Lizard-man rules?

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Lizard-man rules?

Postby OREMAWESOME1234 » Thu Jul 08, 2010 7:39 am

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.
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Postby Olothontor » Thu Jul 08, 2010 8:56 am

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.
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Postby OneEye589 » Thu Jul 08, 2010 10:14 am

I wouldn't up their speed, just their armor by +1. Make it like Natalya's Mimetic Armor.

CP: 5
Skill: 1d6
Armor: 5 (1d6+1)
Speed: 5

And if you want them to have a little extra strength, another CP and make it +2 damage to all melee attacks.
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Postby MicVash » Thu Jul 08, 2010 3:07 pm

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)
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Postby Tuefish » Fri Jul 09, 2010 1:22 am

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.
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Postby OREMAWESOME1234 » Fri Jul 09, 2010 7:54 am

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.
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Postby OREMAWESOME1234 » Sat Jul 31, 2010 12:45 pm

Daniel wrote:
OREMAWESOME1234 wrote:Guys I have built a lizard man!


Picture? :?:
I still havent figured how to post pictures on here directly also just check the link on the first post
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