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kermitthefrog3
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I am disapointed that lizardmen do not have thier own lore, and have to make do with the 8 main ones. This is particularly annoying as A) Most armies that have decent magic have thier own lore, and B) These lores I feel are better than the 8 in the rulebook. The 8 main lores can be good in the right situation, but dont compare to Tzeentch, Nurgle, Dark magic, Vampire magic, Tombs kings magic, and even greenskin magic.
I had some ideas for a Lizardmen lore. It involves some nice damaging spells as well as some combat boost and irritation spells.
1) Fury of the Jungle - 5+ to Cast
The slaan summons the various reptiles and snakes of the forest floor to wreak havoc upon the enemies' lines.
This spell can be used 3 different ways. Firstly it can be used to inflict d6 str 3 hits that always wound on a 4+ or better (This represents the poison of the jungle's various inhabitants) on a unit within 30" (no LOS required) Secondly, it can be used to give a friendly unit within 24" poisoned attacks (shooting and combat). Thirdly, it can be used to add a base of jungle swarms to a unit within 24", which can take them above thier starting numbers.
2) Harrowing Fever - 7+ to cast Remains in Play
Those who enter Lustria unprepared or unwanted often find themselves ravished with hideous fevers. The Slaan can use magic to manipulate these diseases and bestow them upon thier enemies during battle.
Pick an enemy unit within 24" and in LOS. roll a d6 for every model in the unit. On the roll of a 6 they succumb to the fever and take a wound with no armour saves. The unit will take damage in this way at the end of every turn the spell is still active. Units cannot shoot missile weapons or operate war machines while the spell is active.
3) Blessing of Sotek - 8+ to cast
Calling upon the the Lizardmen's most Revered God, the Slaan can embew a friendly unit with the serpent Lord's blessing, making them extremely formidable in a fight.
Pick a friendly unit within 24, even if they are engaged in close combat. The unit can reroll failed To Hit rolls in close combat and gains the armour piercing special rule until the start of the Lizardmen's next magic phase.
4) Grasping Vines - 9+ to cast
Vines and branches grasp at the enemy, slowing them down considerably and making them easy targets for the Lizardmen fighters.
Pick an enemy unit within 18" that is engaged in close combat. That unit is reduced to WS1, Automatically stikres last (regardless of ASF or any other rules they may have) and flees/pursues at one dice less than normal until the end of the turn.
5) Jaws of the Carnosaur - 11+ to Cast
Calling upon the spirit of Lustria's greatest predator, the Slaan can inflict enormous damage to the enemy.
Pick an enemy unit within 18" and in Line of sight. That unit takes D3+1 Str 7 hits.
6) Re-alignment of Contients - 13+ to Cast
A Spell that has created and destroyed worlds to carry out the great plan. It has ruined nations and caused untold deaths that the Slaan are oblivious to.
Choose an enemy unit within 24". No LOS is required. That unit takes 2d6 str 5 hits and its movement rate is halved until the end of the opposing players turn.
What do you guys think?
Thanks
Kermitthefrog3
I had some ideas for a Lizardmen lore. It involves some nice damaging spells as well as some combat boost and irritation spells.
1) Fury of the Jungle - 5+ to Cast
The slaan summons the various reptiles and snakes of the forest floor to wreak havoc upon the enemies' lines.
This spell can be used 3 different ways. Firstly it can be used to inflict d6 str 3 hits that always wound on a 4+ or better (This represents the poison of the jungle's various inhabitants) on a unit within 30" (no LOS required) Secondly, it can be used to give a friendly unit within 24" poisoned attacks (shooting and combat). Thirdly, it can be used to add a base of jungle swarms to a unit within 24", which can take them above thier starting numbers.
2) Harrowing Fever - 7+ to cast Remains in Play
Those who enter Lustria unprepared or unwanted often find themselves ravished with hideous fevers. The Slaan can use magic to manipulate these diseases and bestow them upon thier enemies during battle.
Pick an enemy unit within 24" and in LOS. roll a d6 for every model in the unit. On the roll of a 6 they succumb to the fever and take a wound with no armour saves. The unit will take damage in this way at the end of every turn the spell is still active. Units cannot shoot missile weapons or operate war machines while the spell is active.
3) Blessing of Sotek - 8+ to cast
Calling upon the the Lizardmen's most Revered God, the Slaan can embew a friendly unit with the serpent Lord's blessing, making them extremely formidable in a fight.
Pick a friendly unit within 24, even if they are engaged in close combat. The unit can reroll failed To Hit rolls in close combat and gains the armour piercing special rule until the start of the Lizardmen's next magic phase.
4) Grasping Vines - 9+ to cast
Vines and branches grasp at the enemy, slowing them down considerably and making them easy targets for the Lizardmen fighters.
Pick an enemy unit within 18" that is engaged in close combat. That unit is reduced to WS1, Automatically stikres last (regardless of ASF or any other rules they may have) and flees/pursues at one dice less than normal until the end of the turn.
5) Jaws of the Carnosaur - 11+ to Cast
Calling upon the spirit of Lustria's greatest predator, the Slaan can inflict enormous damage to the enemy.
Pick an enemy unit within 18" and in Line of sight. That unit takes D3+1 Str 7 hits.
6) Re-alignment of Contients - 13+ to Cast
A Spell that has created and destroyed worlds to carry out the great plan. It has ruined nations and caused untold deaths that the Slaan are oblivious to.
Choose an enemy unit within 24". No LOS is required. That unit takes 2d6 str 5 hits and its movement rate is halved until the end of the opposing players turn.
What do you guys think?
Thanks
Kermitthefrog3