apply negative modifiers to the Thunderlizards save rolls, and for every wound or mortal wound assigned to the Thunderlizard roll a d6. On 6+ the wound is ignored.
Imposing Visage:
*The sight of a Thunderlizard in the distance is enough to send a enemies army back to where it came from as its morale is sapped from it before the creature is engaged* Enemy Units within 12” have their bravery reduced by 1.
Thunderous Gait
:*Thunderlizards are so large that a single step is a hundred steps for a horse, lumbering along the behemoth breaks the ground and men under its foot* The immense bulk of a Thunderlizard entering the battlefield is frightening to both foe and ally as any foolish enough to be caught in its quaking footfalls are sure to be bloodied, broken, and scattered. When this model makes a normal move, it can pass across models with a Wounds characteristic of 8 or less, as well as terrain pieces that are equal to or less than 6”, in the same manner as a model that can fly. In addition, after this model has made a normal move or a charge move, roll a dice for each unit that has any models it passed across, and each other unit that is within 1" of this model at the end of the move. On a 2+ that unit suffers D6 mortal wounds. Any units successfully wounded by this ability suffer -1 Bravery until the end of the turn.
Crushing Fall:
*To be caught under a falling Thunder Lizard is to being under a collapsing mountain of flesh and bone* If this model is slain the controlling player picks anywhere on the battlefield within 5" of the Thunder Lizard, any units within 4" suffer D6 mortal wounds.
Magic:
The Thunderlizard is a Wizard due to the Star Priest on its head and can cast 2 spells in your hero phase and attempt to unbind two spells in your opponents hero phase. The Thunderlizard is a valid target for the Slann’s Arcane Vassel ability. If a Slann is within 12” of the a Thunderlizard both the Slann and Thunderlizard receive +1 to casting rolls.
The Thunderlizard knows Arcane Bolt, Mystic Shield and Rejuvenate Wounds spells
Rejuvenate Wounds: CV 8 24” range. Adept at keeping their prized mounts alive, the controlling Star Priest casts regenerative life magic to heal even the most grievous of wounds. If successfully cast and not unbound Rejuvenate Wounds heals one MODEL within 24” of 2d3 wounds. If that model is a Thunderlizard it heals 4 wounds instead.