Grand Army Composition (Note: Allow for more than one Slann and more than one unit of Temple Guard. Remove the silly Skink Priest restrictions, and the Saurus tax.)
Characters – Up to 50% of your army’s points value may be spent on:
- 0-1 Slann Mage Priest or Saurus Oldblood per 1,000 points
- Saurus Scar-Veterans, Skink Priests and Skink Chiefs
Core – At least 25% of your army’s points value must be spent on:
- Saurus Warriors, Skink Skirmishers and Jungle Swarms
- If your army’s general is a Slann Mage Priest, 0-1 unit of Temple Guard may be taken as a Core choice
Special – Up to 50% of your army’s points value may be spent on:
- Temple Guard, Chameleon Skinks, Kroxigor, Cold One Riders, Terradon Riders and Ripperdactyl Riders
- 0-2 Bastiladons per 1,000 points
- 0-1 Stegadon per 1,000 points
Rare – Up to 25% of your army’s points value may be spent on:
- Salamander Packs, Razordon Packs and Troglodons
- 0-1 Ancient Stegadon per 1,000 points
Mercs and Allies as per the Legacy rules.
Special rules (Note: Some Skinks have Aquatic, some have Move Through Cover; get rid of one. Cold Blooded should never have been nerfed.)
Cold Blooded: Change to: “When required to make a Leadership test or a Break test, models with this special rule may roll an extra D6 and discard the highest result.”
Aquatic: Delete Aquatic, and replace any instance of it with Move Through Cover
Characters
Slann Mage-Priests (
Note: Pretty much like the Square Based Renegade Pack. Let them join units and give them abilities to match their points cost.)
- Increase base size to 60 × 60 mm
- Increase Movement to 4
- Change Troop Type to Monstrous Infantry
- Gain Wisdom of the Old Ones: Once per turn, a model with this special rule may re-roll one of the dice from a single failed Casting roll. In addition, a model with this special rule knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
- Gain Palanquin: A model with this rule may join units with the Guardians special rule despite having the Fly special rule. As long as the front rank of that unit contains a minimum of 4 models, this model may be placed in the second rank, while continuing to confer benefits to the unit in the form of Leadership and special rules. As long as this model is not in a fighting rank it may not attack or have attacks directed against it or cast Assailment spells, but it can cast and dispel other spells as normal, even if its unit is engaged in combat. For the purposes of shooting and casting spells, this model has a 360 degree vision arc and ignores models in its own unit when drawing a line of sight.
Skink Priests (
Note: A puzzling lack of mounts ... also, Armoured Hide was made for Lizardmen.)
- May be mounted on a Terradon for +30 points
- Replace calloused hide with Armoured Hide (1)
Saurus Oldbloods, Saurus Scar Veterans and Skink Chiefs (
Note: Let the combat heroes take light armour.)
- Replace scaly skin with Armoured Hide (2) and calloused hide with Armoured Hide (1)
- May take light armour for +6, +6, and +4 points, respectively
Core
Saurus Warriors
- Replace scaly skin with Armoured Hide (2)
- Gain: 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points
- Decrease points cost to 13 points per model
Temple Guard
- Replace scaly skin with Armoured Hide (2)
- Increase Initiative to 2
- Change Guardians to: A unit in which the majority of models has this special rule may be joined by models with the Palanquin special rule.
Skink Skirmishers
- Replace calloused hide with Armoured Hide (1)
- May take blowpipes for free
- Increase points cost to 6 points per model
Special
Cold One Riders (
Note: these must come down in points; just compare them to Dark Elf Cold One Knights ...)
- Replace scaly skin with Armoured Hide (2)
- Gain Furious Charge
- Replace the cavalry spears option with: The entire unit may take lances … +2 points per model
- Decrease points cost to 32 points per model
Kroxigor (
Note: Not killy or hard enough. Up their save and their AP.)
- Replace scaly skin with Armoured Hide (3)
- Replace Great Weapons with Saurian Maul (Range: Combat; Strength S+2; AP -3; Requires Two Hands, Strike Last)
Bastiladons
- Ark of Sotek needs rework, but I don't know what. Healing ability automatic, or 1/game create 1 new Jungle Swarm base, or give Poisoned Attacks to a unit for a turn?
Terradon and Ripperdactyl Riders
- Replace calloused hide with Armoured Hide (1)
Rare
Salamander Packs
- Replace calloused hide with Armoured Hide (1)
- Fiery breath: Replace Breath Weapon with Column of Fire (‘misfire’ removes D3 Skink handlers – if no handlers, Salamander suffers a Wound), and gain Flaming Attacks, Move & Shoot, and Cumbersome
Razordon Packs
- Replace calloused hide with Armoured Hide (1)
- Razor barbs: Replace Multiple Shot (D3) with Needs More Nails (‘misfire’ removes D3 Skink handlers – if no handlers, Razordon suffers a Wound)
Stegadons and Ancient Stegadons (including character mounts) (
Note: Impact Hits gain AP like the Ogre Stonehorn; Howdah and Engine per Square Based Renegade Pack.)
- Gain Thunderous Charge: Impact Hits caused by this model have an Armour Piercing characteristic of -2.
- Change Arcane Configuration to: Friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.
- Change Split Profile (Chariots) to “In combat, all enemy rolls To Hit are made against the highest Weapon Skill available among this model’s split profiles.” (As per Square Based Renegade Pack)
Troglodons
- Need a complete rework, but I don't know what. Skink character mount? Power Level 2 Bound spell – choose which? Primeval Roar affects all units in Command Range, trigger 1/turn, or automatically 1/game, give something else than Furious Charge?
Lore of Lustria
Apotheosis: Change first sentence of Effect to: “This spell can target friendly characters, including characters engaged in combat.”