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LIZARDMEN
WARSCROLLS
COMPENDIUM
INtRODUCtION
The Seraphon are beings of order,
creatures of the stars whose minds
and bodies sing with Azyrite energy.
They are the sworn enemies of Chaos,
ever-opposed to the Dark Gods and the
bedlam they bring.
The cold-blooded savagery of the
Seraphon is legendary. Directed by
the inscrutable slann, their tightly
disciplined cohorts and roaring saurian
beasts tear through their enemies with
the ferocity of true predators.
The warscrolls in this compendium
allow you to use your Citadel
Miniatures collection in fantastical
battle, whether telling epic stories set
during the Age of Sigmar, or recreating
the wars of the world-that-was.
WARSCROLL KEy
1. itle:
The name of the model that the
T
warscroll describes.
2. haracteristics:
This set of characteristics tells you
C
how fast, powerful and brave the model is, and how
effective its weapons are.
3. escription:
The description tells you what weapons
D
the model can be armed with, and what upgrades (if
any) it can be given. The description will also tell you if
the model is fielded on its own as a single model, or as
part of a unit. If the model is fielded as part of a unit,
then the description will say how many models the unit
should have (if you don’t have enough models to field a
unit, you can still field one unit with as many models as
you have available).
4. bilities:
Abilities are things that the model can do
A
during a game that are not covered by the standard
game rules.
5. eywords:
All models have a list of keywords.
K
Sometimes a rule will say that it only applies to models
that have a specific keyword.
6. amage Table:
Some models have a damage table
D
that is used to determine one or more of the model’s
characteristics. Look up the number of wounds the
model has suffered to find the value of the characteristic
in question.
1
CHAK Ax, tHE EtERNIty WA
RDEN
2
5"
MOV
E
U
N
DS
WO
7
10
b
4+
MELEE WEAPONS
Star-stone Mace
Fearsome Jaws
Range
Attacks
1"
1"
to Hit
3
1
to Wound
SAV
E
3+
4+
Rend
3+
4+
Damage
-1
-
2
1
R
AV
ERy
3
Chakax, the Eternity Warden, is a single
model. He is armed with a Star-ston
e
Mace and tears into enemies with his
Fearsome Jaws.
descr iption
4
selfless protector:
Each time this model
is within 2" of a
Slann
that suffers
a
wound or mortal wound, he can attempt
to intervene. If he does so, roll a dice.
If the
result is 2 or higher, the Slann ignores
that
wound or mortal wound but this model
suffers a mortal wound in its place.
Alpha warden: Te
mple Guard make
an additiona l attack with their Celestite
Polearms while their unit is within
5"
of Chaka x.
Abilities
Slann Wizards
know the Summon
Eternity Warden spell, in addition to
any
others they know.
Summon Eternity Warden has a casting
value of 5. If successfu lly cast, you can
set
up Chakax within 15" of the caster and
more than 9" from any enemy models.
The
model is added to your army but cannot
move in the following movement phase.
suMMon eternit y WArde
n
MAgic
5
KeYworDs
orDer, DAemon, CelesTIAl, s
erAphon, sAurus, hero, ChAK
Ax
gOR–ROK
MOV
E
U
N
DS
WO
7
5"
10
b
4+
MELEE WEAPONS
R
AV
ERy
Celestite War-mace
Fearsome Jaws and Aeon Shield
Range
Attacks
1"
1"
to Hit
Gor-Rok is a single model. He is a
ferocious exemplar of the saurus’ martial
might, crushing armour with his Celestite
War-mace and tearing through flesh
with his Fearsome Jaws and drakesca
le
Aeon Shield. As well as being a deadly
weapon, the massive Aeon Shield is
almost
impervious to damage.
Aeon shield: Wh
en you make save
rolls
for this model, ignore the enemy’s Rend
characteristic unless it is -3 or better.
KeYworDs
descr iption
SAV
E
5
2
to Wound
3+
4+
Rend
3+
3+
Damage
-1
-
1
1
Ferocious rage: I
f the hit roll for one
of
this model’s attacks is 6 or higher, make
D3 wound rolls rather than 1. If the
wound
roll for one of this model’s attacks is
6 or
higher, it causes D3 damage rather than
1.
Slann Wizards
know the Summon
Sunblood spell, in addition to any others
they know.
MAgic
Summon Sunblood has a casting value
of 5.
If successfu lly cast, you can set up Gor-Rok
within 15" of the caster and more than
9" from any enemy models. The model
is
added to your army but cannot move
in the
following movement phase.
scent of weakness: If
Gor-rok uses
this ability, pick an enemy unit within
15" – until your next hero phase, re-roll
failed hit rolls for attacks made in the
combat phase against that unit by any
of
your Sau
rus mod
els.
suMMon sunblood
Abilities
coMM And Abilit y
R
KROq–gAR ON CARNOSAU
orDer, DAemon, CelesTIAl, s
MISSILE WEAPONS
erAphon, sAurus, hero, gor-
roK
Range
Workshop Ltd. 2015
to
Attacks
Warhammer Age of Sigmar © Games
Hit
to Wound
Rend
Damage
MOV
E
U
N
DS
WO
10
Sunbolt Gauntlet
18"
Range
D6
Attacks
3+
to Hit
4+
to Wound
-1
Rend
1
Damage
12
4+
MELEE WEAPONS
bR
AV
ERy
Carnosaur’s Clawed Forelimbs
Carnosaur’s Massive Jaws
Sunstone Spear
2"
2"
2"
3
2
3+
3+
3+
3+
-1
-
-1
D3
2
3
6
descr iption
of
Kroq-Gar is a single model. Flashes
celestial fire leap forth from his Sunbolt
on
Gauntlet, while enemies are impaled
the shimmering blade of his Sunstone
Spear. Kroq-Gar’s Carnosaur mount
grips
Grymloq is a terrifying predator that
s
enemies in his powerful Clawed Forelimb
aws.
before rending them with his Massive J
SAV
E
4+
Wounds Suffered
Move
DAMAgE tAbLE
Clawed Forelimbs
Massive Jaws
0-2
3-4
5-7
8-9
10+
10"
10"
8"
8"
6"
3+
4+
4+
5+
5+
5
4
3
2
1
MAgic
the
Blood Frenzy:
A Carnosaur that tastes
g
flesh of the enemy becomes a rampagin
has
force of destruction. Once this model
it can
slain an enemy with its Massive Jaws,
the
run and charge in the same turn for
rest of the battle.
can
Bloodroar:
The roar of a Carnosaur
to
cause even the most daring warrior
a
turn and flee. If your opponent takes
8" of
battleshock test for a unit within
is
any Carnosaurs, roll a dice. If the result
’s
higher than the result on your opponent
well
dice, D3 models flee from the unit (as
as any that flee because of the test).
a
Blazing Sunbolts:
If Kroq-Gar targets
Chaos Daemon
unit with his Sunbolt
of the
Gauntlet, you can add 2 to the result
wound rolls.
Slann Wizards
know the Summon
any
Saurus Warlord spell, in addition to
others they know.
suMMon sAurus WArlord
Abilities
Pinned Down:
Carnosaurs tackle large
prey by pinning them in place before
jaws.
tearing into them with their massive
the
If an enemy
Monster
is hit twice with
can
Carnosaur’s Clawed Forelimbs, you
that
add 2 to the result when rolling to hit
Jaws
target with the Carnosaur’s Massive
in the same turn.
Summon Saurus Warlord has a casting
can
value of 10. If successfu lly cast, you
15"
set up Kroq-Gar on Carnosaur within
any
of the caster and more than 9" from
to your
enemy models. The model is added
army but cannot move in the following
movement phase.
coMM And Abilit y
Ancient Warlord:
Kroq-Gar is a veteran
of battles without number, an inspiring
kin as
leader who is as inspirational to his
r
he is terrifying to the enemy. If Kroq-Ga
hero
uses this ability, then until your next
phase, whenever a
Saurus Hero
from
combat
your army within 20" attacks in the
2 to
phase, pick one of its weapons and add
of
its Attacks characteristic until the end
.
the phase
er, hero,
KeYworDs
orDer, DAemon, CelesTIAl, s
Kroq-gAr
, monsT
erAphon, CArnosAur, sAurus
Warhammer Age of Sigmar © Games
Workshop Ltd. 2015
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
LORD KROAK
MOV
E
U
N
DS
WO
5"
10
4+
MELEE WEAPONS
Range
Attacks
to Hit
to Wound
Rend
Damage
SAV E
Ancient Spirits’ Spectral Claws
3"
2D6
3+
3+
-1
1
bR
A
ERy
V
description
Lord Kroak is a single model, a long-dead
and mummified slann seated upon a
mystical stone palanquin. Any foes who
dare approach are swarmed by the ancient
spirits that surround him and torn asunder
by their Spectral Claws.
Fly
MAgic
coMet’s cAll
Lord Kroak is a wizard. He can attempt
to cast four spells in each of your own
hero phases, and attempt to unbind four
spells in each enemy hero phase. He knows
the Arcane Bolt, Mystic Shield, Celestial
Deliverance and Comet’s Call spells.
celestiAl deliverAnce
Lord Kroak can fly.
Abilities
Dead for Innumerable Ages:
Lord Kroak’s
physical form is ancient, withered and
preserved only by his indomitable spirit.
As such, he is immune to all but the most
devastating attacks – those which can
temporarily divorce his consciousness
from his corpse.
In the battleshock phase of each turn, roll
a dice and add the number of wounds that
Lord Kroak suffered during the turn. If
the result is higher than his Bravery, he
is ‘slain’. Otherwise, any wounds he has
suffered are immediately healed. If an
ability or rule would cause him to be slain
outright, he is not; instead, he suffers D6
mortal wounds.
KeYworDs
The spirits surrounding Kroak’s palanquin
quiver with unfettered force before
exploding outwards to bring ruin to
his enemies.
Lord Kroak can cast Celestial Deliverance
up to three times in the hero phase. It has
a casting value of 7 the first time it is cast,
8 the second time and 9 the third time.
If it is successfully cast, roll three dice to
determine the spirits’ reach in inches. Each
enemy unit within range suffers D3 mortal
wounds. The vengeful spirits reserve a
special hatred for
Chaos Daemons,
and
tear into them with something akin to
glee; as such, these units suffer D6 mortal
wounds instead of D3.
His consciousness soaring up to the
heavens, Lord Kroak summons a cluster
of comets before sending them into the
enemy’s ranks. Comet’s Call has a casting
value of 7. If successfully cast, pick up to
D3 enemy units, or D6 if the result of the
casting roll was 10 or more. Each of these
units is struck by a comet and suffers D3
mortal wounds.
coMMAnd Ability
Impeccable Foresight:
Lord Kroak casts
his consciousness ahead, reading the
threads of destiny as easily as a mortal
would read a map. If Lord Kroak uses this
ability, roll three dice. For each one that
scores 4 or more, Lord Kroak gains an
insight into the future. Each insight can be
used to re-roll any single dice before your
next hero phase.
orDer, CelesTIAl, serAphon, slAnn, hero, wIzArD, lorD KroAK
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
SLANN MAgE-PRIESt
MOV
E
U
N
DS
WO
7
5"
10
4+
MELEE WEAPONS
Range
Attacks
to Hit
to Wound
Rend
Damage
SAV E
Azure Lightning
3"
6
4+
3+
-1
1
bR
A
ERy
V
description
A Slann Mage-Priest is a single model
that sits atop a floating palanquin graven
with strange symbols and humming
with power. Any enemies who come too
close are immolated by crackling bolts of
Azure Lightning that leap forth from the
hovering throne.
Fly
MAgic
r
oll Ascendant Constellation
1-2
The Hunter’s Steed:
The image of a
galloping war-beast blazes bright in
the sky. Add 1 to run and charge rolls
for
Seraphon
units in your army
while this constellation is ascendant.
3-4
The Sage’s Staff:
This constellation is
held as a mythical portent of wisdom
and magic – while it is ascendant,
add 1 to the casting rolls when
Seraphon Wizards
in your army
attempt to cast spells.
5-6
The Great Drake:
The vast form of
Dracothion himself writhes in the
firmament. You can re-roll hit rolls of
1 for
Seraphon
units in your army
while this constellation is ascendant.
At the start of your hero phase, one Slann
Mage-Priest in your army can attempt to
turn the constellations to its advantage
instead of casting one of its spells. If it does
so, roll a dice. If the result is a 1, the slann
is distracted by its exertions and cannot
cast any spells this phase. If the result is 4
or higher, you can pick a new ascendent
constellation from the table. Otherwise
there is no effect.
Arcane Vassal: Before
a Slann Mage-Priest
attempts to cast a spell, you can pick a
vassal to channel it; this can be a
Skink
Hero
or Troglodon from your army that
is within 15". If the spell is successfully
cast, measure the range and visibility from
the vassal.
A Slann Mage-Priest is a wizard. It can
attempt to cast three different spells in
each of your own hero phases, and attempt
to unbind three spells in each enemy hero
phase. A Slann Mage-Priest knows the
Arcane Bolt, Mystic Shield and Light of the
Heavens spells.
light oF the heAvens
A Slann Mage-Priest can fly.
Abilities
Celestial Configuration: If
your army
includes any Slann Mage-Priests, roll a
dice after set-up is complete and consult
the table, right, to see which constellation
is in the ascendant, and how it affects your
army. This effect lasts as long as you have
a Slann Mage-Priest on the battlefield, or
until a new constellation comes into effect.
The Mage-Priest slowly blinks and raises
its hands, bathing the battlefield in purest
starlight. Light of the Heavens has a casting
value of 6. If successfully cast, then until
your next hero phase any battleshock
tests for
Celestial Daemon
or
Chaos
Daemon
units are made by rolling two
dice rather than one. For
Celestial
units,
discard the highest of the two dice; for
Chaos
units, discard the lowest.
coMMAnd Ability
Gift from the Heavens: If
a Slann Mage-
Priest uses this ability,
Seraphon
units
from your army within 10" are wrapped in
a mantle of Azyrite energy, allowing them
to disregard the laws of nature. Until your
next hero phase, those units can fly and
you can re-roll failed save rolls for them in
the shooting phase.
KeYworDs
orDer, CelesTIAl, serAphon, slAnn, hero, wIzArD, slAnn mAge-prIesT
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
KROq–gAR ON CARNOSAUR
MOV
E
MISSILE WEAPONS
Range
Attacks
to Hit
to Wound
Rend
Damage
U
N
DS
WO
12
10
Sunbolt Gauntlet
18"
Range
D6
Attacks
3+
to Hit
4+
to Wound
-1
Rend
1
Damage
4+
MELEE WEAPONS
SAV E
Sunstone Spear
Carnosaur’s Clawed Forelimbs
Carnosaur’s Massive Jaws
2"
2"
2"
3
2
3+
3+
3+
3+
-1
-
-1
D3
2
3
bR
A
ERy
V
4+
DAMAgE tAbLE
Wounds Suffered
Move
Clawed Forelimbs
Massive Jaws
0-2
3-4
5-7
8-9
10+
10"
10"
8"
8"
6"
3+
4+
4+
5+
5+
5
4
3
2
1
description
Kroq-Gar is a single model. Flashes of
celestial fire leap forth from his Sunbolt
Gauntlet, while enemies are impaled on
the shimmering blade of his Sunstone
Spear. Kroq-Gar’s Carnosaur mount
Grymloq is a terrifying predator that grips
enemies in his powerful Clawed Forelimbs
before rending them with his Massive Jaws.
Blood Frenzy:
A Carnosaur that tastes the
flesh of the enemy becomes a rampaging
force of destruction. Once this model has
slain an enemy with its Massive Jaws, it can
run and charge in the same turn for the
rest of the battle.
Bloodroar:
The roar of a Carnosaur can
cause even the most daring warrior to
turn and flee. If your opponent takes a
battleshock test for a unit within 8" of
any Carnosaurs, roll a dice. If the result is
higher than the result on your opponent’s
dice, D3 models flee from the unit (as well
as any that flee because of the test).
Blazing Sunbolts:
If Kroq-Gar targets a
Chaos Daemon
unit with his Sunbolt
Gauntlet, you can add 2 to the result of the
wound rolls.
MAgic
Slann Wizards
know the Summon
Saurus Warlord spell, in addition to any
others they know.
suMMon sAurus WArlord
Abilities
Pinned Down:
Carnosaurs tackle large
prey by pinning them in place before
tearing into them with their massive jaws.
If an enemy
Monster
is hit twice with the
Carnosaur’s Clawed Forelimbs, you can
add 2 to the result when rolling to hit that
target with the Carnosaur’s Massive Jaws
in the same turn.
Summon Saurus Warlord has a casting
value of 10. If successfully cast, you can
set up Kroq-Gar on Carnosaur within 15"
of the caster and more than 9" from any
enemy models. The model is added to your
army but cannot move in the following
movement phase.
coMMAnd Ability
Ancient Warlord:
Kroq-Gar is a veteran
of battles without number, an inspiring
leader who is as inspirational to his kin as
he is terrifying to the enemy. If Kroq-Gar
uses this ability, then until your next hero
phase, whenever a
Saurus Hero
from
your army within 20" attacks in the combat
phase, pick one of its weapons and add 2 to
its Attacks characteristic until the end of
the phase.
KeYworDs
orDer, DAemon, CelesTIAl, serAphon, CArnosAur, sAurus, monsTer, hero,
Kroq-gAr
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
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