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7th Ed. make your own lizardmen unit or character

I would say that normal chariots are a bad idea as they have to move along the ground, but considering that the Slaan seem to have no problems moving through the jungle on those things that it could be a valid way to get a chariot for the Lizards.
Note that difficult terrain is still counted as requiring double movement for the chariot, it just doesn't have a wheel smash into a large root and upturn the whole thing.
 
Are you suggesting using a Slann's palanquin as the chariot body? Because one of those is so non-aerodynamic it's not even funny.
:smug: :smug: :pigeon: <--Chariot
 
Are you suggesting using a Slann's palanquin as the chariot body? Because one of those is so non-aerodynamic it's not even funny.

lol, it is rather blocky isn't it. Yes that is pretty much what I had in mind, with some modifications of course such as a block and tackle and a harness so the cold ones can pull it seeing as it requires a Slann to move it by magic.

Just an idea for a fun fast unit to harass the flanks and cause some real nasty problems, a half way point between the COR and a steggie, that also offered an interesting model/conversion project.
 
with that in mind i suppose you could probally put a planaquin behind a couple of cold-ones and have a couple of saurus with a bow or pipes (whichever you didn't use on your steg) and just count it as a steg i am sure that no one would complain with that conversion
it would actually look really cool and might win you some awards if you did it up well enough
 
i thought that slann could only focus on one chariot, and since saurus have no magical powers it would have to be controlled by a skink priest with saurus crew and cold ones, or skink crew and horned ones. or if your feeling really imaginative, since the plaquien floats have terradons pull it through the air! :smug:

camo-skink
 
with that in mind i suppose you could probally put a planaquin behind a couple of cold-ones and have a couple of saurus with a bow or pipes (whichever you didn't use on your steg) and just count it as a steg i am sure that no one would complain with that conversion

It would look pretty cool, but the idea for the unit was to have something that could hit about as hard as a steg without being as easily singled out as one (not a large target) but also it would have to move faster so I dropped the terror and the warmachine on the top because if not it would be an incredibly beardy piece of cheese.

or if your feeling really imaginative, since the plaquien floats have terradons pull it through the air!

hmmm. a 20 inch movement chariot. maybe its just a little bit to powerfull.
 
lol then it needs to be able to "drop rocks" like a terradon, to all the "good little girls boys and.... slaanesh"
 
Make it a slann on the palanquin as an upgrade, paint it red, and give it fire magic.
On the night before christmas, all thru the house, every creature was flaming, even a mouse
Santa claus was delivrin' *spicy hot* toys to the *bad* little Orc Girlz and Boyz
Well? What do you think? It could be a new slann upgrade(even though they have so many already, it'd just get cheap... and somewhat redundant, cuz' the have telepathy, and wouldn't want to get to close.)
 
TheAncientOne said:
On the night before christmas, all thru the house, every creature was flaming, even a mouse

What about mazdamundi's flaming frogs?
 
how about:

i tried to use the salamander formula


Ancient's Familiars RARE 75 pts each ( 1 familiar + 3 monks )

Unit size: 1-3 familiars, each familiar comes with 3 skink monks
can but aditional skinks like a salamander


Familiar: ( looks like a dimethrodon )

M Ws Bs S T W I A Ld
6 3 3 5 4 3 4 2 4 ( same as a salamander )

Special rules: Cold blooded, scaly skin (5+), anphibious, Terror, Loose formation, Arc lightning, Protection of the gods, Great Sails, Sacred Bodyguards

Skink monk

M Ws Bs S T W I A Ld
6 2 3 3 2 1 4 1 6 ( same as a skink )

Special rules: Cold blooded, anphibious, Loose formation, Magic Anchor, "shut up and get behing me... Sir"
equipment: javelin and shield


Sacred Bodyguads: A skink Priestsn can take a unit of Familiars as a "mount choice". In that case, the unit does not take up a rare slot. Multiple Priests can take the same unit as their "mount choice", but you pay for it only once.


Loose formation: The unit behaves like skirmishes, regardless of how many priests have joined the unit.

Protection of the gods: Every model in the unit benefits from a 5+ Ws as long as there is a familiar in the unit.

Great Sails: Each Priest in a unit of familiars which has at least 1 familiar benefits form an aditional power dice ( generated for each priest, not the common dice pool ), aditionaly, every familiar in a unit with at least 1 priest generates 1 dispell dice per Familiar.

Arc lightning: A unit of familiars with at least 1 priest and 1 familiar can cast a bound spell at level 4 + X . This spell is a magic misile, with a range of 18" that does 1D6 + X hits at strengh 2 + X. X is the number of Familiars in the unit

Magic Anchor: If a priest in a unit of Familias causes a misscast, instead of rolling on the miscast table, roll 1D3 and remove those many monks.

"shut up and get behing me... Sir": As long as there are at least 1 familiar or 1 monk in the unit, Skink priests cannot be attacked and cannot attack, but are considered to be in combat to all other effects.
 
Master Hunter Hualot-kor - 100 points
Code:
 M WS BS S T W I A Ld
 6  3  3 4 2 1 4 1 7

Weapons & Armor
Hand Weapon

Special Rules: Cold Blooded, Aquatic, Skirmisher, Hunting Pack
Master Handler
: Hualot-kor is a powerful Skink that has mastered his dominance over the Jungle Beasts of Lustria.

Hualot-kor can be fielded only as an additional Skink handler for one Salamander or Razordon Hunting Pack. When added to the pack, all Misfires are re-rolled until a successful attack is made.
 
asrodrig said:
Master Hunter Hualot-kor - 100 points
Code:
 M WS BS S T W I A Ld
 6  3  3 4 2 1 4 1 7

Weapons & Armor
Hand Weapon

Special Rules: Cold Blooded, Aquatic, Skirmisher, Hunting Pack
Master Handler
: Hualot-kor is a powerful Skink that has mastered his dominance over the Jungle Beasts of Lustria.

Hualot-kor can be fielded only as an additional Skink handler for one Salamander or Razordon Hunting Pack. When added to the pack, all Misfires are re-rolled until a successful attack is made.

Or you could have another whole salamander... for fewer points...
:rolleyes:
 
Had to simplify mine a little...

Skink Dragoons (rare choice) Unit size: 3-10 Pts cost: 40
M:- WS:4 BS:4 S:3 T:3 W:1 I:4 A:1 Ld:7
Dragoon Adept
M:- WS:4 BS:4 S:3 T:3 W:1 I:4 A:2 Ld:7
Command: Upgrade a single skink Dragoon to a Dragoon Adept for 20 pts.
may have a magic item worth up to 25 points

special rules: cold-blooded, aquatic, skirmishers*, Venom of the Firefly Frog
equipment: light armor, shield, razordon-tail spears (count as lances), javelins

Cliff Racers (mount)
M:8 WS:4 BS:- S:3 T:- W:- I:6 A:2 Ld:-
special rules: cold-blooded, aquatic, skirmishers*, poisoned attacks, keen eyes, spectacular leap

*Each model is only considered US1, so they retain -1 to hit from skirmish rule

poisoned attacks: Cliff Racers hunt by swooping down upon their prey to deliver their deadly poison. All close combat attacks (but not impact hits) count as poisoned.

keen eyes: Cliff Racers and their well-trained Dragoon riders are very focused in battle, and can spot targets beyond units of skirmishers. Units of Skink Dragoons ignore all units of skirmishers, warmachines, and US1 characters on foot for the purposes of determining their line of sight.

spectacular leap: Once per movement phase, the unit may choose to make a giant leap to cross over obstacles or over units. Nominate the object you are attempting to cross over, then roll a D6. Subtract this number from the distance you would have moved normally, be it a normal move, march, or a charge. For example, if you roll a 3, then your new march or charge range is now 13 instead of 16. If your adjusted distance places the majority of the models past the target of your jump, then they have cleared the obstacle. If less than half have cleared the obstacle, place all models in front of the obstacle. If the Knight Dragoons ever begin their turn on a hill, they may move as normal and make a leap as described above, or they may make a single fly move for that turn, as they glide down from a higher elevation. Finally, when a charge is successfully completed in which the Dragoons have made a leap (or if they are gliding down from elevation), each model inflicts a strength 4 impact hit.

Since learning to ride and control these agile beasts takes extensive training, they are not available as character mounts and characters cannot join units of Skink Dragoons.
 
Caneghem said:
razordon-tail spears (count as lances)

Haha, I like that touch. An interesting unit, sounds like fun, although slightly complicated.
 
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