Lizardmen Army Book 8th Edition Pdf 2013
After toiling away like a Skavenslave, I'm finally finished with version 1.0 of the 8th ed Skaven book! Clocking in at 168 pages (maybe should have tried to make it 169 (13x13)), this is my longest book to date. Most of the changes have already been detailed in the previous blog post, but there are quite a few new ones not mentioned, so it's best to see for yourselves. Certain things were buffed, others were nerfed, and most stayed relatively the same. The book should hopefully be a bit easier to use without the need for a 6 page FAQ (and if need be, I'll patch the book as usual).
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Let me know of what changes you like, dislike, and want to see me fed to a Rat Ogre for, as well as the usual bugs that I'm sure are still present. Updated: 16th Oct Changes are in the comments.
There's a typo in your army list where the special rule for the Skavenslaves is written as 'Corned Rats' rather than 'Cornered Rats'. Also, you book seems to have suffered a bit from copy/paste syndrome. Here's a list of statline inconsistencies: *Usually a Lord version of a Wizard type character choice has +1 toughness over its hero counterpart which isn't the case in the Plaguepriest.
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*Plague Monks/Plague Priests/Plague Lords have I4 base for some reason, the reason that they are less initiative in other books is because their pestilential nature addles their reflexes. *The Master Moulder/Master Mutator have +2/+3 WS more than their Packmaster subordinates. They shouldn't be the best infantry fighters that you have, that's what Chieftains and Warlords are for.
*Warlock Masters should only +1BS/T over the Engineers. Unlike the Plague Priests/Lords the are not wizards that can also be used as fighters.
The Plague Priest should be looked at as more of a Warrior Priest than a Wizard. Giving the Plague Lord T6 would be way too much! - Plague Monks should have I3, yes. Plague Priests have I5, same as the last book, which is 2 more than a basic trooper of their kind. - They also had one attack less.
I'm fine with nerfing their WS by 1 though. - I gave them stats similar to the 6th ed appendix where they had better stats. But I'm fine with nerfing them a bit too. If I would add the exalted Vermin Lord, that would screw up a lot of the layout, meaning it would still be more than 169, so it's not really worth it;). Thanks Mathias!
A few things that I've noticed: - Screaming Bell: There is no maximum regarind how many dice one can roll (I suppose you simply forgot the sentence with 1 to 3 dice?) - The Plague Furnance is unbreakable and thus cannot join units that are not unbreakable. There is no rule conferring this to the monks. Also, I'd change it to stubborn because unbreakable core troops are a little bit meh.
- Hell Pit Abomination: Too Horrible to Die 4 - 5: There is the number indicating the strength of the hits missing. - Lore of Stealth: Warp Stars are ridiculously overpowered! Even though they are just level 1 wizards, this is just too good in my opinion. What happens to a unit of ogres or a monster with T5 that is hit by this spell?
- I also dislike Stormfiends. - The Jezzail Profile is not placed correctly - Favour of the Horned Rat (Lore Attribute): Personally, I believe it should be instead of a double 6.
- Warp Lightning is also ridiculously overpowered! Doombolt is just like this spell simply too good for a signature spell. Therefore, I'd increase the casting value to 6+ and completely get rid of the second version. - Wither: The spell is good enough as it is.
There is no need for a greater range, since it makes the spell even more powerful. Alternatively, it is possible to add a minimum of 1, so that the spell cannot get rid of entire units all by itself. - The Grey Seer can get additional Warp Tokens. I did not find any points for them, though.