Everything Lizardmen: Sacred Plaques
Submitted by someone2040 - Mathew Weiss
Cupped Hands of the Old Ones
Unfortunately, this isn't a particularly good item. You would think that giving
your protecting unit a ward save, good idea right? Well, unfortunately it doesn't
give anything in combat. The Slann is what you want to survive, the bodyguard are
there to make sure this happens. Combat is the main weakness of a slann, so
this doesn't really help in that respect.
The Divine Plaque of Protection
A lot of people take this. A must against armies that have artillery which do
multiple wounds. 4+ ward is good, but you fail against a cannnon and bye bye
slanny boy. A hit or miss item, depending on what you're up against.
Plaque of Dominion
Back in the early days, I heard a lot of good word about this. You don't hear
nor see it too often these days though. Most people are worried about protecting
their slann or are already at 2nd generation, so have power dice galore.
Definately has possibilities though, so don't rule out this item for a good
magical offense and defense.
Plaque of Tepok
Pretty much the must have item for the slann. More spells means more versatility,
and it only costs a measly 15 points.
Index of Articles
Introduction
Characters and Units
Blessed Spawnings
Magic Items
- Common Magic Items
- Sacred Plaques
- Magic Weapons
- Magic Armour
- Enchanted Items
- Arcane Items
- Talismans
- Magic Banners
