2000 Pts - Lizardmen Army METECAN-B

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Slann Mage-Priest 1 4 4 3 3 5 8 2 1 9 4/2+ 4 2 5 575
Lord. Cold Blooded. Large Target. Palanquin. Contemplation. Telepathy.; General; Units within 12" may use General's Leadership; Second; +1D6 to power of each cast spell (this is free, does not come from Lz dice pool, and can cause IF or Miscast like normal magic dice). +100 bonus VPs to opponent if Slann dies (so +200VP bonus total for 2nd Gen Slann).; Third; Slann gains the Drain Magic spell in addition to rolled spells. +100 bonus VPs to opponent if Slann dies.; Fourth; When Miscast is rolled, spell fails but no other effects occur.; Fifth; Slann may roll for spells from more than one Lore. +1 to cast and dispel.; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Lore of Fire; Lore of Metal; Lore of Death; Battle Standard; Units w/in 12" may re-roll break tests
  Plaque of Tepok Slann knows 1 more spell than normal. [15]
  Divine Plaque of Protection Slann's Ward Save increases to 2+(except from hand to hand combat attacks) [50]
  Dispel Scroll Dispels one spell. One use only. [25]
  #1: Dark Hand of Death 5+ to cast, Range 24"; Magic missile, D6 S4 hits. Death Lore. [0]
  #2: Steal Soul 8+ to cast, Range 12"; Target enemy models loses 1 Wo, no armour save. Caster gains 1 Wo. Death Lore. [0]
  #3: Wind of Death 8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. Death Lore. [0]
  #4: Walking Death 9+ to cast, Range 12", RIP, HtH; Friendly unit causes Fear. If already causing Fear, it causes Terror instead. Death Lore. [0]
  #5: Doom and Darkness 9+ to cast, Range 24", HtH; Enemy unit not Immune to Psychology suffers -3 Ld. Must pass Ld test at start of their next turn or be affected until end of that turn. Death Lore. [0]
  #6: Drain Life 10+ to cast, HtH; All enemy units in 12" suffer D6 S3 hits, no armour save. Death Lore. [0]
  #1: Fire Ball 5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. Fire Lore [0]
  #2: Flaming Sword of Rhuin 5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. Fire Lore. [0]
  #3: Burning Head 8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. Fire Lore. [0]
  #4: Fiery Blast 8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Fire Lore. [0]
  #5: Conflagration of Doom 11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. Fire Lore. [0]
  #6: Wall of Fire 12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. Fire Lore. [0]
  #1: Rule of Burning Iron 5+ to cast, Range 24", LOS; Pick a model, it suffers a hit of S8 - target's armour save (1+sv = S7, no save = S1, etc.). No armour save. Metal Lore. [0]
  #2: Commandment of Brass 6+ to cast, Range 24", LOS; One enemy war machine or chariot cannot move (except flee) or shoot. Lasts until the end of the unit's following turn or if unit flees. Metal Lore. [0]
  #3: Transmutation of Lead 8+ to cast, Range 24", HtH; Enemy unit suffers a -1 penalty on rolls to hit, to wound and armour saves in next HtH phase. Metal Lore. [0]
  #4: Distillation of Silver 8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Metal Lore. [0]
  #5: Law of Gold 8+ to cast, Range 24"; Opponent chooses one magic item in target enemy unit. Roll a D6, on 1-3 can't be used until end of his next turn, on 4+ destroyed. Metal Lore. [0]
  #6: Spirit of the Forge 12+ to cast, range 24", LOS; 2D6 hits at S7 - target's armour save (1+sv = S7, no save = S1). No armour save. Metal Lore. [0]
  Drain Magic Cast 5/7/9+; Rng 24"; Can be cast into HtH; Enemy mage discards dice rolls of 6, 5-6, or 4-6, when casting spells [0]
* Saurus Scar-Veteran 1 9 5 5/7 4 2 3 4 8 2+ /4+ 1 178
Usage Conflict; Cold Blooded. Scaly Skin (5+); Great Weapon; +2S (+1 if mounted). Strikes last in HtH unless charging; Light Armour; Shield; +1Sv w/ handweapon in HtH; Sotek; +1A on Charge.; Quetzl; +1 to Scaly Skin save.
  Aura of Quetzl Bearer gains a 4+ Ward Save against attacks with S5 or more. [30]
  Charm of the Jaguar Warrior Movement increased to 9". [20]
Skink Priest 1 6 2 3 3 2 2 4 1 5 2 1 1 150
Cold Blooded, Aquatic.; Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Heaven
  Dispel Scroll Dispels one spell. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
  #1: Portent of Far 5+ to cast, Range 12", HtH; One friendly unit re-rolls all 1s to hit or to wound when shooting or in close combat. Heaven Lore. [0]
  #2: Second Sign of Amul 5+ to cast; Player may re-roll D3 dice used to hit, wound or save until end of turn. Heaven Lore. [0]
  #3: Celestial Shield 7+ to cast, Range 24", LOS; Friendly unit gets 4+ Ward Save versus missiles. Heaven Lore. [0]
  #4: Forked Lightning 6+ to cast, LOS; Enemy unit suffers D6 S4 hits, distributed as for shooting. Heaven Lore. [0]
  #5: Uranon's Thunder Bolt 9+ to cast, LOS; Enemy unit suffers D6 S4 hits, no armour save, distributed as for shooting. Heaven Lore. [0]
  #6: Comet of Casandora 12+ to cast, RIP; Place a marker on the table. Roll a D6 at start of every turn, on 1-3 place another marker on top of the first, on 4-6 a comet strikes. All units within D6" times the number of markers take 2D6 S4 hits. Heaven Lore. [0]
Saurus Warriors 25 4 3 4 4 1 1 2 8 4+ 1 372
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Quetzl; +1 to Scaly Skin save.
  Champion 1 4 3 4 4 1 1 3 8 4+ 1 [12]
Saurus Warriors 27 4 3 4 4 1 1 2 8 5+ 1 366
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Champion 1 4 3 4 4 1 1 3 8 5+ 1 [12]
Skink Skirmishers 10 6 2 3 3 2 1 4 1 5 1 60
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Blowpipe; 12" Range, S3, 2x Multiple Shot, Poisoned.
Skink Skirmishers 10 6 2 3 3 2 1 4 1 5 1 60
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Blowpipe; 12" Range, S3, 2x Multiple Shot, Poisoned.
Skink Skirmishers 10 6 2 3 3 2 1 4 1 5 6+ 1 60
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.; Shield; +1Sv w/ handweapon in HtH
Kroxigors 3 6 3 5/7 4 3 1 3 7 4+ 3 174
Cold Blooded, Scaly Skin (4+), Cause Fear, Aquatic, Skink Skirmish Screen.; Great Weapon; +2S (+1 if mounted). Strikes last in HtH unless charging
Total Army Cost: 1995 Pts.
Notes:
Cold Blooded- Roll all Ld tests on 3D6 and keep the lowest two.

Casting Pool: 8
Dispel Pool: 5
Models in Army: 90


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 903 1097 45%
Core (>=3unit) 4 n/a 546 1454 27%
Special (<=4unit) 2 2 546 1454 27%
Rare (<=2unit) 1 1 0 2000 0%
Magic Item Summary 9 n/a 190 n/a 9%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.