2000 Pts - Lizardmen Army OZCAN-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+ 4 2 5 590
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 Death; Lore of Light; Battle Standard; Units w/in 12" may re-roll break tests
  Plaque of Tepok Slann knows 1 more spell than normal. [15]
  War Banner +1 to Combat Resolution [25]
  Diadem of Power Bearer may store 2 Power or Dispel dice until the next magic phase. [35]
  Blood Statuette of Spite One use only. Bound Spell, Power Level 5. Enemy character takes toughness tests until it passes one, losing one wound each time it fails. [30]
  #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: Shem's Burning Gaze 5+ to cast, Range 24"; Magic missile, D6 S4 hits, S6 vs Daemons & Undead. Light Lore. [0]
  #2: Pha's Illumination 5+ to cast, LOS, HtH; US 1 has S5, 3A and cannot use a weapon. Magic weapons used against him count as mundane. Light Lore. [0]
  #3: Ulzah's Healing Hand 5+ to cast. One friendly model regains 1 lost Wo. No effect on Daemons, Undead, chariots and war machines. Light Lore. [0]
  #4: Urru's Dazzling Brightness 6+ to cast, Range 18", HtH; Enemy unit has WS 1 in next HtH phase. Light Lore. [0]
  #5: Karu's Guardian Light 8+ to cast, RIP; All friendly units within 12" are Immune to Psychology, and fleeing units automatically rally (even if below 25% starting strength). Light Lore. [0]
  #6: Amshu's Cleansing Flare 10+ to cast, HtH; All enemy units in 12" suffer D6 S5 hits. S6 vs Daemons & Undead. Light 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]
Skink Priest 1 6 2 3 3 2 2 4 1 5 6+ 2 1 1 140
Cold Blooded, Aquatic.; Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Death; Quetzl; +1 AS. Skinks now have an armour save of 6+
  Rod of the Storm Magic Missile 2d6 automatic S3 hits (S4 if the target has Armour Save of 4+ or better) on one enemy unit within 18". In addition any unit that suffers wounds from the rod must take Panic test [35]
  #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]
Saurus Scar-Veteran 1 9 5 5/6 4 2 3 4 8 1+ 1 172
Cold Blooded. Scaly Skin (5+); Quetzl; +1 AS. Skinks now have an armour save of 6+; Light Armour; Sotek; +1A on Charge.
  Sword of Might +1St [20]
  Enchanted Shield 5+ Sv; May be taken with other magic armor [10]
  Charm of the Jaguar Warrior Movement increased to 9". [20]
Skink Skirmishers 13 6 2 3 3 2 1 4 1 5 5+ 1 83
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Quetzl; +1 AS. Skinks now have an armour save of 6+; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.; Shield; +1Sv w/ handweapon in HtH
Skink Skirmishers 13 6 2 3 3 2 1 4 1 5 5+ 1 83
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Quetzl; +1 AS. Skinks now have an armour save of 6+; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.; Shield; +1Sv w/ handweapon in HtH
Saurus Warriors 17 4 3 4 4 1 1 2 8 4+ 1 240
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Quetzl; +1 AS. Skinks now have an armour save of 6+; Shield; +1Sv w/ handweapon in HtH; Musician; +1CR if tied; +1 Ld in rally attempts.
Saurus Warriors 24 4 3 4 4 1 1 2 8 4+ 1 356
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Quetzl; +1 AS. Skinks now have an armour save of 6+; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Tlazcotl; Immune to Psychology (except Carnosaur's Blood Frenzy and Cold-One Stupidity).
Terradons 4 2 3 3 4 3 2 4 3 5 6+ 1 140
Cold Blooded, Flyers, Hit-and-Run Attack, Poisoned missile attacks.; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.
Salamander Hunting Packs 3 6 3 3 5 4 3 4 2 5 5+ 3 195
Cold Blooded, Aquatic, Scaly Skin (5+), Skirmishers, Controlled Creature, Cause Fear;Spout Flames (15" range, 1 Artillery die per salamander = # hits, S3 -1save, may move and shoot but may not stand and shoot, Misfire result = D3 skinks die)
  Skink Handlers 9 6 2 3 3 2 1 4 1 5 1 [0]
Total Army Cost: 1999 Pts.
Notes:
Cold Blooded- Roll all Ld tests on 3D6 and keep the lowest two.

Casting Pool: 8
Dispel Pool: 5
Models in Army: 86


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 902 1098 45%
Core (>=3unit) 3 n/a 406 1594 20%
Special (<=4unit) 2 2 496 1504 24%
Rare (<=2unit) 2 0 195 1805 9%
Magic Item Summary 9 n/a 190 n/a 9%

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