Chameleon Skink
camo-skink
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have you ever wanted there to be a unit or character that would be perfect for you? then right it down here with all its stats, special rules, equipment, and even fluff to share with everyone else!
salamander riders/ points per model: 95
skink rider
M:6 WS:4 BS:3 S:4 T:3 W:2 I:6 A:2 LD:6
salamander
M:7 WS:3 BS:3 S:5 T:4 W:3 I:4 A:2 LD:4
unit size: 2+
rider W and A: hand weapon, spear, shield
salamander W and A: teeth and claws (hand weapon)
special rules: cold blooded, aquatic, jungle poisons (rider only), skirmishers, 5+ scaly skink, fear, spout flames, tamed
tamed: on a misfire instead of the salamander attacking its rider, because it is now tamed it simply shot its flames the wrong way. roll the scatter dice to see which direction the flames go then roll the distance with the artillery dice. if it hit any unit, hits and wounds are resolved as normal
Only the hardiest of skinks, not occupying the role of skink chief, have been able to tame the mighty and ill-tempered salamander, with both strength and cunning, to be their monstrous mounts. Very few have been able to accomplish this task, but when the few that do succeed, they become a swift and deadly power. Unladen by skink handlers on foot restricting their abilities, the salamanders help guide their rider with their honed senses, as their riders guide them. Together, they can swiftly move through the jungle terrain and fast flowing rivers where no other mounts can go. By this they can reach the enemy to douse them in flames then backed by a deadly charge to the flank.
camo-skink
salamander riders/ points per model: 95
skink rider
M:6 WS:4 BS:3 S:4 T:3 W:2 I:6 A:2 LD:6
salamander
M:7 WS:3 BS:3 S:5 T:4 W:3 I:4 A:2 LD:4
unit size: 2+
rider W and A: hand weapon, spear, shield
salamander W and A: teeth and claws (hand weapon)
special rules: cold blooded, aquatic, jungle poisons (rider only), skirmishers, 5+ scaly skink, fear, spout flames, tamed
tamed: on a misfire instead of the salamander attacking its rider, because it is now tamed it simply shot its flames the wrong way. roll the scatter dice to see which direction the flames go then roll the distance with the artillery dice. if it hit any unit, hits and wounds are resolved as normal
Only the hardiest of skinks, not occupying the role of skink chief, have been able to tame the mighty and ill-tempered salamander, with both strength and cunning, to be their monstrous mounts. Very few have been able to accomplish this task, but when the few that do succeed, they become a swift and deadly power. Unladen by skink handlers on foot restricting their abilities, the salamanders help guide their rider with their honed senses, as their riders guide them. Together, they can swiftly move through the jungle terrain and fast flowing rivers where no other mounts can go. By this they can reach the enemy to douse them in flames then backed by a deadly charge to the flank.
camo-skink