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Made in nz
Disguised Speculo





Hey dakka, I've been arranging an Apocalypse game and one of the players wants to bring his Lizardmen and use them as like some primative xenos race for allies.

I haven't the slightest problem with that, in fact, I think its a great idea! I'm wondering though, if Dakka has a good idea of how to stat these things? We can't run them as Orks, since already a huge chunk of the models on the board are already mean and green and we need some variety. Was thinking Kroot, but then again, could just be more fun to stat them up ourselves.

What I don't want though, is to go into extreme detail and give them heaps of options. I reckon just basic warriors, a CC leader, a Slann psyker, poisoned shooty skinks, and maybe Salamanders or Dinosaur MC would be enough. So I'm happy to hear if you've got any ideas for any of that, otherwise I'll just try and put it together myself

I was thinking, off the top of my head;

Lizardman Warrior (Saurus Warrior)

WS: 4, BS: 0, S: 4, T: 4, W: 1, I: 1, A: 1(2), Ld: 8, Sv: 5+

Wargear: Club, Teeth and Claws! (counts as second CCW)

Special Rules
-Their hunter gatherer lifestyle confers Scout, Move Through Cover and Outflank. In addition, when in area cover they add +1 to their save. If taken in units of 15 or less they may Infiltrate instead of Scout if you wish.
-The Lizardman Xenos are extremely resiliant. Their tough hide gives them a 5+ armour save (big whoop) and they have the Feel No Pain USR.


Could possibly drop WS to 3 (rough riders are WS 3 after all), but add some of the CC orientated USR ~ don't have my rulebook on me right this second to go read up on them though.

Would be keen to hear any fun and interesting rules you might have for them.

This message was edited 1 time. Last update was at 2013/05/22 12:35:35


 
   
Made in us
Swift Swooping Hawk





Omaha, NE

I like them!!

Maybe take away the Scout and Outflank but keep the move through over.

Those abilities should go to the Skink scouts...

Did you and your buddies ever check out the WFB Lustria campaign?
It had some cool rules for lizardmen...like the enemy had to roll on a table to see if they had become lost in the jungle or to avoid "Jungle fever" and miss a portion of the unit due to sickness.

-3500+
-1850+
-2500+
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--3500+ 
   
Made in nz
Disguised Speculo





Oh look, a reply!

I think you've got a point there, the Saurus are more dumb brute than stealthy ambush dudes.

I'll check out that campaign, cheers for that.
   
Made in us
Legendary Master of the Chapter






Honestly think they should be closer to kroot stats, and you should leave a rudimentary BS. at least for em placed weapons and stuff.

matches up a bit with sniper ammo, and infiltrate and those knarloc? riders to match.

This message was edited 1 time. Last update was at 2013/05/31 00:21:42


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in nz
Disguised Speculo





It all depends on how close to or far from 'actual' Lizardmen we go. If they're just generic reptilian xenos then it makes sense for them to be pretty darn close to Kroot. If they're Warhammer Fantasy Lizards, those are statted at S4/T4 (for good reason, they're huge and buff as hell) and I'd probably look to keep them there.

That said, the Kroot unit is a nice easy example of how to do this sort of feral xenos, and if we go that way, we'd just have to find a fair replacement for the Kroot Guns as these guys have nothing more than stone clubs.

What I'm thinking at the moment, is instead of uniting against the encroaching Imperium, Orks etc, rather the Lizard creatures are in an intertribal war, with each tribe seeing the Beings from Above as the messagers of their gods, as horrible daemons, or simply as tools for their own advancement. In the battle, or battles if theres a preceeding campaign (fingers X'd), Lizardmen would randomly appear as reinforcements for one side or another, and exist as creeps on the map, perhaps defending an ancient artefact that they worship but the factions want to take for their own purposes. If there are build up missions beforehand, the actions of the players over the course of the event would determine the likelihood of more free Lizardmen troops appearing for them or their opponents.

So here's my current idea for Lizard Xenos that are less WFB Lizardmen and more random feral creature;

Reptile Warriors

Unit Size: 10~20

WS: 4, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 6+
Kroot Statline

Wargear: Club, Teeth and Claws! (counts as second CCW)

Special Rules : Infiltrate, Move Through Cover, Beings from Above, Stealth (Area Terrain)

-Beings From Above: The Reptilian Xenos look on the invaders with a mixture of awe, reverence, and disgust, which varies from clan to clan and strongly influences how they will perform on the battlefield. Depending on your relationship with their host clan, Reptile Warriors count as Allies of Convenience or Desperate Allies. If faction relations are sufficiently good, the Reptile Warriors gain fearless and FNP (6+) while any one model from their unit is within 12" of one of your units, as the presence of their gods inspire them! If relations are sufficiently poor, not only are they Desperate Allies, but they begin the game in forced reserves ~ they will let the daemons do the brunt of the fighting, and only assist where it benefits them!

In addition, all vehicles cause Fear to any model with this special rule, and they must take a pinning check whenever they take casualties from enermy shooting.

Reptile Skirmishers

WS: 2, BS: 3, S: 2, T: 2, W: 1, I: 2, A: 1, Ld: 6, Sv: -
Gretchin Statline

Unit Size: 5~10

Wargear: Jungle Bows (representing bows, javalins, blowdarts, and all similar weapons)

Jungle Bows [Range: 24", S: 2, AP: -, Poisoned (4+), can be fired as Rapid Fire or as a Heavy 1 weapon with Precision Fire

Special Rules: Infiltrate, Outflank, Move through Cover, Stealth (Area Terrain), Beings from Above

Reptile Cavalry

WS: 4, BS: 3, S: 6, T: 3, W: 2, I: 3, A: 2, Ld: 7, Sv: -
Kroot Rider Statline

Wargear: Between the rider's hand weapon and the creature's jaws and claws, Reptile Cavalry count as having two close combat weapons

Special Rules: Outflank, Acute Senses, Move through Cover, Stealth (Area Terrain), Beings from Above, Hammer of Wrath

   
 
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