Lizard-man rules?
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- OREMAWESOME1234
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Lizard-man rules?
I'm going to add some lizard men to my forces and i'm not sure what the stats should be. Edit! I've built my first lizard-man and I made it like saberscorpion's Slashrim:http://www.novarefuge.com/lego/helexith_slashrim.htm it's a zrillak
Last edited by OREMAWESOME1234 on Sat Jul 31, 2010 8:53 am, edited 1 time in total.
- Olothontor
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Really it's up to you.
Normally when I have a weird custom unit to incorporate I simply take a normal unequipped minifig and give him special rules and maybe a few stat boosts to suit whatever he is. The actual boosts and specials can vary depending on whatever role you want them to fill in your army, but that's the basic idea.
Normally when I have a weird custom unit to incorporate I simply take a normal unequipped minifig and give him special rules and maybe a few stat boosts to suit whatever he is. The actual boosts and specials can vary depending on whatever role you want them to fill in your army, but that's the basic idea.
I would do as people are suggesting, giving them some sort of armor attribute due to their thick scales, as well as some sort of bonuses in close combat. For instance you could include an additional attack that does not count as an action such as biting.
Some things to consider for lizardmen:
1. Venom
2. Mounts (Alligators, dinosaurs, dragons)
Some things to consider for lizardmen:
1. Venom
2. Mounts (Alligators, dinosaurs, dragons)
Special ability: Cold-blooded
Lizardmen receive a +1 bonus to speed and melee skill rolls when within 6" of a heat-source, and a -1 penalty to same when a heat-source is absent
This is perfect because the term "Heat-source" is abstract, therefore a lot of room is left for interpretation and as such, imagination.
Lizardmen receive a +1 bonus to speed and melee skill rolls when within 6" of a heat-source, and a -1 penalty to same when a heat-source is absent
This is perfect because the term "Heat-source" is abstract, therefore a lot of room is left for interpretation and as such, imagination.
"If someone ever tries to kill you, you try to kill them right back." -Malcolm Reynolds
- OREMAWESOME1234
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Thanks guys Their stats will be:
Lizard man standard infantry- cp:6
skill: 1d6 armor: 1d6+2 move:6"
-part lizard-all lizard people have +1 to all damage rolls for attacking and parrying in close combat.
&
Special ability: Cold-blooded
Lizardmen receive a +1 bonus to speed and melee skill rolls when within 6" of a heat-source, and a -1 penalty to same when a heat-source is absent
This is perfect because the term "Heat-source" is abstract, therefore a lot of room is left for interpretation and as such, imagination.
Lizard man standard infantry- cp:6
skill: 1d6 armor: 1d6+2 move:6"
-part lizard-all lizard people have +1 to all damage rolls for attacking and parrying in close combat.
&
Special ability: Cold-blooded
Lizardmen receive a +1 bonus to speed and melee skill rolls when within 6" of a heat-source, and a -1 penalty to same when a heat-source is absent
This is perfect because the term "Heat-source" is abstract, therefore a lot of room is left for interpretation and as such, imagination.
- OREMAWESOME1234
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