Second Generation

(Entry)
Type: upgrade
Categories: Heroes, Rare
EntryId: ef98-a1b8-8c22-f031
Hidden: false
Costs: 135 pts
Rules (4)
Second Generation
Second Generation Slann use up an extra Hero choice, as well as a Rare Unit choice (so they take up a Lord choice, a Hero choice, and a Rare Unit choice).

Every spell cast by the Slann may have an extra dice added to it after the dice have been rolled. This extra dice does not come from the Slann player's pool of Power dice, and is in affect a "free" dice. This extra dice may cause Irresistible Force or Miscasts as normal. In addition, the Slann has +1 wound (remember this is cumulative, so a Second Generation Slann has 2 more wounds than a Fourth or Fifth Generation Slann).

However, as a Slann of the Second Generation is so ancient and revered, if he is killed in battle then the Lizardmen's opponent gains an extra 100 Victory Points at the end of the Battle (remember this is cumulative, so the opponent gets can additional 200 VP total).
Third Generation
Third Generation Slann use up an extra Hero choice (so they take up a Lord and a Hero choice).

In addition to any other spells, they also know Drain Magic spell.

And they have +1 wound.

However, Slann of the Third Generation are so ancient and revered that if one is killed in a game, the Lizardmen player's opponent gains 100 Victory Points added to his total at the end of the battle.
Fourth Generation
Whenever a Fourth Generation Slann Mage-Priest suggers a Miscast, the spell automatically fails but no roll on the Miscast Table is taken.
Fifth Generation
Slann are so powerful that they add +1 to their attempts to both cast and dispel.