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Lizardmen - 40k
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Old 21 Apr 2009, 19:28   #1 (permalink)
Shas'Saal
 
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Location: San Antonio
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Default Lizardmen - 40k

So I was thinking that there are not really any non-horde CC oriented armies in 40k. This has inspired me to attempt to adapt them for use here...
So far here is what I was thinking for a Saurus Warrior.



Saurus Warrior
WS3 BS- S4 T4 W1 I5 A2(3) Ld8 Sv4
Saurus Scar Veteran
WS3 BS- S4 T4 W1 I5 A3(4) Ld8 Sv4

Squad minimum 5, max 12.
Cold Blooded: All Ld checks roll 3 dice instead of 2, keep the two best.
Furious Charge: Same as the Orks.
Native Weaponry: LM weapons are made via unknown means out of an obsidian colored stone with unusual properties. It is as hard as ceramite and capable of being sharpened to an edge of molecular width, while requiring little maintenance. This material has never been identified elsewhere. AP4.
Bite: An additional attack, accounted for in the profile, with AP-.
Fleet: Saurus Warriors are very fast, and count as fleet.

Concerns~ Too many attacks? I'm thinking not, considering that a basic Ork would have just as many and be able to shoot on top of that. The Saurus carries no ranged weapon, has a lackluster WS and is not good for anything but CC.
Points per model... 20? Plus 10 for Scar Vet upgrade, gains an extra attack, may test to rally his squad even when fewer than half survive(like the Tau knife) and access to the (currently nonexistent) Lizardmen wargear list.

Anyone who wants to help hash these guys out is welcome! I have no real experience designing this sort of thing, it probably shows.
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Old 22 Apr 2009, 21:11   #2 (permalink)
Shas'La
 
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Location: North Carolina
Posts: 378
Default Re: Lizardmen - 40k

+Saurus Squad+125+
Warrior
WS 4 BS S 4 T 4 W 1 I 3 A 2 LD 8 SV 4+
Champion
WS 4 BS S 4 T 4 W 1 I 3 A 3 LD 8 SV 4+
Composition:
-9 Warriors
-1 Champion
Wargear:
-CCW and Reflector Shields
Special Rules:
-Stubborn
Transport:
-Squad may take Stegosaurus as Dedicated Transport see Unit Entry for point cost
Options:
Champion may replace his CCW and Shield for
-Ripper Sword
Entire Squad may take one of the following
-Storm Squad for 25 points
(Infiltrate and Deep Strike Special Rules)
-Scout Squad for 25 points
(Scout and Move through cover Special rules)
-Defender Squad for 25 points
(Counter Attack Special Rule)

+Skink Squad+75+
Skinks
WS 2 BS 3 S 3 T 3 W 1 I 4 A 1 LD 7 SV 6+
Skink Leader
WS 2 BS 3 S 3 T 3 W 1 I 5 A 2 LD 8 SV 6+
Composition:
-9 Skinks
-1 Skink Leader
Wargear:
-Blow Pipes
Special Rules:
-Deadly Ammo
Transport:
-Squad may take Stegosaurus as Dedicated Transport see Unit Entry for point cost
Options:
Entire Squad may take one of the following
-Storm Squad for 25 points
(Infiltrate and Deep Strike Special Rules)
-Scout Squad for 25 points
(Scout and Move through cover Special rules)
-Defender Squad for 25 points
(Counter Attack Special Rule)

+Stegasaurous+125+
Stegosaurus
WS 4 BS - S 6 T 6 W 4 I 3 A 4 LD 7 SV 4+
Skinks
WS 2 BS 3 S 3 T 3 W 1 I 4 A 1 LD 7 SV 6+
Composition:
-1 Stegosaurus
-5 Skinks (Manning the Guns and Steering they cannot be targeted and die when the Stegosaurus dies)
Wargear:
-2 Twin Linked Jaguar Paws
Special Rules:
-Monstrous Creature
-Feel No Pain
-Eternal Warrior
Transport:
-Stegosaurus may be taken as a Transport it can hold up to 10 Models on top of the 5 Skink Riders
It Counts as a open topped vehicle for embarking, disembarking, shooting, ect. When the stegosaurus is killed the Unit inside takes 2D6 Strength 3 wounds before it can get out.

Weapons
Ranged Weaponry:

Blow Pipes
Range:18:S:3:AP:6:Assualt 2 Rending, Poisoned 4+

Jaguar Paws
Range:24:S:6:AP:3:Heavy 3

Close Combat Weapons:

Ripper Sword
+1 Strength and counts as a Power Weapon

Reflector Shields
If being shot from more than 24 away the Refractor Shields Invoke +1 to any cover save that the holder may be getting and if they are not in cover invokes a 5+ Cover Save on the open field.
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Old 01 May 2009, 20:33   #3 (permalink)
Shas'La
 
Join Date: Dec 2008
Location: Essex, England
Posts: 490
Default Re: Lizardmen - 40k

Quote:
Originally Posted by Gnome
+Saurus Squad+125+
Warrior
WS 4 BS S 4 T 4 W 1 I 3 A 2 LD 8 SV 4+
Champion
WS 4 BS S 4 T 4 W 1 I 3 A 3 LD 8 SV 4+
Composition:
-9 Warriors
-1 Champion
Wargear:
-CCW and Reflector Shields
Special Rules:
-Stubborn
Transport:
-Squad may take Stegosaurus as Dedicated Transport see Unit Entry for point cost
Options:
Champion may replace his CCW and Shield for
-Ripper Sword
Entire Squad may take one of the following
-Storm Squad for 25 points
(Infiltrate and Deep Strike Special Rules)
-Scout Squad for 25 points
(Scout and Move through cover Special rules)
-Defender Squad for 25 points
(Counter Attack Special Rule)

+Skink Squad+75+
Skinks
WS 2 BS 3 S 3 T 3 W 1 I 4 A 1 LD 7 SV 6+
Skink Leader
WS 2 BS 3 S 3 T 3 W 1 I 5 A 2 LD 8 SV 6+
Composition:
-9 Skinks
-1 Skink Leader
Wargear:
-Blow Pipes
Special Rules:
-Deadly Ammo
Transport:
-Squad may take Stegosaurus as Dedicated Transport see Unit Entry for point cost
Options:
Entire Squad may take one of the following
-Storm Squad for 25 points
(Infiltrate and Deep Strike Special Rules)
-Scout Squad for 25 points
(Scout and Move through cover Special rules)
-Defender Squad for 25 points
(Counter Attack Special Rule)

+Stegasaurous+125+
Stegosaurus
WS 4 BS - S 6 T 6 W 4 I 3 A 4 LD 7 SV 4+
Skinks
WS 2 BS 3 S 3 T 3 W 1 I 4 A 1 LD 7 SV 6+
Composition:
-1 Stegosaurus
-5 Skinks (Manning the Guns and Steering they cannot be targeted and die when the Stegosaurus dies)
Wargear:
-2 Twin Linked Jaguar Paws
Special Rules:
-Monstrous Creature
-Feel No Pain
-Eternal Warrior
Transport:
-Stegosaurus may be taken as a Transport it can hold up to 10 Models on top of the 5 Skink Riders
It Counts as a open topped vehicle for embarking, disembarking, shooting, ect. When the stegosaurus is killed the Unit inside takes 2D6 Strength 3 wounds before it can get out.

Weapons
Ranged Weaponry:

Blow Pipes
Range:18:S:3:AP:6:Assualt 2 Rending, Poisoned 4+

Jaguar Paws
Range:24:S:6:AP:3:Heavy 3

Close Combat Weapons:

Ripper Sword
+1 Strength and counts as a Power Weapon

Reflector Shields
If being shot from more than 24 away the Refractor Shields Invoke +1 to any cover save that the holder may be getting and if they are not in cover invokes a 5+ Cover Save on the open field.
Nice, but what are the special rules? Are they taken from Warhammer Fantasy?

I think this would be a very interesting list to play.
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Old 06 May 2009, 02:44   #4 (permalink)
Shas'Ui
 
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Posts: 740
Default Re: Lizardmen - 40k

no non horde CC oriented army? What about Chaos?
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Old 06 May 2009, 04:04   #5 (permalink)
Shas'La
 
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Location: North Carolina
Posts: 378
Default Re: Lizardmen - 40k

@Turok

All the special rules listed are rules from the Warhammer 40K Rulebook
The Blow Pipes Deadly Ammo rule is that its a 4+ Poison to wound
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Old 06 May 2009, 05:12   #6 (permalink)
Zen
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Default Re: Lizardmen - 40k

...OK, I'm playing Lizardmen and you're doing them no justice. K.I.S.S.; Keep it Simple, Stupid. Furthermore, this is 40K; both Shooting and Close Combat is the law here. Even Slugga Boyz can shoot.

[hr]

Saurus Warriors 10 Points/Model

[table][tr][td] [/td][td]Points[/td][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Saurus Warrior[/td][td]10[/td][td]4[/td][td]2[/td][td]4[/td][td]4[/td][td]1[/td][td]2[/td][td]2[/td][td]8[/td][td]4+[/td][/tr]
[tr][td]Saurus Champion[/td][td]+10[/td][td]4[/td][td]2[/td][td]4[/td][td]4[/td][td]1[/td][td]2[/td][td]3[/td][td]8[/td][td]4+[/td][/tr]
[/table]

[table][tr]
[td]Unit Composition:
  • 5-10 Saurus Warriors
[/td]

[td]Wargear:
  • Close Combat Weapon
  • Ripper Gun
[/td][/tr]


[tr][td] Unit Type:
  • Infantry
[/td][/tr]

[tr]
[td]Special Rules:
  • Cold-Blooded
  • Scaly Skin
[/td]


[td][/td][/tr]
[/table]
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Old 21 May 2009, 17:58   #7 (permalink)
Kroot Warrior
 
Join Date: May 2009
Posts: 1
Default Re: Lizardmen - 40k

Here's my idea for the

Skinks

12 points

Ws Bs S T W I A Ld Sv
2 3 2 3 1 4 1 8 6+
Wargear:
*blowpipe like railguns (S:3 but Ap:4) assault 1 range 24"
Special:
*Scout
*Fleet
*Cold-Blooded

Temple guard

22 points

Ws Bs S T W I A Ld Sv

3 2 4 3 1 3 1(2) 8 4+


Wargear:

*Staff gun (like those from Stargate Goa'ulds but with an axe on one half of it) S:4 AP:5 assault 1 range 16" counts as 2 close combat weapons

Special:
*Cold-Blooded
*Fleet
*Bite










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Old 22 May 2009, 05:55   #8 (permalink)
Zen
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Default Re: Lizardmen - 40k

OK, a few things I want to touch on:

Saurus
- They're slow and only have enough mental capacity to use basic weapons and I mean the most basic weapons. They don't have Fleet. They're slow. Friggin' slow. In Fantasy, their MA is 3. The normal Infantry in Fantasy has a MA of 4. So, no Fleet but rather Slow and Purposeful.
- Give them weapons and Ogryns can use e.g. Ripper Guns and Close Combat Weapons. And maybe the more experience Saurus Warriors (Scar Veteran and Saurus Oldblood) can use Power Claw, Lightning Claws and Power Weapons.

Skinks
- Give them Grot stats. They're weak and puny but they're able to use more complicated weapons. But again I wouldn't give them Fleet either. Scout/Infiltrate is fine.


In Fantasy, Lizardmen are the servants of the Old One. So apply some of Eldar technology to the Lizardmen. More comples weapons (NOT BLOWPIPES) like Shuriken Catapult-equivalent to the Skinks as well as Skinks maintain all the technologies of the Old One. Maintain! Not advance nor develop. Saurus should just be give weapons that an Ogryn can use.
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Old 22 May 2009, 13:03   #9 (permalink)
Shas'La
 
Join Date: Oct 2007
Posts: 392
Default Re: Lizardmen - 40k

Zenai... you're wrong...

Only dwarves in fantasy have MA3, everybody else has MA4, 5 or 6.
Saurus have MA4, so they are not slow, but do not deserve fleet anyways... And they're not that stupid, Kroxigors are stupid sorta, but Saurus are smart when it comes to war, they pull up strategical moves in the fluff, so I wouldn't say they can't use somewhat complex weapons as long as they involve bashing people on their heads...

Skinks are MA6, faster than the elves and matching the Eshin skavens so fleet is fluffy, after all, there's nothing that runs faster than Eshin skaven while on foot, and skinks are on par.

Sorry for posting official stats, tell me if I must remove them please.
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Old 22 May 2009, 18:34   #10 (permalink)
Zen
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Default Re: Lizardmen - 40k

Apparently, I've been switching M for WS. Saurus are pretty competent in warfare but more of the brutal side. I still think BS 2 is fine and Ripper Guns are just fine. But for K.I.S.S., Saurus should be MEQ~ish and Skinks should be Grot-stats.
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