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LIZARDMEN

 

Monster List

Slann

Name M WS BS S T W I A Dmg. Arm. Gold Special
Slann Mage Priest 4 3 6+ 4 4 (6) 28 2 3 1 D6 / 2 D6 (5+) 2 700 Shield of the Old Ones, Magic Dispel 5+, 2x Magic Item, Slann Magic 1
Slann Mage Champion 4 4 5+ 6 4 (7) 45 3 4 2 D6 3 1850 Shield of the Old Ones, Magic Dispel 4+, 2x Magic Item, Magic Weapon, Slann Magic 2
Slann Master Mage 4 5 4+ 6 5 (9) 63 5 6 2 D6 / 3 D6 (5+) 4 3800 Shield of the Old Ones, Magic Dispel 4+, 3x Magic Item, Magic Weapon, Slann Magic 3
Slann Mage Lord 4 6 3+ 6 5 (10) 90 6 8 3 D6 5 6200 Shield of the Old Ones, Magic Dispel 3+, 3x Magic Item, Magic Weapon, Magic Armour, Slann Magic 4

 

Saurus

Name M WS BS S T W I A Dmg. Arm. Gold Special
Saurus 4 3 - 4 4 (6) 5 1 2 1 D6 2 80 -
Saurus Temple Guard 4 4 - 4 4 (7) 8 2 2 1 D6 3 100 -
Saurus Champion 4 4 - 5 4 (7) 12 2 3 1 D6 / 2 D6 (5+) 3 210 Magic Weapon, Magic Item, 6+: Mark of the Gods
Saurus Hero 4 5 - 5 5 (9) 22 3 4 2 D6 4 520 Magic Weapon, Magic Item, Magic Armour, 5+: Mark of the Gods

 

Skink

Name M WS BS S T W I A Dmg. Arm. Gold Special
Skink 6 2 5+ 3 2 (3) 3 4 1 1 D6 1 35 Bow (Str. 3), Poison
Great Crested Skink 6 2 5+ 4 2 (3) 4 4 1 1 D6 1 45 Bow (Str. 3), Poison
Skink Champion 6 3 4+ 4 2 (3) 8 5 2 1 D6 1 115 Magic Weapon, Poison, 5+: Mark of the Gods
Skink Hero 6 4 3+ 4 3 (5) 17 6 3 2 D6 2 320 Magic Weapon, Magic Item,  Poison, 4+: Mark of the Gods
Skink Shaman 6 2 5+ 3 3 (4) 7 5 1 1 D6 1 180 Magic Item, Slann Magic 1

 

Monster

Name M WS BS S T W I A Dmg. Arm. Gold Special
Kroxigor 6 3 - 5 4 (7) 25 1 3 2 D6 3 670 Fear 6
Cold One 8 3 - 4 4 (5) 8 1 2 1 D6 / 2 D6 (6+) 1 80 -
Salamander 6 3 5+ 4 4 (5) 22 2 3 1 D6 / 2 D6 (5+) 1 560 Breath Fire 2
Stegadon 6 2 - 7 6 (10) 58 2 5 4 4 2450 Fear 8, Impact
Terradon 12 3 - 4 4 (6) 7 2 1 1 2 120 Fly, Impact
Lizard 4 3 - 3 2 2 1 1 1 / 2 (6+) 0 30 Gang Up
Serpent 3 3 - 4 2 2 1 1 1 0 30 Poison, Ambush 5+

 

Skills & Special Rules

Shield of the Old Ones
The entire model has a special saving throw of 4+ on a D6 against each hit (even magical) suffered (see: Magic Resistance).
Sidenote: Slann, palanquin and bodyguards are treated as one model.

Impact
An Ambush A attack, hitting one randomly selected warrior automatically with Str. 6 and two damage dice, is resolved as soon as the monster is placed on the board.

Mark of the Gods
1: Mark of Sotec (+2 A)
2: Mark of Tlaxcotl (+ 2 D6 wounds)
3: Mark of Tzunki (+1 to hit)
4: Mark of Huanchi (Ambush A)
5: Mark of the Old Ones (+1 damage dice)
6: Mark of Chotec (+1 attack, +1 to hit)

Slann Magic
1: Sotek´s children - Immediately place D6 Serpents.
2: Chameleon Skin - The mage gains chameleon skin and is at -2 to hit during the next warrior´s phase.
3: Earth Line - Draw a warrior counter an trace a ley line from the mage to this warrior. This warrior and all other warriors touched by the ley line roll 2 D6. If this roll exceeds their natural toughness (T) they suffer 2 D6 wounds without modifier.
4: Touch of the Old Ones - The mage regains upt to 2 D6 wounds (up to his starting total), and gains +2 attacks for the rest of the turn.
5: Roar of the Bull Frog - Each warrior must test for Fear 7 or loosing all his actions (attacks, spell casting, using an item etc.) in his next phase.
6: Wrath of Sotek - Every warrior on the same board section as the mage is attacked by D6 serpents (roll for each warrior seperately), each causing D6 poisonous wounds without modifier. After their attack, the serpents vanish.

Slann Magic Weapons
1: Cobra Mace of Mazdamundi - If the bearer is attacked with a magic weapon roll 1 D6 once before working out the attacks (once per turn). On a score of 6 the blow is parried by the mace and the enemy´s magic weapon is destroyed.
2: Dagger of Sotek - The dagger strikes with +2 Str. and an additional damage dice, ignoring any non-magical armour.
3: The Piranha Blade - This weapon does an extra 2 damage dice.
4: Ceremonial Mace of Malachite - The mace has the magic power to negate any magic weapon used against the bearer in hand-to-hand combat. The attacker can only use ordinary (non-magical) weapons. Magical arrows also do no damage, but ordinary arrows fired from a magic bow do!
5+:: Roll on the normal Magic Weapon table.

Slann Magic Items
1: Amulet of Itza - The amulet gives it´s bearer Magic Resistance 5+ and Magic Dispel 5+. If the bearer already has either the appropirate D6-roll is at +1.
2: Totem of Sotek - The totem immedeately summons 1 D6+2 Serpents when the bearer is placed on the board. As long as the totem´s bearer is still alive, all Serpents gain +1 attack.
3: Plaque of Tepec - One use only, when the first enemy spell does damage to the plaque´s bearer. The spell is automatically dispelled. Roll a D6: on a roll of 4+ the Wizard loses this spell permanently.
4: Plaque of Xoloc - One use only (in the first Monster´s Phase). The bearer may immediately cast a Slann Magic Spell which can not be dispelled (or destroyed, for that matter). In addition, roll a D6 for every spellcaster (hero or monster) in the same board section. On a roll of 4+ that mage takes 2 D6 wounds without any modifier.
5+: Roll on the normal Magic Item table.

Slann Magic Armour
1: Golden Death Mask - This mask gives the wearer +2 T. In addition, he can only be struck in hand-to-hand combat on a to hit-roll of 6.
2+: Roll on the normal Magic Armour table.

 

Monster Table suggestions

On this table are all adequat Lizardmen monsters for the different levels.

Level 1
Skink, Great Crested Skink on Cold One, Saurus
Level 2
Skink, Great Crested Skink on Cold One, Saurus, Saurus Temple Guard
Level 3
Skink, Great Crested Skink on Cold One, Saurus, Saurus Temple Guard, Slann Mage Priest
Level 4
Skink, Great Crested Skink on Cold One, Saurus, Saurus Temple Guard
Level 5
Skink, Great Crested Skink on Cold One, Saurus, Saurus Temple Guard
Level 6
Level 7
Level 8
Level 9
Level 10

 

 

Coming Soon
Rules for playing in Lustria.

 

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