Well packed and ready to go... Plane leaves at 11:00am then off to Games day... for those of you waiting for pictures I will be taking them and uploading from Games Day. For those others that wanted to see the rules... here is the most up to date rules for the Thunder Lizard using a lot of information from the Storms of Magic.
I hope you enjoy them...
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Thunder Lizard = 700pts
Little is known about the solitary Thunder Lizards. They roam the jungles of Lustria peacefully grazing on large swathes of rainforest trees and foliage. There is little chance of seeing one of these rare beasts in a lifetime of exploration, but those that do tremble at its size and sheer strength. Now with the Storms of Magick once again rippling across the World of Warhammer, these creatures have heard their calling within the Great Plan of the Old Ones. And they have made their way to temple cities where they now carry the Lizardman armies to battle.
M WS BS S T W I A LD
8 6 0 10 10 12 2 6 5/*9
(*Thunder Lizard uses the Slann’s LD while he is alive, if purchased)
Type:
Monstrous Creature
Special Rules:
* Slann Driver
* 10D6 + 1 Impact Hits
* 2+ Scaly Skin Save
* Terror
* Devastating Charge
* Large Target
* Multiple Wounds (D6)
* Cold Blooded
* Unbreakable
* Thunder Stomp
* Uncontrollable
* Trample Terrain
* Massive
* “I think you made it mad!”
* Thick Hide
* Trample, Stomp...
* Thunder Roar
* Siege Tower
Slann Driver: If equipped with platforms, the Thunder Lizard must have a Slann driver; This Slann can only cast one spell per turn and cannot cast any offensive spells since he must concentrate completely on keeping the Thunder Lizard under control.
Uncontrollable: If the driver is killed, at the beginning of every Lizardmen turn, the Thunder Lizard must take a leadership test. If it is passed you control the beast as normal. If it is failed, the beast breaks free of its control and charges the nearest visible unit (friend or foe!). Next turn you roll a D6 to attempt to regain control. For each spell caster you have you can reduce the target number by 1 (if you do so they cannot cast magic this round). Now roll a D6, on a 4+ you have successfully regained control. If you failed then it must once again charge the nearest visible unit and next turn you must attempt to regain control only this time on 5+ and it decreases every turn it stays out of control until it reaches 7+. It has gone beyond all reach and it remains out of control for the rest of the game.
Massive: The thought of killing something this gargantuan with a single blow is laughable. The Thunder Lizard is immune to Killing Blow and Heroic Killing Blow. Also subtract 3 from the amount of wounds an attack would cause if it causes multiple wounds, to a minimum of 1. Poisons are also less effective against the Thunder Lizard due to the amount of time it takes to travel through its bloodstream and take effect. If a poisoned attack rolls a 6 to hit it merely gains +2 to its roll to wound instead. While its size makes it harder to kill it makes it easier to see. Any shooting attacks gain +2 to hit against the Thunder Lizard.
Trample Terrain: A Thunder Lizard is capable of trampling terrain under foot as it advances across the battlefield. Terrain does not affect the Thunder Lizard. Before the game begins, decide which terrain the Thunder Lizard can crush and how easily it can. A simple forest may only be a 2+ while a fortress wall could be a 5+. If it is passed remove the piece of terrain from the board. Troops garrisoning a trampled building immediately take D6 Strength 6 hits per level of the building.
“I think you made it mad!…”: If an uncontrolled Thunder Lizard suffers any unsaved wounds from a shooting attack it immediately moves D6 inches towards the unit that caused it.
Thick Hide: Even if you pierce the Thunder Lizard’s scales, there is still a chance that you won’t cut deep enough to do damage. A Thunder Lizard has a 5+ Ward save.
Damage: Damage against the Thunder Lizard is rolled as on the Stegadon hit table (crew or beast). If you roll and it hits a platform, randomize the hit with a D6. There are 6 platforms so assign a number to each for the game. Specific platforms can be targeted for -2 to hit and then roll against the Stegadon D6 table to see if you hit the beast or the targeted platform. Troops riding a Thunder Lizard are immune to psychology and do not take panic tests.
Trample, Stomp...: The Thunder Lizard cannot be stopped by units who engage it in Hand to Hand Combat. A unit that attacks or is attacked by a Thunder Lizard sustains 1D6+* Strength 10 hits (* = the ranks of the unit being attacked.) Work out damage and saves as normal. Each turn the Thunder Lizard moves will cause stomp attacks. Those models that engage the Thunder Lizard in Melee Combat will be allowed to wheel and attack the Sides of the beast for as long as it remains touching their bases. Because of the height of the Thunder Lizard all units that are in Melee with the Thunder Lizard as still able to be targeted from ranged weapons from the javelins and blow guns from the Skinks aboard.
Thunder Roar: (ONCE PER GAME) The Thunder Lizard's roar will break all enemies and non lizardman on the board. So deafening, loud and terrifying that all enemies or armies other them Lizardmen must make an immediate leadership check at a -4 modifier. If enemy units break and runs they run in a random direction per the scatter die arrow 2d6 inches. If enemy or ally units were in close combat and flee but their opponent passed their LD check they may attempt to pursue and cut down the terrified enemies. The following round all units fleeing can regroup and roll to reform.
Siege Tower: The Thunder Lizard is so tall that troops on the platforms can use it as a siege tower and can exit them onto castle battlements and towers as if it was a siege tower.
Optional Equipment:
Slann Driver (1): 100pts If any additional upgrades are purchased you MUST purchase the Slann Driver.
Poison Spitter Howdahs (2): 100pts see page 55 in the Warhammer Armies Book for stats
Terradon Roost and Rock Bin (3): 30pts each
Skink Priests: (up to four extra): 65pts+ extras see Page 93 in Warhammer Armies Book.
Skink Braves: (up to four extra): 8pts
Tail Skull Spike Weapon: 25pts
The Supreme Engine of the Gods (1): 75pts Much like the regular engine of the gods but stronger.
• The Supreme Arcane Configuration: Choose any two (2) Lores of Magic from the Warhammer rulebook. All casting values for the spells from those lores are reduced by four (4). These effects last until the beginning of the player’s next Magic phase.
• The Supreme Burning Alignment: All enemy units within 4D6” even if engaged in close combat take 2D6 Strength 8 hits with no armour save allowed. Undead, Daemons, and Forest Spirits units take 2D6 Strength 9 hits with no armour save allowed.
• The Portent of Warding: All friendly units within 12” receive a 3+ ward save from any ranged attacks that originate from more than 12” away.
• Power of the Supreme Engine of the Gods: All Skink priests that are on the SEotG are counted as a wizard two levels higher for the purpose of generation power dice and dispel dice. And for determining the maximum number of dice he may use to cast a spell.
• The Supreme Solar Apex: Three per game (starting in the second turn and skipping a turn to recharge) the SEotG can harness the direct force of the sun, and focus it thought the crystal power source. The resulting super heated beam of blinding light will hit all units, structures, and terrain directly ahead, there is no max distance for this. The beam is 6” wide and can be fired at a slight angle if needed. Use the front arc of the weapons gat to determine the max angle. All units that are struck suffers 4D6 Strength 5 hits and will have their BS score halved from blindness for the next shooting phase. All structures are destroyed and any units inside take 5D6 Strength 5 hits from the crumbling masonry as it collapses on them. Wooden terrain is burned to ash this includes forests, houses, huts etc. Stone is blasted apart and a path of scorched earth is all that remains.