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I have made custom rules for the Lizardmen character Lord Mazamundi. What do you guys think?
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.
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.
A Slann who rides a stegadon, kicks butt in close combat, can cast spells better than any other slann, and also gets lord Kroak's unique spell?
I smell cake, and eating thereof.
Pick a role for this character and stick with it. As he is a Slann, he is one of the most powerful mages in the game. He shouldn't then be able to pwn in close combat as well. This makes him an almost invincible unit with no realistic counter save his obscene points cost, which probably makes him useless in most games anyway.
I'm just looking at his picture in the warbook, he looks kinda muscular and he's holding some sort of close combat weapon, I figure if he's a slann, it probably is magical. Plus his move of 5 makes him useless in a saurus squad or a cavalry squad. so he's out on his own.
I like the idea of the no contemplation rule, but the mace he carries is the same as the one Kroak has. He is a first gen slann too, so he is very old!!! Fighting not in his best interest!!
Also, he can't wear armour. He's a mage, and therefore no armour. The master Geomancer thing is right though. That is one thing he is better than Kroak at. Albion is the perfect example.
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why dont you just use the GW rules for him as in White Dwarf 290 their not that bad
"and now less then five years later you can still climbe to the top a a steep hill in las vegas and looking west with the right kind of eyes you can almost see the high water mark where the wave finnaly broke and rolled back"