New Lizardman Things

 

RAPTORS....................30 points
Raptors are man-sized, vicious lizards that tear into their foes with wickedly sharp talons and large fang-filled maws.

Troop M WS BS S T W I A Ld
Raptor 8 4 0 4 4 2 5 3 6

The points for the Raptors come from the monsters allowance, and the Raptors are subject to the Bound Monster and Frenzy rules. They also recieve the cold-blooded ability common to Lizardmen.


1 UNIT OF CHAMELEON SKINKS....................15 points per model
Chameleon Skinks are a lost tribe of Skinks that dwell within the jungle of Lustria. They have the ability to change the coloring of their skin and use this to great effect when hunting.

Troop M WS BS S T W I A Ld
Chameleon Skink 6 2 4 3 3 1 6 1 7

The Chameleon Skinks follow the same rules as Oxayotl, carry blowpipes with darts coated in poison (Str 4, Range 12") and hand weapons, and may not be led by any characters or have any magic standards. They may skirmish. They also use the rules for Skinks from the Lizardman army book.


MEGADON....................200 points
Raptors are man-sized, vicious lizards that tear into their foes with wickedly sharp talons and large fang-filled maws.

Troop M WS BS S T W I A Ld
Megadon 6 6 0 7 7 7 1 5 8

The points for the Megadon comes from the monsters allowance, and the Megadon is subject to the Bound Monster and Cold-blooded rules. It has an armor save of 4+ (can't be reduced below 6+), and one of it's attacks (it's bite) does 1D3 damage. Roll the damage after seeing if the bite hit or not. If a 3 is rolled, then the target is swallowed whole if it is man-sized (even if it made its armour save. The victim will only take 1 Wound on a 4+ in this case). In following turns, swallowed models, if still alive, may attempt to fight it's way out. All attacks hit automatically, but at -1 Strength (it's cramped in there!). At the beginning of each turn, roll a die for each target within the Megadon. On a 4+, the model takes one Wound with no armour saves. If the creature is killed, then place any models that were swallowed whole at the point where the Megadon was destroyed. They may move and act freely in their next turn.


STAMPEDE HORN..........75 point Magic Item
The Stampede Horn is a hollowed-out tusk or horn of some large lizard that has been enchanted with various spells. It may be blown once per battle, during the Lizardman turn, and causes a herd of small, usually docile animals to run amok on the field of battle.
When blown, take a piece of string 12" long and choose a neutral table-edge. The stampede comes on this table edge and moves 4d6" in the direction chosen by the horn blower. Any model that the string passes over takes a Str 4 hit from the panicking animals as the trample over him.
At the beginning of each Lizardman turn, the stampede moves again, traveling 4D6" in the direction of travel. If during a turn there is an explosion (gunfire, cannons, fireballs, etc.), then the stampede will run in a new direction, determined by a direction dice (Pivot the string along its center point). Once summoned, the Lizardman player has no control over the Stampede.
The stampede may not be fought in hand-to-hand, but if any missile fire is directed at the string, consider it to have a Toughness of 4, and any Wounds caused reduces the length of the string by 1" for each wound caused.
SAURUS OR SKINK ONLY


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