Chicken Lips said:
Wow. And that was fun? Or just frustrating for your opponent?
Instead of disciplines you chose your Slann's generation and the generation came with a set assortment of goodies.
Slann were 5th gen by default and you could pay to go up to 4th, 3rd, or 2nd and all things were cumulative for the Slann before them.
5th Gen = + 1 to cast and dispel, roll spells from multiple lores if you choose
4th Gen = +20 SS, Miscasts are autofails but no chart roll (in those days miscasts were failures not Irresistible Force)
3rd Gen = +42.5 SS and a Hero Slot (categories were limited in numbers of units not points) +1 Wound, gain a free spell to hex enemy wizards making them discard 6s (or 5s and 4s on the boosted version). +100 VP to opponent if the Slann is slain
2nd Gen = +135 points, a hero slot , and a Rare slot, +1 Wound, free power die on every casting attempt, +100 VP to opponent if Slann is slain. My understanding is if the Slann died, the Lizardmen's opponent practically auto-won. Not that different from fighting pre-End Times Undead in 8th edition.
I started in 6th Gen but I never played big games, so it was always Slann-less. I was leery of going 3rd or 2nd gen. That's a lot of eggs in one basket. The Southlands list did not allow Slann below 4th Generation at all.