Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Lord Mazamundi rules
Closed Thread
Old 05 May 2006, 23:24   #1 (permalink)
Shas'El
 
Join Date: Jan 2005
Location: Somewhere cliché, like... behind you, or in your room maybe. I don't know.
Posts: 2,150
Default Lord Mazamundi rules

I created some rules to use the Slann Lord Mazamundi. What do you guys think?

Lord Mazamundi

M4 WS4 BS3 S3 T5 W8 I2 A1 Ld10

Taking Lord Mazamundi counts as taking a Lord, a Hero, and two rare choices (one for the stegadon).

Lord Mazamundi must be fielded as presented here and no extra equipment or magic items can be bought for him.

Points: 800

Weapons & Armor: Hand of Queztl, Light Armor

Large target, Unit strength 5

Stegadon: Lord Mazamundi rides a Stegadon, replacing all the crew and the great bow. The stegadon is included in the points cost, and has all the rules as listed on page 31 of the lizardmen warbook. However, because he is so big, Lord Mazamundi only receives a 5+ save (combined with the light armor to become 4+) from the Howdah and the stegadon's move is reduced to 5.

Hand of Queztl: Unlike other Slann, Lord Mazamundi is relatively fit and does prefer to engage in combat. Because of this, he does not have the Contemplation special rule. This has pleased the Old One queztl so much that he has been granted the magic weapon the Hand of Queztl which adds 2 to strength and 1 to attack (not included in the statline.) It was made by queztl so is not affected by things such as Vaul's Unmaking or the Null Stone in a similar manner to the sacred plaques.

Authoritative Presence: Lord Mazamundi has an almost magical aura of command and all but the most strong willed individuals drop their gaze in his presence. All units wishing to shoot at Lord Mazamundi must take a leadership check before shooting at him. If they fail, they may not shoot that turn. Units that cause Terror, Daemons, Undead and Lords are unaffected by this as they all have the ability to resist his power.

Shield of the Old ones: Lord Mazamundi's Shield of the Old Ones gives him a 3+ ward save.

Most Powerful Living Slann: Lord Mazamundi has all the 2nd generation abilities. He also gives the the opponent 300+ victory points if slain. In addition, he generates an additional power and dispel dice.

Master Geomancer: Lord Mazamundi knows the spell The Ruination of Cities.
__________________

If you read this sentince, it will tell you nothing.
compubrains is offline  
Old 06 May 2006, 12:15   #2 (permalink)
Shas'El
 
The Mothman's Avatar
 
Join Date: Nov 2005
Location: Canadian Maritimes
Posts: 2,210
Send a message via MSN to The Mothman
Default Re: Lord Mazamundi rules

I believe they have unoffical rules for the froggy.
Slann cannot take weapons or armour.
The frog should be of 2nd Gereation, but knows mone more spells.
Then Slap him on a steg. and give him the same kinda rules of Kroak. (I.e he dies, and the lizardmen lose, and casting magic through friendly skinks or slann, using his spells)

__________________
Man, this origami dream is beautiful, but those wings will never leave the ground without a feather and a lottery ticket.
The Mothman is offline  
Old 06 May 2006, 16:38   #3 (permalink)
Shas'La
 
Join Date: Oct 2005
Location: England (hail to)
Posts: 430
Send a message via MSN to smurf
Default Re: Lord Mazamundi rules

Have you seen the model, or the fluff, he does engage in close combatr its a given.

He isnt a standard slann, hes the greatest spell caster ever, and can hold his own in a fight. Id say pretty well made and balanced rules

well done
__________________
Quote:
Originally Posted by Utsujin
Dark Eldar are just not played, but they are doing fine, pirates love to be unseen, plus pirates have parrots.
Nothing in life is forever, but none of your deeds were in vain
Deep in our hearts you will live again, you're gone to the home of the brave
R.I.P Kangaroo Joe
smurf is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Nurgle Lord Mercurius [rules and model C+C welcome] messyart 40K Creations 10 22 Jul 2008 13:53
Dogs of War: Ugly Akmed's Camelry, plus new rules for Cavalry! [House Rules] Wargamer The Warhammer World 5 17 Jul 2008 16:04
Rules and points legal Imperial Guard character special rules! Now more! Commander Songblade Imperial Guard 17 01 Nov 2007 20:42
Lord Kashel the Eye- Alpha Legion lord. Jeff Showcase 10 03 May 2006 21:54
destroyer lord or lord? commander farsight Necrons 12 26 Nov 2005 22:04