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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). 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.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. Verminlord is still quite overprized with 500 points. I'd lower it's cost to 450 and increase its T and W to 6.
Gutter Runners were one of the best units with 17 points per model in the originl book. Now they're at 14 points, that's way too cheap. Poison should stay at 5 points per model. Brood Horror seems a little bit overpriced. Also, it doesn't really benefit from its stubborn special rule with Ld 6. Theredore, I'd increase its Ld to 8 and lower the cost to 175 points.
Hell Pit Abomination: As far as I realise its only nerf was the revival with only D3 wounds. I still consider it to be too strong.
Maybe lowering the wounds to 5 would be a good idea? These are just my opinions and rules I'd change.
Apart from these points I really like the book. Especially that Grey Seers now have Ld 6, which gives Warlords their purpose again. Again thank you for your work! I will re-add number of dice, it got lost in the editing. Completely fine with making both Screaming Bell and Plague Furnace stubborn only, it's more in line with other altars too. You are right about the Warpstars, must have been really tired when I wrote that.

Lowered the range to 12', hits to D3. Dislike the concept, or the new rules? - In that case, it's not really a bonus like other attributes, in fact it would be worse since it's practically impossible to get 13 if you are trying to use lots of dice to cast high-level spells. Now it's more of a fluffy bonus. I haven't heard any complaints about the doombolt actually, but I'm fine with making the casting value 6+ like the old book.
Second version is twice as difficult to cast, so I don't see what the problem is there, it's the same with many official lores. I can increase the casting value to 11+, that way it's considerably harder to get it through 3 times on a single unit. Will add cost for tokens.
End Times have them at 500 pts with T6, W6 (missed that before), so lowering their cost to 450 pts with the current stats would be fine. I want to get in some playtest results before making them any cheaper than that. Is the issue with Gutter Runner that they can have poisoned slings?
Because I can add an exception to that, poisoned rocks does not make any sense anyway. It currently has it's official cost, but I do think it's a bit pricy. Will lower it to 175.
Abomination is also 15 pts more expensive and have a much higher chance of going berserk then before, but I'm fine with lowering it to 5W too. Thanks for the feedback! I agree to Miguel.
Change the name and a little the fluff for no confrontation with Monstrous Arcanum rules. Lesser Wolf Rats 'Though Clan Moulder often claim to create rats the size of wolves, it is rare indeed for them to supply other clans with the largest and strongest of this relatively stable breed. Those that are truly lupine are kept in spiked cages and fed on their own dead, so that when they are finally unleashed into the outside world they attack anything in their path in a bloody rage.' 'Wolf-Rat Another produce of the Clan Moulder's diabolic breeding program, the Wolf-rat combines the cunning and viciousness of a rat with the power and ferocity of a wolf. Used in packs led by Skaven animal handlers, these horrible beasts are known for their remorselessness in combat. Physique: Wolf-rats are about the same size and build as one of the great wolves of the Old World, and may be mistaken for wolves at a distance. Close up, though, their origins become clear.
They have long, rat-like tails. Hairless Legs which are as long as a wolf's, and end in rat-like clawed feet. Their heads arc almost entirely ratllke, except that the snout is broader and more powerful, accommodating a fearsome array of sharp teeth. Wolf-rats are generally brown or g.rey in colour, although mottled and even white individuals are not unknown.
Alignment: Horribly mutated and definitely Chaotic. Base Size: 25 x 50mm'. There's a lot that can be done for beastmen, in fact, I have a list:.Make Primal Fury be similar to Ogre Charge, Hatred when charging and Frenzy if the charge range is higher than 10.
Makes it less unreliable and also means that a Wargor isn't mandatory for every beastman army.Manbane instead grants the whole unit Hatred (Humans) that lasts for every turn.Beastman Ambush replaced with Gor and Ungor units being able to purchase Ambusher deployment for 1pt per model.