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Updated 10/23
Thunder Lizard rules
Thunder Lizard (?220mm x 200mm base?)
*The Thunderlizard is the largest of the monsters in a Slanns memory and only a few remain alive from The World That Was on the Floating Isle in Ghur where the Temple City of Xiuhcoatl resides. In its wake destruction of akin to a natural disaster is left behind. With few predators large enough to engage with it the Thunderlizard fears virtually nothing, the very sight or even its bellowing call cause whole armies to turn and run.*
Cost: 800 points
Wounds: 28
Bravery: 10
Save: +3, 6+ Ward
Move: ●
Unit size: Unique – 1 per army, may be a general
Weapons:
Titan Stomp: 2d6/5+/2+/-3/*; wounds of 6 inflict mortal wounds instead.
Meteoric Spears: 8”/8/5+/4+/-/1
Wounds table:
Suffered Move Titan Stomp Celestial lightning
0-5 12 6 4d6
6-10 10 D6 3d6
11-15 8 3 3d6
16-20 8 3 2d6
21+ 6 D3 2d6
Abilities:
Cracking Tail Whip: *The Thunderlizards tail crackles with natural electrical currents and is fitted with metal spikes and gold-plated armor as it whips through the air at lightning speed. Even the greatest of monsters and daemons stagger back at its might* At the start of every combat phase roll a die for each unit within 6 inches. On a 2+ roll a die for each model in that unit. On a 5+ deal one mortal wound.
Celestial Lightning: *From atop of the head of the beast a Star Priest calls down a massive lightning strike against a foe from across the battlefield* During the shooting phase pick a unit within 24” roll a number of dice as per the wound table. If the roll is equal to or more than the bravery of the unit, that unit takes D6 mortal wounds.
Colossal Mass: *So thick is the hide of a Thunderlizard that only the sharpest and strongest of weapons can pierce its hide, but even then it only angers the beast* The sheer size and tough hide of the Thunderlizard makes most weapons ineffective at causing damage, and even allows the Thunderlizard to plow through all but the most devastating spells. as such do not apply negative modifiers to the Thunderlizards save rolls, and for every wound or mortal wound assigned to the Thunderlizard roll a d6. On 6+ the wound is ignored.
Imposing Visage: *The sight of a Thunderlizard in the distance is enough to send a enemies army back to where it came from as its morale is sapped from it before the creature is engaged* Enemy Units within 12” have their bravery reduced by 1.
Thunderous Gait:*Thunderlizards are so large that a single step is a hundred steps for a horse, lumbering along the behemoth breaks the ground and men under its foot* The immense bulk of a Thunderlizard entering the battlefield is frightening to both foe and ally as any foolish enough to be caught in its quaking footfalls are sure to be bloodied, broken, and scattered. When this model makes a normal move, it can pass across models with a Wounds characteristic of 8 or less, as well as terrain pieces that are equal to or less than 6”, in the same manner as a model that can fly. In addition, after this model has made a normal move or a charge move, roll a dice for each unit that has any models it passed across, and each other unit that is within 1" of this model at the end of the move. On a 2+ that unit suffers D6 mortal wounds. Any units successfully wounded by this ability suffer -1 Bravery until the end of the turn.
Crushing Fall: *To be caught under a falling Thunder Lizard is to being under a collapsing mountain of flesh and bone* If this model is slain the controlling player picks anywhere on the battlefield within 5" of the Thunder Lizard, any units within 4" suffer D6 mortal wounds.
Magic:
The Thunderlizard is a Wizard due to the Star Priest on its head and can cast 2 spells in your hero phase and attempt to unbind two spells in your opponents hero phase. The Thunderlizard is a valid target for the Slann’s Vassel ability. If a Slann is within 12” of the a Thunderlizard both the Slann and Thunderlizard receive +1 to casting rolls.
The Thunderlizard knows Arcane Bolt, Mystic Shield and Rejuvenate Wounds spells
Rejuvenate Wounds: CV 8 24” range. Adept at keeping their prized mounts alive, the controlling Star Priest casts regenerative life magic to heal even the most grievous of wounds. If successfully cast and not unbound Rejuvenate Wounds heals one MODEL within 24” of 2d3 wounds. If that model is a Thunderlizard it heals 4 wounds instead.
Thunder Lizard rules
Thunder Lizard (?220mm x 200mm base?)
*The Thunderlizard is the largest of the monsters in a Slanns memory and only a few remain alive from The World That Was on the Floating Isle in Ghur where the Temple City of Xiuhcoatl resides. In its wake destruction of akin to a natural disaster is left behind. With few predators large enough to engage with it the Thunderlizard fears virtually nothing, the very sight or even its bellowing call cause whole armies to turn and run.*
Cost: 800 points
Wounds: 28
Bravery: 10
Save: +3, 6+ Ward
Move: ●
Unit size: Unique – 1 per army, may be a general
Weapons:
Titan Stomp: 2d6/5+/2+/-3/*; wounds of 6 inflict mortal wounds instead.
Meteoric Spears: 8”/8/5+/4+/-/1
Wounds table:
Suffered Move Titan Stomp Celestial lightning
0-5 12 6 4d6
6-10 10 D6 3d6
11-15 8 3 3d6
16-20 8 3 2d6
21+ 6 D3 2d6
Abilities:
Cracking Tail Whip: *The Thunderlizards tail crackles with natural electrical currents and is fitted with metal spikes and gold-plated armor as it whips through the air at lightning speed. Even the greatest of monsters and daemons stagger back at its might* At the start of every combat phase roll a die for each unit within 6 inches. On a 2+ roll a die for each model in that unit. On a 5+ deal one mortal wound.
Celestial Lightning: *From atop of the head of the beast a Star Priest calls down a massive lightning strike against a foe from across the battlefield* During the shooting phase pick a unit within 24” roll a number of dice as per the wound table. If the roll is equal to or more than the bravery of the unit, that unit takes D6 mortal wounds.
Colossal Mass: *So thick is the hide of a Thunderlizard that only the sharpest and strongest of weapons can pierce its hide, but even then it only angers the beast* The sheer size and tough hide of the Thunderlizard makes most weapons ineffective at causing damage, and even allows the Thunderlizard to plow through all but the most devastating spells. as such do not apply negative modifiers to the Thunderlizards save rolls, and for every wound or mortal wound assigned to the Thunderlizard roll a d6. On 6+ the wound is ignored.
Imposing Visage: *The sight of a Thunderlizard in the distance is enough to send a enemies army back to where it came from as its morale is sapped from it before the creature is engaged* Enemy Units within 12” have their bravery reduced by 1.
Thunderous Gait:*Thunderlizards are so large that a single step is a hundred steps for a horse, lumbering along the behemoth breaks the ground and men under its foot* The immense bulk of a Thunderlizard entering the battlefield is frightening to both foe and ally as any foolish enough to be caught in its quaking footfalls are sure to be bloodied, broken, and scattered. When this model makes a normal move, it can pass across models with a Wounds characteristic of 8 or less, as well as terrain pieces that are equal to or less than 6”, in the same manner as a model that can fly. In addition, after this model has made a normal move or a charge move, roll a dice for each unit that has any models it passed across, and each other unit that is within 1" of this model at the end of the move. On a 2+ that unit suffers D6 mortal wounds. Any units successfully wounded by this ability suffer -1 Bravery until the end of the turn.
Magic:
The Thunderlizard is a Wizard due to the Star Priest on its head and can cast 2 spells in your hero phase and attempt to unbind two spells in your opponents hero phase. The Thunderlizard is a valid target for the Slann’s Vassel ability. If a Slann is within 12” of the a Thunderlizard both the Slann and Thunderlizard receive +1 to casting rolls.
The Thunderlizard knows Arcane Bolt, Mystic Shield and Rejuvenate Wounds spells
Rejuvenate Wounds: CV 8 24” range. Adept at keeping their prized mounts alive, the controlling Star Priest casts regenerative life magic to heal even the most grievous of wounds. If successfully cast and not unbound Rejuvenate Wounds heals one MODEL within 24” of 2d3 wounds. If that model is a Thunderlizard it heals 4 wounds instead.