Saurus Warriors (25#, 305 pts)
24x Saurus Warriors 305
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Shield (+1 Armour save bonus.); Scaly Skin
Saurus Champion [23]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Shield (+1 Armour save bonus.)
Saurus Warriors (25#, 305 pts)
24x Saurus Warriors 305
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Shield (+1 Armour save bonus.); Scaly Skin
Saurus Champion [23]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Shield (+1 Armour save bonus.)
Saurus Warriors (25#, 305 pts)
24x Saurus Warriors 305
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Shield (+1 Armour save bonus.); Scaly Skin
Saurus Champion [23]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Shield (+1 Armour save bonus.)
Saurus Warriors (15#, 210 pts)
14x Saurus Warriors 210
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Spear (Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.); Shield (+1 Armour save bonus.); Scaly Skin
Saurus Champion [24]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Spear (Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.); Shield (+1 Armour save bonus.)
Kroxigor (3#, 165 pts)
3x Kroxigor 165
Composition: Special
Spawn-Kin; Great Reach; Always Strikes Last (Always strikes last in close combat); Great Weapon (+2 Strength; Always strikes last. Two-handed.); Aquatic; Causes Fear; Scaly Skin; Stomp (1 automatic hit at creature's strength, Always strikes last)
Stegadon (6#, 235 pts)
Stegadon 235
Composition: Special
D6+1 Impact Hits.; Giant Bow (As Bolt Thrower (can move and fire); Strength 5, D3 Wounds; Fired by 2 skinks instead of throwing their Javelins; May shoot over normal-sized units and terrain that large targets can see over.); Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn; Thunder Stomp (D6 automatic hits at creature's strength, Always strikes last)
5x Skink Crew [0]
Javelins and Darts count as Poisoned Attacks; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Javelin (12" Range, Strength as per user. Quick to Fire); Aquatic; Skirmishers
Skink Skirmishers (20#, 140 pts)
20x Skink Skirmishers 140
Composition: Core
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Blowpipe (12" Range, Strength 3, Multiple Shots (x2)); Aquatic; Skirmishers
Jungle Swarm (6#, 270 pts)
6x Jungle Swarm 270
Composition: Core
Small: Jungle Swarms do not block line of sight; Poisoned Attacks; Skirmishers; Swarm
Slann Mage-Priest (1#, 375 pts)
Slann Mage-Priest (Battle Standard Bearer) 375
Composition: Lord
Palanquin: See Lizardmen rulebook p41-43; Channelling: Can cast magic missile spells through any Skink Priest within 24"; Guardians: When joined with a unit of Temple Guard the priest is placed in the second rank, his line of sight is not blocked by intervening models even in close combat.; General; Battle Standard Bearer
Dispel Scroll [25]
Once per battle, automatically dispels an enemy spell.
The Focused Rumination [0]
The Mage-Priest adds one "free" power die to each spell cast.
The Focused Rumination [50]
The Mage-Priest adds one "free" power die to each spell cast.
Kroxigor (3#, 185 pts)
2x Kroxigor 185
Composition: Special
Spawn-Kin; Great Reach; Always Strikes Last (Always strikes last in close combat); Great Weapon (+2 Strength; Always strikes last. Two-handed.); Aquatic; Causes Fear; Scaly Skin; Stomp (1 automatic hit at creature's strength, Always strikes last)
Kroxigor Ancient [75]
Always Strikes Last (Always strikes last in close combat); Great Weapon (+2 Strength; Always strikes last. Two-handed.); Stomp (1 automatic hit at creature's strength, Always strikes last)
Option Footnotes
Options
Blowpipe - 12" Range, Strength 3, Multiple Shots (x2)
Giant Bow - As Bolt Thrower (can move and fire); Strength 5, D3 Wounds; Fired by 2 skinks instead of throwing their Javelins; May shoot over normal-sized units and terrain that large targets can see over.
Great Weapon - +2 Strength; Always strikes last. Two-handed.
Hand Weapon - 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
Javelin - 12" Range, Strength as per user. Quick to Fire
Musician Mus - +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Shield - +1 Armour save bonus.
Spear - Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.
Standard Bearer Std - +1 to Combat Resolution; Standard can be captured if unit Flees.
Special
Always Strikes Last - Always strikes last in close combat
Cold Blooded - Roll 3 dice, use the lowest 2 scores.
Jungle Poisons - Javelins and Blowpipes are Poisoned Attacks.
Stomp - 1 automatic hit at creature's strength, Always strikes last
Thunder Stomp - D6 automatic hits at creature's strength, Always strikes last
Roster Design Information
All Lizardmen are Cold-Blooded. This means they roll 3D6 for all Leadership tests and choose the lowest 2 scores.
Validation Report
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army; Special Rules: Forbid Regiments of Renown
Roster satisfies all enforced validation rules
Roster Statistics
General's Ld: 9
# Models: 129
Total Characters: 375
Total Core: 1535
Total Magic Items: 75
Total Rare: 0
Total Special: 585
% Characters: 15
% Core: 61.5
% Magic Items: 3
% Rare: 0
% Special: 23.4
Composition Report
Points of Lords - 375 (0 to 625)
Points of Heroes - 0 (0 to 625)
Points of Core - 1265 (625 to Unlimited)
Points of Special - 585 (0 to 1250)
Points of Rare - 0 (0 to 625)