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7th Ed. GW Lizardmen FAQs?

Discussion in 'Lizardmen & Saurian Ancients Discussion' started by GMS, Jun 27, 2009.

  1. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    I found this on another site that my area uses to arrange campaigns and tournaments talking about the FAQ, here is a summarized version in English.


    Full translated summary below:

    1) Kroxes do not count towards minimum for Skink units because they are an upgrade.

    2) How to resolve a Bolt Thrower shot against such a unit (somewhat complicated)

    3) Only Krox US counts for outnumber/fear.

    4) Temple Guard units may contain more than one character, but only one may be a Slann.

    5) Slann's LoS as Large Target only possible in TG (the reason given: "He could hardly float up if he was on his own.")

    6) Terradon drop rocks = missile fire

    7) Terradons may drop rocks while charging

    8) Impact hits against Stegs are randomized

    9) Giant Bow Poison: Only first hit autowound

    10) Steg's Howdah Weapons may not stand and shoot and characters may not use their BS.

    11) EotG is not a magic item carried by the priest () and Skink's spells and Engine's powers do not affect each other or cancel each other out.

    12) Portent of Warding remains in effect until another power is chosen or rider or mount are killed.

    13) EotG attacks are magical

    14) Salamander may not march and shoot

    15) Razordon s&s misfire: no shots at all, (number of misfires)xd3 Skink victims.

    16) Razordon s&s enemy too close: must choose take charge

    17) Sally/Razordon = US 3 so no -1 on missile fire to hit

    18) Kroak's Deliverance of Itza in combination with enemy's magic items weird effects

    19) Kroq-Gar's Hand of Gods attack affects enemies in CC

    20) Damage from Mark of Xhotl is treated like shooting.

    21) Chakax attacks first

    22) Tetto'Eko has a 40mm base.

    23) Stegadon Spear's impact hits are magical.

    24) Piranha Blade + Bane Head = 4 (!) wounds!

    25) Blade of Realities does not benefit from Doom&Darkness

    26) Staff of the Lost Sun = magical attacks but not Jungle Poison.

    27) Horned One is not destroyed by Vaul's unmaking and the likes but rather replaced by a Cold One ()

    28) Cupped Hands and miscast result 12: enemy wizard does forget the miscast spell if he does know it himself.

    29) Cupped Hands uses army-specific miscast tables!!!

    30) Cupped Hands is declared BEFORE you roll on the miscast table. Any Damage is multiplied by a Bane Head.

    31) If multiple Items/Rules would affect the same miscast, you talk it out! (good luck...)

    32) Plaque of Dominion can be used multiple times (surprise!)

    33) Huanchi's Blessed Totem is activated before charge reactions are declared (because it's "fairer").
     
  2. Barotok
    Terradon

    Barotok New Member

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    Thanks for the heads up Dalkarius, hopefully someone can provide a link, once the English version is available.
     
  3. hellbreaker
    Troglodon

    hellbreaker New Member

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    Dalkarius, I wish we had a reward system here so I could reward you...

    Good job. ;)

    Cheers!
     
  4. strewart
    OldBlood

    strewart Well-Known Member

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    Holy tickets that is AWESOME! I think I might have to reconsider taking cupped hands on my Slann. It could cause very deadly results for O&G or ogres.
     
  5. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    Your welcome! :) Personally I think the Stegadons got screwed over. Regular ones and Ancients are kinda worthless now, other than for impact hits, but my opponents avoid my Stegadon charges like the plauge.
     
  6. beardedgecko
    Saurus

    beardedgecko New Member

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    yeah im thinking with no S&S as a possible reaction on an ancient stegadon, and the fact I usually get the charge off only 1/2 the time, Ill cut back to a reg stegadon and an EOTG for a while.......
     
  7. Serpentsire
    Saurus

    Serpentsire New Member

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    For clearance, can the bolt thrower on a steg use the chief's BS? A thread some time back said a GW employee said they could, there was a report then that they could not. Seeing as the chief replaces crew, would that just mean that you are loosing a back-up member so that if three die the thrower is unusable? Would it not be like an engineer joining a dwarf cannon? What says the FAQ?
     
  8. strewart
    OldBlood

    strewart Well-Known Member

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    Yeah looks like the chief cannot use the thrower, so you are right that you will only need to lose 3 rather than 4 for the bolt to be unusable. Yet another downside.
     
  9. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    According to the FAQ, no, the Skink Chief may NOT use any Stegadon weapons. So I'm only ever taking an Engine unless for some crazy reason a Stegadon War-Spear comes into play. Poor steggies got shafted...
     
  10. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    I suppose on the one hand it is a blessing. It will discourage people from trying to use steggies as mobile artillery which they most certainly aren't...
     
  11. DJDizzy
    Jungle Swarm

    DJDizzy New Member

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    They are more in the lines of mobile artillery shells :beaver:


    ONTOPIC: Thanks a lot for the translation. Saved me the trouble of translating it myself
     
  12. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    np, and hey, they're not bad at it. A guy who had a flawless record against me challenged me to a match once thinking it'd be a pushover, so I threw 4 stegadons at him. Two regular, one giant blowpipe, and one engine. I must say I just sat in the middle of the field and completely obliterated his units with my shooting, my stegadons never even saw combat that game. Very boring, don't do it, just saying.
     

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