6. Edition Fakten neues Armeebuch

Tseldon

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8 Juli 2001
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Hallo, da nun auf portent einige "Gerüchte" in die Welt gesetzt wurden, möchte ich
Euch diese nun auch unterbreiten:

Südlande Liste:

Kern:
-Skink cohorts 6pts @
armed with hand weapons...
Can take shields +1p, javelins +1pt, musician +5pts, standard +10pts, champion (+1A) +10pts.

-Skink skirmishers (same as Lustrian list)
Can also take short bow for +1pt

- 0-1 Jungle Swarms
M5, skirmishers, small, poisoned attacks, unit has 1-6 bases


Elite:
-Horned One Riders 16pts @ (I still believe the points are wrong)
M8, Ws3, S3, T4, W1, I3, A1, Ld5 (stats are of the Skink rider but with the Horned One's movement)
armed with hand weapons and spears
Musician +7pts, Standard +14pts, Champion +14pts
Cause Fear, Fast Cavalry, Marked (with ability to ride Cold Ones or in this case Horned Ones)
NOT Stupid
Horned One has no armor save... Skinks get a 6+ armour save for being on a mount

-Saurus Warriors 12pts @
May NOT take any marks... (otherwise, same as Lustrian Saurus)

-Kroxigor 60pts @

-Terradons 27pts @

0-1 Chameleon Skinks

Selten:

-Carnosaur 210pts

-Stegadon 230pts

-Salamander Hunting Packs (1-3 as a single Rare choice)

-Temple Guard 0-1 per Slann in army (if no Slann is present, then you cannot take TG unit)



Lustria-Liste:

Kern:
-Saurus warriors 12pts @
armed with shields and hand weapon
can take spears for +3pts @
mus +6pts, std +12pts, champ +12pts.
Each unit may be given up to 2 marks. First mark makes the unit a Special choice.... Second mark makes the unit a Rare choice

-Skink skirmishers 6pts @
armed with hand weapon, blowpipe
may exchange for javelin and shields for no cost difference
Scouting +1pt per model [about freaking time ]
champion (+1bs) 5pts
Unit size 10 - 20

- 0-1 Jungle Swarm
Exactly as Southlands Jungle Swarm (see above)

-Temple Guard 17pts @
come with hand weapon, halberd, shields +1pt,
Up to 50pt magic standard
mus +7pts, std +14pts, champ +14pts
Can have 1 TG unit for every Slann in army. If there isn't a Slann in the army, then you can NOT take a TG unit...


Elite:
-Saurus Cavalry 35pts @
come with hand weapon, shields, and spears
mus +10pts, std +20pts, chmp +20pts
1 unit may have a magical std up to 50pts
Unit size 5+
Each Saurus Cavalry is already marked (with the ability to ride Cold Ones)... May be given another mark, which will make the unit a Rare choice

-Kroxigor 60pts @
Scaly skin 4+, great weapons
chmp +20pts
Unit size 3+

-Terradons 35pts @
hand weapons, javelins
chmp (+1A) +10pts
Unit size 3-10

- 0-1 Chameleon Skinks 15pts @
armed with hand weapons and blowpipes
chmp +6pts
Unit size 5-10


Selten:
-Stegadon 230pts 4+ armour save
5 Skink crew (regular stats with Ld5
armed with hand weapons and javelins 4+ armour save
Giant bow Rng 24", S5, bolt thrower rules
Steg causes Terror and is a Large Target
Immune to panic
Stegadon is Stubborn

-Salamander Hunting Packs (1-3 per Rare slot) 60pts @

Gibt es noch Fragen bezüglich Einheiten etc. die ihr anhand der "Gerüch(t)e" beantwortet haben wollt ?
 

Maugan Ra

Tabletop-Fanatiker
8 Juli 2001
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Dass lustria skinks keine bögen haben dürfen entsetzt mich.
<
 

Tseldon

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8 Juli 2001
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Ich mir natürlich auch.
Hier noch die Marks, die vergeben werden können:

- Unit 30pts, character 20pts
When they charge, +1 Attack for the first round of combat

- Unit 30pts, character 20pts
+1 dispel dice for the army

- Unit 20pts, character 20pts
Immune to psychology

- Unit 10pts, character 5pts
Aquatic, +1Initiative

- Unit 20pts, character 10pts
Roll an extra dice when pursuing, and chose the highest 2 (or 3 if mounted) for results

- Unit 25pts, character 10pts
move through forest, woods, jungle as if it were open ground

- Unit 30pts, character 15pts
Scaley skin save increased by +1

- Character 5pts
Must be taken in order to ride a Cold One or a Carnosaur

- Unit 30pts, character 45pts
Leadership increased by +1


**Blessed Mark of the Old Ones 35pts
Only one Saurus character or Skink character may have it per army (No limit for a Southlands army)
D3 rerolls for the duration of the game
The D3 is rolled and noted down at the start of battle, per character
 

Maugan Ra

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8 Juli 2001
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Ich werd mal zu jedem meinen senf dazugeben:

- Unit 30pts, character 20pts
When they charge, +1 Attack for the first round of combat
*grins* Wollt ich schon immer mal haben - sauruskrieger mit 16+ attacken im ersten glied

- Unit 30pts, character 20pts
+1 dispel dice for the army
Für die ganze armee!
<
Wenns magieresistenz1 wäre, wärs ja nur halb so lustig, aber DAS ist wirklich gut

- Unit 20pts, character 20pts
Immune to psychology
no comment (*grins*)

- Unit 10pts, character 5pts
Aquatic, +1Initiative
Dürfen das auch saurus haben?

- Unit 20pts, character 10pts
Roll an extra dice when pursuing, and chose the highest 2 (or 3 if mounted) for results
Ich finde 20 pkt zwar ein bisschen viel, aber mein gott, muss man ja nicht nehmen

- Unit 25pts, character 10pts
move through forest, woods, jungle as if it were open ground
Solche sachen liebe ich!

- Unit 30pts, character 15pts
Scaley skin save increased by +1
Naja, 3+ RW im nahkampf ist nicht schlecht

- Character 5pts
Must be taken in order to ride a Cold One or a Carnosaur

- Unit 30pts, character 45pts
Leadership increased by +1
Saurus mit MW8, wie in den guten alten zeiten...

**Blessed Mark of the Old Ones 35pts
Only one Saurus character or Skink character may have it per army (No limit for a Southlands army)
D3 rerolls for the duration of the game
The D3 is rolled and noted down at the start of battle, per character
Ist ok, aber ich denke, andere marks sind besser (sind die würfe nur für das CM oder für alle?)
 

Cell

Blisterschnorrer
18 Juli 2002
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Die male sind ziemlich billig find ich, wenn das echt so wird, sag ich nur Danke Gw
<


Sie sind eigentlich auch alle recht nützlich, vor allem das mit dem +1 Bannwürfel.
Allerdings find ich das mit den w3 wiederholungswürfen schwachsinnig. Jeder normale Echsenspieler hat doch n Skinkschamanen mit dem Zweiten Zeichen Des Amul und damit ohne ende wiederholungswürfe für die ganze armee. in verbindung mit dem amulett des Itzl immer besonders günstig
<


Wer würde denn den Skinks ein mal geben, welches sie soppelt amphibisch macht und ihnen Ini 5 gibt??
Natürlich is das mal auch für Sauruskrieger gemacht. Is gegen Orks und Zwerge recht nützlich, auch wenn mir Amphibisch bisher noch nie was eingebracht hat.
 

Tseldon

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8 Juli 2001
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Hier ein paar der angeblichen magischen Gegenstände:

Sacred Plaques
Only Slann may carry them. A Slann can have more than one plaque. For purposes of spells and magic items, spells such as Vauls Unmaking have no effect on the Plaques.

> 50pts
Entire unit gains a 5+ ward save. Work not in close combat

> 50pts
Slann gains a 2+ ward save against missile fire only, including cannons, bolt throwers...

> Plaque of dominion 50pts [sounds familiar huh? ]
+1 dice to both pools

>15p (?)(could be higher)
slann knows one more spell



>>> Magic Weapons <<<

> 65pts
+1 S, no armour save allowed

> 50pts
+2 attacks

> 35pts
short bow with S5 and 3 x multiple shots (Skink only)(?)

> 35pts
each wound casued is doubled

> 35pts
no ward save allowed, armour save and regeneration may be taken as normal,... against demons - wounds are doubled

> 25pts skink only
killing blow and cause fear in Skaven

> 25pts
allways strike first

> 25pts
-2 penalty to armour saves, flamming attacks



>>> Magic Armour <<<

40pts Skinks only
+1 armour save, +1 Ld

> 35pts
+1 armour save, any magic missile is deflected on 4+, if deflected can not be dispelled [ ]

> 30pts
+1 armour save, +1A with basis Strength, counts as magical
 

Tseldon

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8 Juli 2001
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Zum Carnosaurus weiß ich nicht so viel, man hört nur er habe ein Drachenähnliches Profil.

Ansonsten:

Slann:
WS2, T5, 6 Wounds, US 5, 4+ ward. Large target, hides in 2nd rank unless unit is mostly dead. Spells as now. 5th spawn is the current Slann including +1 cast\dispel. 4th spawn don't roll on the miscast table. 3rd spawn have 7 wounds and drain magic (100 VPs to opponent if slain). 2nd spawn have an extra dice for free each time they cast a spell (200 VPs to opponent if slain). 50 point magic item to upgrade ward to current rules. Telepathy - may cast spells from the perspective of friendly wizard, therefore may cast magic missiles when in combat.

Carnosaur causes D3 wounds.

Fight Skink hero with WS5.

Sacred spawnings - Saurus become special, possibly 0-1, no stat boost. Marks include rolling an extra pursuit dice and choosing the highest, +1 A when charging, extra dispel dice, frenzy, +1I, Ld boost of some sort. Cost per unit, different cost for characters. Mark of the old ones is characters only, d3 re-rolls for the character.

Skinks 6 points, jav and shield or blowpipes (cost is the same). +1 points to be scouts (possibly 1 unit only, unsure).

Sallies in pack of 1-3, come with 3 crew, artillery dice of hits, eat D3 skinks on misfire.

Kroxigor have 4+ scaly skin.

Terradons may 'hit and run', as long as they don't break from combat. Flee and rally automatically, no pursuit.

Background fleshed out somewhat, better timeline. Dragon Isles west of Lustria have degenerate, barbaric Lizardmen due to no Slann to guide spawnings. Southlands spawnings are erratic due to lack of older Slann. New cities in Southlands, extending quite far north and east.

Southlands - I was wrong, Saurus are special. 0-1 skirmish skinks. 2 skink heroes as Lord choice, 4\5th spawning Slann only. Skink cohorts are the ranked guys, no joined by Krox rules.

Special characters are 'Scar leader' something, big nasty Saurus dude. Kroak is a 1225 point monster, taking a Lord, Hero and Rare. 2 heads for the model, 1 with mask, 1 is skull. Kroak has 8 wounds, WS1, 6 spells, drain magic, ruination of cities (earthquake spell similar to comet which also destroys terrain). Enhanced telepathy, not sure what exactly.

TG stubborn when joined by Slann.

Und noch ein paar Gegenstände:


>>> Enchanted Items

-Cloak of Feathers 30pts
Skink on foot only; can Fly

- 20pts
Model on foot only; M9" [[[Charge of 18"!]]]

-Bane Head 15pts
Not changed... see Annual

-35pts, power One Use Only
May be used at start of Lizardman close combat phase... For that turn ONLY, ALL enemy units in contact with the model using the pendant will strike last [[[ This is a ****ing game winner!]]]

-20pts, One Use Only
After the enemy rolls on the miscast table the first time in the game, you may force him to re-roll the result

-15pts
+1 to dice roll for who deploys scouts first

-30pts Power Level 5 One Use Only
Enemy character must take a Toughness test. If failed, the model loses a wound with no sayves of any kind allowed. Model must then take another test... this continues until the model is killed or it succeeds in passing the test.

-15pts
Mundane weapons get poisoned attacks and count as being magical




>>> Arcane Items

-35pts, Power Level 5 One Use Only
Magic Missile doing 2D6 S3 hits. Range 18", any unit that suffers a wound must take a panic test.

-35pts
Stores up to 2 Power or dispel dice

-40pts
Gain Extra D3 Power dice. Exhausted on a roll of 6.




>>> Talismans

-30pts
5+ Ward save

-40pts One Use Only
2+ Ward save against first wound.

-30pts
4+ Ward save against S5+ attacks



>>> Magic Banners

-75pts
Cause Fear

-40pts
Missiles are at -1 to hit unit

-25pts
Unit pursues and extra +1D6

-40pts One Use Only
During magic phase, unit moves directly forward up to D6". Counts as a charge if it makes contact with an enemy unit. Enemy may not make a charge reaction

-65pts
Unit is at -1 to hit in close combat