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Lizardmen Warband
By Unknown,
as appeared in Town Cryer 11.
PDF at
Downloads!
WebMaster's Note: This warband was originally
created for the InnerCircle's
Lustria: Cities of Gold
Mordheim game setting. Like most exotic warbands, with a little
imagination if can fit well your adventures within The City of the
Damned.
The Lizardmen and indeed their bloated toad-like masters, the
Slann, were once the servants of the divine ‘Old Ones’. Ever since the great
catastrophe and the departure of the Old Ones from the world, the Lizardmen have
been closely observing the rituals and plans laid down by the Old Ones as
closely as possible. But the tranquil peace of this once hidden race has been
shattered forever since the coming of the dreaded ‘Dry Skins’!
Many of the Temple cities of the Lizardmen have been raided
and plundered by the likes of Human explorers and other more sinister races. But
the plunder is not over as more and more adventurers arrive at the shores of
Lustria, drawn by the tall tales told in taverns—tales of cities filled with
gold!
The ruined Temple cities of Huatl, Tlax, and Xahutec are the
most frequently raided due to their location near the coast. In recent years,
more and more Norse, Elven, and Tilean explorers have arrived seeking treasure
and arcane knowledge. With the arrival of these intruders the indigenous
Lizardmen have been hard pressed to keep what is rightfully theirs. It is by
guerilla style hit and run attacks by war parties of Skink and Saurus warriors
that somewhat stems the tide of the foreign plunderers. The beaches, the jungle
and parts of the ruined cities themselves are home to numerous small bands of
these lone defenders against the ravages of the ‘dry skinned ones’.
Not only do the Lizardmen keep watch over the ruins they are
also protected by a fiendish variety of traps and mazes of tunnels that lead
would be robbers around in circles. The plunderers are thus forced to camp
outside the ruins while they explore the depths of the temples and try to
overcome the traps.
Choice of Warriors:
A Lizardmen Warband must include a minimum of three models.
You have 500 gold crowns (or the Lizardmen equivalent) to recruit your initial
Warband. The maximum number of warriors in the warband may never exceed 20.
Skink Priest: Your Warband must have one Skink Priest to
lead it–no more, no less.
Saurus Totem Warriors: Your Warband may include one
Saurus Totem Warriors.
Skink Great Crests: Your warband may include up to two
Skink Great Crests.
Skink Braves: Any number of models may be Skink Braves.
Saurus Braves: Your warband may include up to four Saurus
Braves.
Kroxigor: Your warband may include a single Kroxigor.
Special Rules
Scaly Skin: All Lizardmen have a natural save
thanks to their thick scales. Saurus have a 5+ save and Skinks have a 6+.
This save cannot be modified beyond 6 due to Strength modifiers but any
result of ‘no save’ on the injury chart will negate this 6+ save. Light
armor adds +1 to the save, as does the addition of a shield.
Armor: Armor is rare amongst the Lizardmen and
the cost of light armor is always 50 gc, even if you are buying it from
Equipment chart.
Bite Attack: The Saurus have a powerful bite
attack, this bite attack uses the Saurus’ own strength to wound and receive
no penalty for not using a weapon. The Bite attack always strikes last,
regardless of who charged or which weapon is used. The Bite even attacks
after Double-Handed Weapons.
Cold Blooded: All Lizardmen are slow to react to
psychology, they may roll 3D6 and select the lowest two dice when taking a
psychology test or Rout test. A Lizardmen Warband may never use the
Leadership of the Saurus or Kroxigor when taking a Rout test.
Aquatic: Skinks may move through water terrain
with no penalty, and count as being in cover whilst they are in the water.
Jungle Born: All Skinks can move through jungle
terrain without penalty.
Saurus Rarity: The Slann mage-priests would never
include more Saurus braves in a warband than Skink braves and thus you can
never have more Saurus braves than Skink braves in the Warband.
Starting Experience:
A Skink Priest starts with 20 experience.
Saurus Totem Warriors start with 11 experience.
Skink Great Crests start with 8 experience.
Henchmen start with 0 experience.
Maximum Characteristics:
Characteristics for Lizardmen may not be increased beyond the
maximum limits shown on the following profile. If a characteristic is at its
maximum, take the other option or roll again if you can only increase one
characteristic. If both are already at their maximum, you may increase any other
by +1 instead. Remember that Henchman can only add +1 to any characteristic.
Profile
M
WS
BS
S
T
W
I
A
Ld
Skinks
6
5
6
4
3
3
7
4
8
Saurus
4
6
0
5
5
3
4
4+1
10
Lizardmen's Skill Tables
Skink Priest may choose from the Academic, Speed or
Special Skills.
Totem Warriors may choose from the Combat, Strength or
Special Skills.
Skink Great Crests may choose from the Shooting, Speed or
Special Skills.
Lizardmen's Equipment List
Saurus Equipment List
Skinks Equipment List
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Stone Axe (counts as a club)
3 gc
Axe
5 gc
Axe
5 gc
Sword *
10 gc
Sword
10 gc
Spear
10 gc
Double Handed Weapon
15 gc
Spear
10 gc
* Only Heroes may use item.
Halberd
10 gc
Missile Weapons
Missile Weapons
None
Short Bow
5 gc
Bolas
5 gc
Javelin
10 gc
Throwing Knives
15 gc
Blowpipe
25 gc
Armor
Armor
Bone Helmet
10 gc
Bone Helmet *
10 gc
Light Armor
50 gc
Shield
5 gc
Shield
5 gc
Buckler
5 gc
* Only Skink Priest may use item.
Heroes
1 Skink Priest; 60 Gold Crowns to
hire
The Warband leader will be one of the hand picked Skink Priests renowned for
their reliability. The nature of his mission is to observe the dry skin
plunderers and only react if they stray too close to a hidden chamber within the
ruined city. The Skink Priest must be able to make the delicate decision of when
to attack and when not to. Skink Priests are easily recognizable as they paint
their skins colorful mystic symbols associated with their god. Priests of Chotec
for instance have winged serpents drawn upon their bodies, whilst those of Sotek
use snake tattoos.
M
WS
BS
S
T
W
I
A
Ld
6
3
4
3
3
1
5
1
7
Weapons/Armor: The Skink Priest
may be equipped from the Skinks Equipment list.
Special Rules:
Leader: The Skink Priest is
the leader of the warband and any Lizardmen within 6" may use his Leadership
characteristic for any Leadership test. If the Skink Priest is killed you
may recruit a new Skink Priest, but you must play at least one game without
the leader to give him time to join up.
Wizard: The Skink Priest is a Wizard and may use
Lizardmen magic.
0-1 Saurus Totem Warrior; 60 Gold
Crowns to hire
When a Saurus warrior has killed twenty foes he is accepted into one of the
three Warrior Totems: Eagle, Jaguar or Alligator. He must then go and kill the
animal of his new Totem to prove his worthiness. Upon attaining the status of
Totem Warrior, he is recruited by the Skink Priests to join with them in their
forays into the ruined temples.
M
WS
BS
S
T
W
I
A
Ld
4
4
0
4
4
1
2
1+1
8
Weapons/Armor: A Totem Warrior
may be equipped with weapons and armor from the Saurus Equipment list.
0-2 Skink Great Crests; 30 Gold
Crowns to hire
Great Crests, as they are known, are the leaders of many raiding parties and
have become skilled at scouting, tracking, ambushing and skirmishing. Their skin
is more varied in color than normal Skinks so they blend in with the jungle more
effectively. They also wear leaves or cover themselves in mud to further blend
in. They function as leaders and patrol the jungles reporting of the arrival of
a new ship laden with plunderers. They lay ambushes or provide a covering hail
of arrows and javelins while a hit and run war party retreats back into the
jungle.
M
WS
BS
S
T
W
I
A
Ld
6
3
3
3
2
1
4
1
7
Weapons/Armor: Skink Great
Crests are equipped from the Skinks Equipment list.
Henchmen
(In groups of 1-5)
0+ Skink Braves; 20 Gold Crowns
to hire
Many Skinks dwell in the deepest jungles and trackless swamps of Lustria. These
Skink braves are fast, agile and intelligent. Although they lack the brute force
and sheer aggression of the Saurus, they are good at shooting volleys of arrows
or javelins. They lack the staying power of the Saurus, because they switch
between reckless audacity and sudden panic, this may be due to their very short
memories. As soon as a group of Skinks flee out of immediate danger they are
likely to forget the experience and regroup for another reckless attack.
M
WS
BS
S
T
W
I
A
Ld
6
2
3
3
2
1
4
1
6
Weapons/Armor: Skink Braves are
equipped from the Skinks Equipment list.
0-4 Saurus Braves; 40 Gold Crowns
to hire
Saurus have thick, horny, scaly hide which protect them as natural armor.
Saurus are sufficiently intelligent to understand clear and simple commands.
They make excellent warriors, but they are not much good at anything else. They
are extremely stubborn and are very hard to shift in battle. They are very
ferocious creatures and will rip at an enemy until they are slain.
M
WS
BS
S
T
W
I
A
Ld
4
3
0
4
4
1
1
1+1
7
Weapons/Armor: Saurus Braves are
equipped from the Saurus Equipment list.
0-1 Kroxigor; 200 Gold Crowns to
hire
Kroxigor resemble Saurus but are much bigger and are far more powerful
creatures. They are not very intelligent and their speech is limited to a
blood-curling roar. They are strong and mainly used for construction, and they
need to be goaded into working by the nimble Skinks.
M
WS
BS
S
T
W
I
A
Ld
6
3
0
5
4
3
1
3
8
Weapons/Armor: The Kroxigor is
equipped with a halberd.
Special Rules:
Scaly Skin: Kroxigor have a natural save of 4+.
Aquatic: Kroxigor may move through water with no
penalty, and counts as being in cover while he is in the water.
Cause Fear: Kroxigor are large and frightening
monster and causes Fear.
Large: Kroxigor stand out amongst the rest of the
Warband and may be picked out by an archer even if he is not the closest
model.
Animal: Kroxigor are slow-witted creatures that
never learn from their mistakes. Kroxigor do not gain Experience.
Special Equipment
Blowpipe; 25 gc; Availability: Rare 7 (Skaven,
Lizardmen and Forest Goblins only)
The blowpipe is a short hollow tube which can be used to shoot poisoned darts.
While the darts by themselves are too small to cause significant damage, the
poison used by the Skaven can cause searing agony and eventual death. The other
advantage of a blowpipe is that it is silent, and a well-hidden shooter can fire
the darts undetected.
Range
Strength
Special Rules
8"
1
Save +1, Poison, Stealthy
Special Rules:
Save +1: Allows the
victim +1 to their Save, or if they have no save roll, they may roll a
6+.
Poison: The needles
fired by a blowpipe are coated in a venom very similar in its effects to
the Black Lotus (if you roll a 6 on the To Hit roll, the victim is
automatically wounded). A blowpipe cannot cause critical hits. This
weapon has a positive armor save modifier, so a model that normally has
a save of 5+ will get a save of 4+ against a blowpipe dart. Even models
that normally do not have an armor save will get a 6+ save to take into
account protection offered by clothes, fur or the like.
Stealthy: A Skaven
armed with a blowpipe can fire while hidden without revealing his
position to the enemy. The target model can take an Initiative test in
order to try to spot the firing Skaven. If the test is successful, the
Skaven no longer counts as hidden.
Bolas; 5 gc; Availability: Common (Lizardmen only)
Bolas are a set of three bronze balls on strings tied together. They are used in
a manner similar to a sling, rotated around the head for speed. Bolas are a
hunting weapon which are designed to not seriously harm the animal. They
immobilize it and allow the hunter to subdue, or kill it, with his spear. The
bolas have a range of 16" and can only be used once per battle. They are
automatically recovered after each battle.
Range
Strength
Special Rules
16"
NA
Dangerous, Entangle
Special Rules:
Dangerous: If the to hit roll is a natural 1,
the bolas brain the wielder with a Strength 3 hit.
Entangle: A model hit by bolas isn’t hurt, but
his legs are entangled and he is unable to move. The model suffers a -2
Weapon Skill penalty in hand-to-hand combat, but may still shoot
normally. The model may try to free himself in the Recovery phase. If
the model rolls a 4+ on a D6 he is freed and may move and fight
normally.
Javelins; 5 gc; Common
Javelins are short throwing spears specially weighted to travel quite a
distance. Although they have a much reduced range when compared to an arrow they
can cause quite considerable damage when thrown by a person of great strength.
Range
Strength
Special Rules
8"
As User
Thrown Weapon
Special Rules:
Thrown Weapon: Javelins are thrown weapons and
the warrior suffers no penalties for moving and shooting.
Poisoned Weapons Skinks are experts at extracting and refining poisons from poisonous frogs,
spiders and snakes. Skink Heroes may buy Dark Venom at a cost of 20 gold crowns
and Black Lotus at a cost of 10 gold crowns. Both of these items are treated as
a common item however, Skinks may only use them on missile weapons. Saurus
warriors may buy Dark Venom or Black Lotus and use it on their close combat
weapons as normal, but they have to purchase it as normal from the Trading
Chart.
Skink henchmen may buy low-strength Reptile Venom for their
missile weapons at a cost of 5 gold crowns per weapon. Reptile Venom is a common
item and adds +1 to the Strength of the weapon but does not grant the -1 save
modifier. Reptile Venom only lasts for one battle and remember that all the
henchmen in a group must be armed in the same manner.
Lizardmen Special Skills
SKINKS ONLY
Infiltration: The Skink is a great hunter and is
an expert at sneaking up on his prey unnoticed. The Hero may set up anywhere
on the table but no closer than 12" to an enemy and he must start the game
in hiding.
Great Hunter: The Skink Great Crest is adept at
making the most of the cover available and imposes an additional -1 to hit
the Skink if he is in cover (i.e. a -2 to hit penalty).
SAURUS ONLY - Saurus skill list prohibitions: Saurus
can never receive Academic skills and can never use missile weapons.
Bellowing Battle Roar: The Saurus’ roar is so
deafening that enemy models in base contact suffer -1 to hit in the first
round of combat against them.
Toughened Hide: Through years of battle the
Saurus’ hide has become hardened and the Saurus will only be taken Out Of Action on a 6+.
Sacred Markings
Many Skink and Saurus warriors are born with distinct markings
or mutations. They are regarded as being blessed by the gods and often rise to
become leaders. A Hero may only have a single Sacred Marking and these may only
be bought when you recruit the Hero, not in the middle of a campaign.
Oversized Jaws; Cost: 40 gc
The Saurus has been granted the addition of powerful neck muscles and
oversized jaws, even greater than those of a normal Saurus. The Hero may
make his bite attack at +1 Strength. (Saurus Only)
Poison Glands; Cost: 40 gc
The Skink has been gifted with glands that produce a deadly poison. The
Skink may choose to attack with his teeth instead of his weapons. These
attacks are treated just like a Saurus bite attack but are resolved at a +1
save modifier regardless of the Skink’s Strength. In addition, when rolling
on the injury table add +1 to the result. (Skinks only)
Mark of the Old Ones; Cost: 50 gc
This is the greatest mark a Lizardman can be born with, for these Albinos
are destined for greatness in the eyes of their gods and other Lizardmen.
The Hero may change one of his failed dice rolls into a successful one; this
mark may only be used once per battle and only on actions that the Hero is
making himself. You may use this mark on a failed Rout test if you wish.
Lizardmen Magic
Lizardmen Spells work like the Prayers of Sigmar and may be
used even if the Skink Priest is wearing armor.
Chotec’s Wrath: A lightning bolt shoots from the
sky above and strikes the closest enemy model within 10" of the Skink
Priest, causing a single Strength 5 hit. However, add +1 to the Strength and
+1 to the roll on the injury table if the model is wearing armor like light
armor, heavy armor, Ithilmar armor or Gromril armor. Difficulty 8
Sotec’s Blessing: The spell may be cast on a
single model within 6" of the Skink Priest or on himself. Roll a D6 to
determine the blessing. The effects remain in play until the Priest or the
model is Stunned or taken Out Of Action. Only a single model may be affected
by the blessing at any given time. Difficulty 7
D6 Effect
1-2 +1 BS or +1 to hit in close combat.
3-4 Toughness +1.
5-6 Movement and Initiative +1.
Huanchi’s Stealth: The spell affects all Skinks
within 6" of the Skink Priest, including himself, and allows any model that
is in cover to immediately to go into hiding. A model may go into hiding
even if they ran in the movement phase or have already shot with a missile
weapon. Difficulty 7
The Old Ones’ Protection: The Skink Priest and any
Lizardmen within 4" of him gain a save of 4+ against the effects of spells
or prayers. This spell remains in play until the Skink Priest is taken Out Of Action. Difficulty 6
Tinci’s Rage: A single Lizardman within 6" of the
Skink Priest or himself, is overtaken by rage and follow the rules for
Frenzy, in addition he gains +1 Strength. This spell remains in play until
the Skink Priest or the model is Stunned or is taken Out Of Action. At the
beginning of the his next turn the Skink priest must pass a Leadership roll
in order to keep the spell going. Only a single model may be affected by the
blessing at any given time, but the Skink Priest can choose to release the
spell at the beginning of his turn if he wishes to attempt to recast it on
another model later in the shooting phase. Difficulty 8
Itzl’s Speed: A single Lizardman model within 6"
of the Skink Priest or himself, may make an additional sprint of movement
and move up to 4". This counts as running and a model may not move if he has
already shot with a missile weapon. A model may not charge with this extra
move. Difficulty 7