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Made in au
Sinewy Scourge




Downunder

Lizardmen Special Formation: Saurus Nomads – 50 points + Unit Costs
Formation Command Unit– 1 Horned One Knights
Formation Members – 2+ Cold One Cavalry, 0-2 Cold One Hussars
Formation Special Rules: All formation members benefit from the scouts special rule. All Horned Ones in the formation may add +1 WS and +1 A, their Scaly Skin bonus is now (4+). Up to 2 units of Cold One Cavalry may be upgraded to Cold One Hussars, these upgraded units no longer count towards the minimum number of Cold One Cavalry units necessary to field this formation.

Horned One Knights
Rare; May only be taken in an army that includes the Saurus Nomads formation. The number of Horned One Knights must not exceed the size of the largest Cold One Cavalry unit in the formation.
45 Points per model
Unit size 5+

Horned One Saurus Knight Saurus Knight Champion
M 8 4 4
WS 4 5 5
BS 0 0 0
S 4 5 5
T 4 4 4
W 1 1 2
I 3 2 2
A 2 3 4
Ld 3 8 8

Special Rules: Cold Blooded, Scaly Skin 5+(Saurus) 4+ (Horned Ones), Thick Skinned, Fear, Poison Weapons, Scouts, Stubborn, Hatred

Weapons & Armour
Hand Weapon
Shield
Heavy Armour
Spear

The Horned One Knights must take a champion for +25 points
Who may take up to 50 points of magic items
The Horned One Knights must take a Standard Bearer (Also the Formation standard Bearer) for +25 Points
Who may take a magic banner of up to 25 points
The Horned One Knights may take a Musician for +10 points
The whole unit may replace their Spears with Lances for +5 points


The Horned One Knights are a rare group of Saurus. Unlike other lizardmen, these grizzled veterans are the last of their spawning. Most specifically the Horned One Knights are former Temple Guard who have through various means left their posts on a combination of pilgrimage and self-imposed exile. Exhibiting a greater degree of independence than most of their kind, the Knights have taken it upon themselves to train the rare Horned One as a mount to help serve them in battle. These Saurus are quite old and wise in the arts of war, they’re skill is equal to that of the Scar-Veteran’s although their unorthodox behaviour and indeterminate status within a cultural devoted to caste and order has left them as respected but ultimately outcast of the Lizardmen society. The Horned One Knights often travel alone across Lustria, gathering only when signs of conflict arise. Such independence has taught these groups many skills. The poison skinks extract from frogs, is also used by them to help even the odds, as they are often so far ahead of the lizardmen forces that action now is preferred to meditation and contemplation. The Horned One Knights also exhibit extreme xenophobia, as it has always been the actions of outsiders that have led to their fate, they view all outsiders as responsible for this and treat them accordingly.


0-2 Cold One Hussars
Special: May only be taken as part of the Saurus Nomad special formation
40 Points per model
Unit size 5+

Cold One Saurus Saurus Champion
M 7 4 4
WS 3 4 4
BS 0 0 0
S 4 4 4
T 4 4 4
W 1 1 1
I 2 2 2
A 1 2 3
Ld 3 8 8

Special Rules: Cold Blooded, Scaly Skin 5+, Stupidity, Thick Skinned, Fear, Scouts, Hatred

Weapons & Armour
Hand Weapon
Shield
Spear

Upgrade one member to a Champion +20
May take a magic item worth up to 25 point
Upgrade one member to a Musician +10
Upgrade one member to a Standard Bearer +20
May take a magic banner worth up to 25 points
The whole unit may gain Poisonous Attacks at +2 points per model
The whole unit may take Light Armour at +2 points per model




Fluff to be added soon

So what do you people out there think?
For reference read the Special Formation rules from this post in the Discussion thread for Legendaries

Also does anyone know how to post large stat blocks without the forums formatting making all hodge-podge?


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

Oh man, I love the idea of Horned Ones! Will try to read through these rules more thoroughly later, but major kudos for that
   
Made in us
Skink Chief with Poisoned Javelins




New York/Michigan

I think that S5 on the Knights is a bit much, seeing as that is the S of characters. I think that giving them some thing like "heavy spears" (i.e. lances) or "ritual blades" (i.e. enscrolled weapons) would better suit them.
   
Made in us
Terrifying Wraith




Houston

Poison Weapons, Scouts, Stubborn, Hatred - this is to much I would say pick 2 (stubborn/hatred IMO)

make hussars have poison instead of hatred

2 wounds on a unit champ is to much... and way to underpriced... make an oldblood required and full command...

I love the idea, with those compromises I would gladly let you play it

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
 
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