Based on
the lizardmen warband from Lustria, cites of gold found on http://www.icirclegames.com/lustria/
, with substantial
help of The Pyramid Vault online group edited David Engst( spring
2005-fall2007)
aquatic -
aquatic models may move through water terrain without penalty and count as
being in cover whilst they are in water.
jungle born
- all jungle born models may move through woods, jungles and forests without
penalty.
scouting mission - lizardmen know their place and know who is best suited for any task,
as this is a reconnaissance mission, stealth and scouting skills are crucial
for it's success. As this is a domain of skinks, Saurus heroes can never become
leaders of the warband and leadership of Saurus or kroxigor can never be used
for route tests and the warband can never have more Saurus warriors than there
are skink warriors. If all the skinks are taken out of action, you may use
leadership of saurus for route tests, but if only kroxigor is left, he routs
automatically.
predatory fighting - The Saurus are living weapons, they instinctively know how to fight
with virtually anything. Saurus have second attack for anything he holds in his
second hand, even a buckler or a shield. This shield attack is resolved at
basic strength and is counted as using a blunt weapon for the critical hits.
Shield attack can be used with a sword, mace, axe or spear in the second hand.
scaly skin -
bigger lizardmen have very thick scales, which form a layer of natural armour.
It gives the Saurus 6+ and kroxigor 4+ save which can be increased by armour or
shield.
cold blooded
- All lizardmen are slow to react to psychology, they may roll 3d6 and select
the lowest two dice when taking any leadership tests including route tests.
Kroxigor armour - light armour for kroxigor is huge and so costs 40 gc even when buying
it from the equipment chart
Do not like that food – lizardmen have no use for
halfling cookbook
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 models in your warband
may never exceed 20.
1 skink priest
- 20 exp, leader
0-1 Saurus champion - 11 exp
0-2 skink hunters - 8 exp
skink warriors
0-4 Saurus warriors
0-1 kroxigor
0-3 jungle reptiles
Lizardmen
may hire those hired swords: chameleon skink (from Cities of gold), elf ranger
Profile M WS BS S T W I A Ld
skink 6 5 6 4 3 3 7 4 8
Saurus 4 6 0 5 5 3 4 5 10
25 gc, rare 7, lizardmen only
See page 92 of the Mordheim rulebook
for full rules.
10 gc, common
Javelins are throwing spears used
frequently by skink hunters.
range: 8", strength: as user
thrown weapons:
Models using javelins do not suffer penalties for range or moving as they are
perfectly balanced, knife throwing skill does not apply to javelins
5 gc, common (lizardmen only)
The bolas have a range of 16"
and can be used only once per battle. They are automatically recovered after
each battle.
dangerous:
if the hit is a natural 1, the bolas hit the wielder with strength 3 hit.
entangle: a model hit by bolas is not hurt, but his
legs are entangled and he is unable to move. The model suffers a -2 WS penalty
in hand to hand combat, but still may shoot normally. The model may try to free
himself in the recovery phase. If the model rolls a 4+ on a d6he is freed and
may move and fight normally.
Skinks are experts at extracting
poisons from poisonous frogs, spiders and snakes. Skink heroes may buy dark
venom at a cost of 20 gc and black lotus at a cost of 10 gc. 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 and 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 gc per weapon. Reptile
venom is a common item and ads +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 henchmen in a group must be armed in the same manner.
10 gc, common (lizardmen only)
This shield is full of spikes and
sharp edges, Saurus using spiked shield for predatory fighting use edged
weapons critical injuries table. And rolls for critical injuries with +1.
Some of the lizardmen are spawned
with mark of a specific old one god. This special mark means that they are
chosen to greatness. You must buy the spawnings when you add the lizardman to
the warband. It cannot be bought later.
20gc
Divine protector and warrior god
Quetzl gives +1 scaly skin armour save. His chosen are marked by extremely
thick scales and bony protrusions.
10gc
Sea green colour shows the mark of
water deity Tzunki. They are given +1 Initiative.
20gc
The heat of the sun god Chotec fills
his chosen with energy. The orange marked heroes can add 2" to their
charge distance.
20gc
Serpent great god Sotek infuses his
chosen with his blood-fuelled anger. Those marked by Sotek have +1 Attack on
charge.
10 gc
Yellow marked persons are the chosen
of cold Tlazcotl. They're immune to fear and all alone tests.
10 gc
Those
blessed by master of stealth bear no distinctive mark. Their natural stealth
allow them to start the game hidden and twice as deep in gameboard as usual.
They can hide after their movement even if they ran in the movement phase but
only if they started the movement hidden. They can run even if they are nearer
than 8” to the enemy, but only if they were hidden in the beginning of the
movement and they end their movement hidden again.
10 gc
The mysterious feathered serpent god
signs his chosen by purple colour. They are given protection of magic and on 4+
are not affected by a hostile spell or prayer.
40 gc
The extremely rare albinos are
marked by the old ones. Their power bestows them one reroll of a single dice
per battle. This power can be used only on rolls directly affecting the
character including one dice of 2 d6 or 3 d6 rolls and including route tests.
The sacred spawning of the Old ones is so rare, that only one member of the
warband is allowed to have it.
|
Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
Skink
priest |
|
|
x |
|
x |
x |
Saurus
champion |
x |
|
|
x |
|
x |
Skink
hunter |
|
x |
|
|
x |
x |
Skinks only:
Skink list prohibition: Skinks can never receive Strength skills
Infiltration - as skaven skill of
the same name
Great Hunter - Some skinks are so
proficient with ranged weapons, their hands are steady and they shoot with
unseen accuracy. They have no long range shooting modification.
One with jungle - Skink hunter is
adept at making the most of cover available and imposes additional -1 to hit
the skink penalty while he is in cover.
Saurus only:
Saurus skill prohibition: Saurus can never receive Academic
skills and can never use missile weapons
Battle Roar - the saurus's 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's hide has become hardened and the saurus's hide has become hardened
and the Saurus will only be taken out of action on a 6+, count 5 as being
stunned.
Top level predator – The saurus is
on the top of the food chain of the jungle. Nobody can resist his attack. He
wounds his enemy critically on d6 roll of 5 or 6 when the chance to wound is 4+
or better.
Saurus equipment list
Hand to hand Combat Weapons dagger ....................... 1st
free/2gc club (stone mace) ................ 3gc axe
.........................................
5gc sword
..................................... 10gc spear
...................................... 10gc halberd
.................................. 10gc double-handed weapon ........ 15gc Missile weapons none Armour bone helmet
........................... 10gc light armour
.......................... 20gc shield
...................................... 5gc spiked shield
......................... 10gc Kroxigor equipment list
Hand to hand Combat Weapons halberd
.................................. 10gc double-handed weapon ........ 15gc Armour: light armour
......................... 40 gc
|
Skink equipment list
Hand to hand Combat Weapons dagger ....................... 1st
free/2gc club (stone mace) ................ 3gc axe
.........................................
5gc sword (heroes only)...............
10gc spear
...................................... 10gc Missile weapons short bow
.............................. 5gc bolas .....................................
5gc javelins
................................. 10gc throwing knives
................... 15gc blowpipe
.............................. 25gc Armour bone helmet (priest only)......
10gc light armour
.......................... 20gc buckler ................................... 5gc shield
...................................... 5gc |
70 gc
Some skinks have seen part of the Great plan of the Old ones and act as
emissaries of the slann, presenting their will to the others. Only these
reliable persons can be given the task of leading lizardmen warband.
Profile M WS BS S T W I A Ld
priest 6 3 4 3 3 1 5 1 7
weapons/armour: Skink priest uses
the skinks equipment list.
Special rules:
sacred spawnings: skink priest may
start game with two sacred spawnings,
leader, if the skink priest is
killed, you must recruit a new one as soon as possible but you must play
at least one game without a leader to give him time to join. You cannot hire
anybody else before you acquire the new skink priest.
wizard
aquatic
jungle born
60 gc
The best warrior of a spawning of Saurus is called the spawning
champion. These exceptional individuals are given the task of guarding the
skink priest on his dangerous journeys.
Profile M WS BS S T W I A Ld
champion 4 4 0 4 4 1 2 1 8
weapons/armour: Saurus champion uses
the Saurus equipment list.
Special rules:
sacred spawnings: Saurus champion
may start game with two sacred spawnings,
scaly skin 6+
predatory fighting
30 gc
Some skinks are exceptionally cunning hunters stalking prey in the
jungles of Lustria. The ruins of Mordheim resemble the ruined cities of Lustria
and their jungle proficiency is all too useful in the woods surrounding
Mordheim.
Profile M WS BS S T W I A Ld
skink hunter 6 3 3 3 2 1 4 1 7
weapons/armour: Skink hunters use
the skinks equipment list.
Special rules:
sacred spawnings: skink hunter may
start game with one sacred spawning,
aquatic, jungle born
20 gc
Skinks are swift and agile, they lack the brutal power of Saurus, but
they are more intelligent and they can be deadly with missile weapons. Their
scouting proficiency can be very useful on this dangerous mission.
Profile M WS BS S T W I A Ld
skink hunter 6 2 3 3 2 1 4 1 6
weapons/armour: Skink warriors use
the skinks equipment list.
Special rules:
aquatic
jungle born
40 gc
Saurus were created as excellent warriors but they lack in nearly
everything else. On this mission they provide the heavy support to the warband.
Profile M WS BS S T W I A Ld
Saurus 4 3 0 4 4 1 1 1 7
weapons/armour: Saurus warriors use
the Saurus equipment list.
Special rules:
scaly skin 6+
predatory fighting
210 gc
Kroxigor are gigantic cousins of the Saurus. They are able to understand
commands but their speech is very limited and they lack intelligence to really
benefit from experience.
Profile M WS BS S T W I A Ld
kroxigor 6 3 0 5 4 3 1 3 8
weapons/armour: Kroxigor is equipped
from the kroxigor equipment list
Special rules:
scaly skin 4+
aquatic
cause fear
large
primitive: kroxigor is too primitive to acquire experience
15 gc
Lustrian jungle is full of countless species of reptile life. Lizardmen
capture and tame many of these species to serve them in times of war. The
scouting warbands have use of tamed lizards and snakes in their task in the
lands of warmbloods.
Profile M WS BS S T W I A Ld
snake/lizard 6 3 0 3 3 1 2 1 5
Special rules:
poison: reptiles are poisonous
creatures, all their attacks are poisonous, use rules for Black Lotus.
stupidity: reptiles are slow witted
and they must test for stupidity unless there is any skink nearer than 6"
to them.
jungle born
aquatic
animal: reptiles do not acquire
experience
Lizardmen magic uses winds of magic
and is considered magic not prayer even when the spells have a form of a prayer
to a specific Old One.
The priest prays to the sun god Chotec and sends destruction on his
enemies.
A lightning bolt shots from the sky
and strikes the closest enemy model within 10" of the skink priest,
causing a single strength 5 hit. However add +1 to the roll on the injury table
if the model is wearing armour like light armour, heavy armour, Ithilmar
armour, Gromril armour.
The priest calls on the power of mighty Sotec, which invokes the best in
the chosen warrior.
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.
D6 Effect
1-2 +1
BS or +1 to hit in close combat
3-4 toughness
+1
5-6 movement
and initiative +1
Invoking the power of Huanchi the jaguar god of earth and night the
natural stealth abilities of the skinks is enhanced to the maximum.
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 has already shot with a missile weapon.
Power of the feathered-serpent god of the air protects his servant from
magic.
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.
The power of the old one Tzunki fills the body of a chosen lizardman and
increases his martial proves.
A single lizardman within 6" of
the skink priest is overtaken by rage and follows 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 turn the skink priest must pass a leadership roll in order to keep 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.
Blessing of the crested god Itzl gives the lizardmen increased speed and
agility.
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 already fired with a missile weapon. He may charge with this extra move.