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Legendary Creature "The *****saurus" for Lizardmen  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Sinewy Scourge




Downunder

Carnidonisaurus (please submit a name that is cooler and more Latin then this)

2 Rare slots and 2 Special slots; Requires the presence of a Slann designated to be the controlling presence (+30pts).
Cost: 700 points

M 8
WS 5
BS 0
S 8
T 6
W 8
I 6
A 2D6+3
Ld 7
Save 1+


Special Rules: Cold Blooded, Frenzy, Hatred, Scaly skin (1+), Poisonous Weapons, Terror

Pounce: The giant lizard beast leaps at its prey with blinding speed, crossing great distances to attack with both its sharp foreclaws, its massively taloned feet, and the incredibly sharp teeth in its maw. When charging the player controlling the Carnidonisaurus must declare that is a “Pouncing” charge if it is frenzied. The player may force it to not charge in this manner but the Carnidonisaurus will lose frenzy for this turn. When pouncing the Movement of the Carnidonisaurus is determined as 8” + 3D6”, this ignores terrain and causes 2D6 S6 impact hits on the target unit

Great Anger: The Carnidonisaurus is rarely used by the Lizardmen due to its awesome rage, times are dire if it is roused from the magical slumber the Slann hold them in. A Carnidonisaurus Hates all enemies. Additionally if the controlling Slann is slain, then the Carnidonisaurus will attack the nearest unit regardless of allegiance if it is not already in combat. For the rest of the battle it will continue to attack the nearest unit however in the event that there are 2 or more units within equal distance it will prioritize in the following way:
1. Which ever unit has attacked it with magic or ranged attacks.
2. Which ever unit is directly in front of it.
3. Which ever unit has the most models at that moment in the game.

Additionally when the controlling Slann is killed all melee attacks are rolled for and calculated, the final total is then doubled.

Great Hunger: The Carnidonisaurus will eat everything, it will even eat things not normally considered edible, such as daemon princes, Treemen, warmachines, castle towers. The Carnidonisaurus has the Killing Blow ability in addition to the Poisonous attacks, meaning that all 6s rolled when rolling to hit in close combat, are automatically wounds on the unit with no saves. This is representative of the Carnidonisaurus swallowing enemies’ whole, relying on its sea of teeth and powerful stomach acids to take care of things. It will also regain “frenzy” automatically at the start of the turn if it lost it in the previous turn.

Slave to the Master’s Will: Large chunks of magical stone and crystal have been driven through the skull and into the brain of the great beast to facilitate better control by a Slann Mage-Priest. A Carnidonisaurus may attack normally when within 30” of its controlling Slann Mage-Priest. Outside of this range, both the Slann and the Carnidonisaurus must make Ld tests to maintain the link. If the Slann fails and the Carnidonisaurus succeeds, then it will default to the rules of Great Anger. If the Carnidonisaurus fails, but the Slann succeeds it will behave as normal, but may not make Pounce charges, and will lose Frenzy and Hatred.
If both the Slann and the Carnidonisaurus fail then it is subject to “Stupidity” until the next turn. In addition to this, the Slann controlling the Carnidonisaurus may cast all spells he knows through the Carnidonisaurus as the point of origin, as if the Slann was located where the Carnidonisaurus is. It also grants the Carnidonisaurus the same Magic Resistance of the Slann (if any), and grants it a Ward Save against magical attacks equal to the ward save of the controlling Slann.

Lashing Tail: Even the tail, intended to balance this beast, is a deadly weapon. A single enemy unit within 12” of the rear or side of the Carnidonisaurus may be attacked by the tail in the shooting phase. The tail deals 1D6 S4 hits, distributed like regular shooting attacks.


Upgrades:
The Carnidonisaurus may mount on its back either:
- A Giant Bow for 50 points
- Or a pair of Ancient blowpipes for 75 points

It may have either Tail weapon:
- Rope and Boulder for 20 points
- Spikes for 20 points

A Carnidonisaurus may be upgraded to:
-The Living Temple for 280 points; not including the cost of magic items on the Skink Priest
-The Jungle Nightmare for 100 points
There may be only one of either sort in an army as these are specific individuals.

The Jungle Nightmare: Like the Chameleon skinks, this Carnidonisaurus is able to alter its skin colour and display a number of bizarre patterns. But whereas the chameleon skinks use this to blend-in, the Jungle Nightmare uses this to intimidate prey and to distract with the garish flowing colours. The Jungle Nightmare gains a -1 penalty to all ranged attacks and magic missiles directed against it or its crew. All enemy units within 24” with line of sight to the Jungle Nightmare are subject to Terror. It has a breath weapon that is S4 poisonous attacks, and it has the Regenerate special rule.

The Living Temple: Unlike others of its ilk, The Living Temple is a calm creature, acting more like a force of nature rather than a raging giant. Its body is covered in a set of stone armour plates, each one intricately engraved with words of wisdom and power. It is a truly moving sight for even the oldest of the Slann as the armour borne by this beast was carved in the time of the Old Ones and inspires Skinks, Saurus and Kroxigors alike to fight with great fervour. The Living Temple has the following changes made to its profile: T 7, I 2, A 3+D6. It gains the Regenerate special rule. Its Ward Save is now 3+. The Living Temple has Magic Resistance (3) and all Lizardmen units with a model within 12” gain Magic Resistance (2). All Lizardmen able to draw line of sight to The Living Temple are Stubborn, or if they are already Stubborn; Unbreakable. Kroxigors do not have to take Stupidity tests if they’re in 12” of The Living Temple. The Living Temple does not gain Frenzy and it does not succumb to the rules of “Great Anger” if it’s Slann is killed or it fails a Slave to the Master’s Will check. It will behave as normal but will be compelled to seek out the model that killed the Slann and exact revenge. The Living Temple also mounts a Skink Priest and an Engine of the Gods.

Rope and Boulder: A simple boulder is tied to the end of the tail of the Carnidonisaurus. The tail attack is now S6 and ignores armour saves.

Spikes: A harness with large bones carved to razor points is tied to the tail of the beast. The tail attack is now S5, 2D6 hits.

Please submit any criticisms, and a suggestion for a more dinosaur-like name. Preferably with a Latin meaning of "Epic Death bring-a-saurus" or whatnot.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow, very good idea! I love the names for the special rules especially "The Jungle Nightmare".

I think as it stands now, Living Temple is waaaaay too good compared to the other options. It buffs the whole army! Giving things MR2, making things stubborn/unbreakable, not succumbing to "Great Anger" (the main weakness of this beastie without the temple upgrade), and being much more survivable itself.

I would also limit the range for the Slann connection- perhaps 24", to make this guy a little harder to use. Or even better, make him have to maintain LOS to the slann (from a 360 arc, perhaps) to keep the connection.

I really like the idea of it going crazy if the connection is broken, and attacking the nearest unit (even if it is a friendly!). However, slanns are so hard to kill, that taking advantage of this weakness is still a really tall order.

This reminds me of the "Mumaks" in LoTR, which, although used by one side, could cause as much damage to their own side as to the enemy once they go out of control!
   
Made in au
Sinewy Scourge




Downunder

Yeah the Temple could probably do with a points raise and slight changes. Maybe dropping the MR to just 1 and removing the morale buffs to simply the Kroxigors being smart enough to revere it. Or just add +1 Ld.

The Temple was my original idea, sort of like a giant BSB that the Old Ones themselves would have to carry the story of their greatness. I suppose making him 1,000 flat with the the Skink Priest and EotG adding another 235?


Its hard to get a grip on how big we're talking here. Like Ceolmund is a nice, nearly balanced Legendary unit, but he's say not as much of a heavy weight as that scary as hell dragon. But he is clearly above what is on the table today. I think what we should do soon is have a mutually agreed set of USRs on what defines legendary, how these things are too big to die in one hit and the tiers of power/awesome, sort of like in Apoc its fairly obvious that the Gargant and Titans are head and shoulders above Baneblades....

I also want to look at making not "legendary" units, but formations/special units that would appear in these size battles but aren't walking game-breakers.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Deadly Tomb Guard




South Carolina

Dude I like em. This thing vs my hydra so on like donky kong, I did however forget something on my Ancient Draong so Im going to edit now.

 
   
Made in us
Wraith





Raleigh, North Carolina

Holy wall of rules Batman!

Seriously, talk about knowing your rules with this guy!

He does look supremely nasty, though. I'd love to see the Lizardmen walk around with a big nasty like this.

 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

To make it more out of control, you could cause it to roll for Great Anger each turn, perhaps based on the Slann's leadership?

Or to make it even more interesting, make it easier for it to freak out if the Slann has lost wounds...

Unfortunately that's making it more complicated! One way to simplify some of the rules would be to take away some of the frenzy items- and just have it always have frenzy (or if it loses it, lose it for good...).

I like the idea of a giant walking BSB! Perhaps you could take the rules in that direction alone, and leave the "out of control monster" rules for things like the DE hydra. I do agree that if it's a giant walking temple, it shouldn't necessarily be going crazy and eating its own units... so perhaps picking one of these tracks and going with it would be good. I vote for the temple one

Also- are Kroxigor subject to stupidity? I thought it was just cold ones... must have missed that.
   
 
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