Saturday 4 May 2024

Lizardmen 1.6 (beta) out now!

A fairly large update this one, that ended up going a lot quicker than planned still (mostly as a result of me spending a lot of my free time working on it). This update features plenty of new spells (even a new lore!), new magic items, new units and some minor rules changes. Enjoy, and many thanks to my Patreon supporters as always!

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Patchnotes:

  • Predatory Fighter: a unit that contains one or more models with this special rule must re-roll successful tests to restrain from pursuit.
  • Blood Frenzy: Once a model or unit with this special rule has inflicted one or more unsaved Wounds, it immediately becomes subject to Frenzy until the end of the next turn.
  • New Magic Lore: Lore of Geomancy.
  • Added 6 new spells to the Lore of High Magic. Removed boosted spells.
  • Contemplations: If a spell from the Lore of High Magic is successfully cast, the caster can immediately choose one of the Signature Spells from one of the eight Winds of Magic in the Warhammer rulebook which they can cast for the remainder of the Magic phase.
  • Soul Quench is no longer a Signature spell.
  • Tempest: Any unit under the template suffers a -1 modifier to all To Hit rolls.
  • Arcane Unforging allows the caster to choose which item they want to destroy.
  • Fiery Convocation is cast on 15+. Causes S3 Hits. Strength is increased by 1 every turn.
  • Added multiple new magic items.
  • Added two new Disciplines of the Old Ones.
  • Harmonic Converge: The Slann Mage-Priest rolls an additional dice whenever they attempt to channel power or dispel dice.
  • Focused Rumination costs 30 pts.
  • Wandering Deliberations: The Slann Mage-Priest may choose their spells from two lores of Magic rather than one. This discipline cannot be combined with the Focus of Mystery discipline.
  • Focus of Mastery costs 20 pts.
  • Huanchi's Blessed Totem: Bound Spell, Power Level 6. This standard contains a conveyance spell that may be cast on the unit carrying it. The unit may immediately make a move directly forward using the Random Movement (2D6) special rule. Costs 35 pts.
  • Sign of Sotek may be carried by Skink units. Costs 20 pts.
  • New Hero: Kroxigor Ancient
  • Skink Priests can ride Coatls. Cannot ride Troglodons.
  • New Core Unit: Terrawings
  • Skinks may take slings.
  • Saurus Warriors may take a Magic Standard up to 50 pts. Spears cost 1.5 pts.
  • Skink Cohort has Unit Size 20+
  • Skink Skirmishers can take Musicians. Cost 5 pts with blowpipes. Cost 8 pts with javelins and shields.
  • New Core Unit: Skink Raptadon Riders
  • Guardians: When casting a direct damage or magical vortex spell that originates from the Slann's base, draw this spell from the base of the model in front of the Slann instead.
  • Cold One Riders do not have spears by default, cost 24 pts.
  • Chameleon Skinks are Loners. Can take Musicians. Have shields by default. Cost 5 pts. Can take blowpipes, slings or javelins.
  • Terradon riders cost 24 pts. Can take javelins, shortbows, shields and an extra rider.
  • Salamanders and Razordons are War Beasts with S4, W2, cost 60 pts. If all Skink handlers are removed, the Salamanders are subject to Frenzy for the remainder of the game. If all Skink handlers are removed, the Razordons are subject to Frenzy for the remainder of the game.
  • New Rare Unit: Ancient Salamander
  • New Rare Unit: Aggradon Riders
  • Bastiladon has 3 crew by default.
  • Stegadons may take giant blowpipes.
  • Troglodons can be taken as Rare Units. Have Divining Rod upgrade.
  • Lord Kroak may have a Skink attendant.
  • Tetto'eko may use one dice more than normally allowed to cast spells.
  • Tetto'eko has a Line of Sight value of 2.
  • Lotl-Botl can take magic items.
  • Inxi-Huinzi can take magic items.
  • Ten-Zlati does not have magic items by default. Can take magic items like normal heroes.
  • The Piranha Blade is limited to Itzi-Bitzi.
  • Removed Kroq.
  • New Hero: Tichi-Huichi

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