LIZARDMEN
Deep within the jungles
of Lustria the Lizardmen live in their mighty pyramid temples and
ruined cities. Ready to defend themselves against any invaders,
they unleash their fury upon anyone who dares to defile their cities.
GIANT
INSECT
Giant Insects are
native of Lustria - they are suited to the hot and humid climate.
Many of the insects are blood-suckers and will attack with frenzy
anyone that they see.
|
Giant Insect |
Wounds |
1 |
Move |
8 |
Weapon Skill |
2 |
Ballistic
Skill |
- |
Strength |
1 |
Toughness |
1 |
Armour |
- |
Initiative |
5 |
Attacks |
1 |
Damage |
1D3 |
Gold |
5 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Insect |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant Insect
Fly; Gang Up.
LIZARD
Lizards have been
living in Lustria for many centuries. They are a fair size larger
than normal lizards - the humid climate has allowed them to prosper.
They have also grown to be carnivorous over the years.
|
Lizard |
Wounds |
2 |
Move |
4 |
Weapon Skill |
2 |
Ballistic
Skill |
- |
Strength |
1 |
Toughness |
3 (1) |
Armour |
1 |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6 |
Gold |
20 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Lizard |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Lizard
Ambush 6+.
GIANT
TOAD
Deep in the jungles
of Lustria, undisturbed for many long years, toads have been sitting
near noxious swamps, keeping to themselves. The fumes from these
swamps have affected the toads, causing them to grow to twice their
normal size. It has also affected their behaviour - now they attack
anyone that comes near.
|
Giant Toad |
Wounds |
1 |
Move |
4 |
Weapon Skill |
2 |
Ballistic
Skill |
- |
Strength |
1 |
Toughness |
3 |
Armour |
- |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6 |
Gold |
20 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Toad |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant Toad
Bounce; Never Pinned.
GIANT CENTIPEDE
Left undisturbed
for years in the Lustrian jungles, centipedes have fed on the bodies
of the slain and injured. Some of these have been Skaven, infected
by warpstone, and therefore the centipedes have been affected. Now
they are twice the size, with fierce sharp teeth and tough skin.
|
Giant Centipede |
Wounds |
2 |
Move |
3 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
1 |
Toughness |
3 (1) |
Armour |
1 |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6 |
Gold |
30 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Centipede |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Giant Centipede
Poison Attack.
SNAKES
There are many different
species of snakes in the Warhammer World. Lustrian Snakes differ
from Old World snakes by being greater in size and having an appetite
for flesh. They have been evolving for centuries undisturbed by
man and have yet to learn to fear him, making them dangerous foes.
Giant Snakes are vast serpentine beasts often kept in deep pits,
used by Skink Shamans to sacrifice captives in the name of Sotek.
|
Snake |
Giant Snake |
Wounds |
2 |
18 |
Move |
4 |
6 |
Weapon Skill |
2 |
3 |
Ballistic
Skill |
- |
- |
Strength |
1 |
4 |
Toughness |
2 |
4 |
Armour |
- |
- |
Initiative |
3 |
3 |
Attacks |
1 |
3 |
Damage |
1D6 |
2D6 |
Gold |
30 |
570 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Snake |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant Snake |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Snake
Ambush, Magic 6+; Poison Attack.
Giant Snake
Coil; Poison Attack.
Coil
If two consecutive
attacks of the Giant Snake's hit a Warrior, it has succeeded in
enveloping the Warrior with it's coils. While trapped, a Warrior
cannot move. He can still attack, although Monsters have a +1 bonus
to hit him and he cannot use any skills such as Dodge etc. At the
end of each turn, a Warrior who is smothered in the Giant Snake's
coils will lose 1D3 unmodified Wounds. If the trapped Warrior hits
the Snake, it will immediately release him. A Giant Snake is so
huge that it can coil many Warriors at the same time.
GIANT LEECH
Giant Leeches live
in the swamps of Lustria, wherever it is damp and humid. They are
about one foot long, and drop out of trees onto their victims and
suck the blood out of them.
|
Giant Leech |
Wounds |
2 |
Move |
2 |
Weapon Skill |
2 |
Ballistic
Skill |
- |
Strength |
1 |
Toughness |
3 |
Armour |
- |
Initiative |
2 |
Attacks |
1 |
Damage |
Special |
Gold |
35 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Leech |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant Leech
Ambush, Magic A; Bloodsucker.
Bloodsucker
Giant Leeches can
suck the blood from the Warriors. If a Giant Leech manages to make
a successful attack, it has managed to attach itself to the Warrior.
A Giant Leech attached to a Warrior will suck the blood from him
for his attack. He loses 1 unmodified Wound for each Giant Leech
which is on him. An attack by a Giant Leech is treated as being
poison. At the beginning of the Warriors' Phase, a Warrior
may try to rip a Giant Leech from him, but only one Giant Leech
each turn. Roll 1D6 and add the Warrior's Strength. On a score of
7 or more the Giant Leech is ripped from the Warriors body. Place
it in a square adjacent to the Warrior. Other Warriors may also
attempt to remove the Giant Leech from an adjacent Warrior's body.
SKINKS
Skinks are fast,
agile reptiles, best suited for scouting. They make superb archers
and hardly anyone can match their marksmanship. Skinks rarely travel
alone, preferring to move about in large groups.
|
Skink |
Skink Champion |
Skink Hero |
Wounds |
2 |
5 |
8 |
Move |
6 |
6 |
6 |
Weapon Skill |
2 |
3 |
4 |
Ballistic
Skill |
4+ |
3+ |
2+ |
Strength |
3 |
4 |
4 |
Toughness |
2 (3) |
2 (3) |
3 (4) |
Armour |
1 |
1 |
1 |
Initiative |
4 |
5 |
6 |
Attacks |
1 |
2 |
3 |
Damage |
1D6 |
1D6 |
1D6 |
Gold |
40 |
130 |
350 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Skink |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Skink Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Skink Hero |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Skink
Armed with [1-2]
Short Bows (Str 1), [3-4] Javelins (Fight in Ranks), or [5-6] Swords;
Poison Attack.
Skink Champion
Armed with [1-2]
Short Bows (Str 3), [3-4] Javelins (Fight in Ranks), or [5-6] Swords;
Magic Item; Poison Attack.
Skink Lord
Magic Item; Magic Weapon; Poison
Attack.
CHAMELEON SKINKS
Chameleon Skinks
are a rare breed of Skinks able to change colour and patterning
to match whatever the surroundings are. By doing this they are able
to confuse their opponents and therefore sneak up on them, undetected.
|
Chameleon
Skink |
Chameleon
Skink Champion |
Chameleon
Skink Hero |
Wounds |
2 |
5 |
8 |
Move |
6 |
6 |
6 |
Weapon Skill |
2 |
3 |
4 |
Ballistic
Skill |
4+ |
3+ |
2+ |
Strength |
3 |
4 |
4 |
Toughness |
2 (3) |
2 (3) |
3 (4) |
Armour |
1 |
1 |
1 |
Initiative |
4 |
5 |
6 |
Attacks |
1 |
2 |
3 |
Damage |
1D6 |
1D6 |
1D6 |
Gold |
60 |
160 |
390 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Chameleon Skink |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Chameleon Skink
Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Chameleon Skink
Hero |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Chameleon Skink
Ambush 4+; Armed
with Blowpipe (Str 1, Poison Attack); Chameleon.
Chameleon Skink
Champion
Ambush 4+; Armed
with Blowpipe (Str 2, Poison Attack); Chameleon; Magic Item; Poison
Attack.
Chameleon Skink
Lord
Ambush 4+; Chameleon;
Magic Item; Magic Weapon; Poison Attack.
Chameleon
Chameleon Skinks
can change the colour of their skin to match their surroundings.
In the wilderness any Warriors who attack a Chameleon Skink must
subtract -2 from their to hit roll. In the dungeon, because it is
so much harder to hide, Warriors only have a -1 penalty to hit.
GREAT CRESTED
SKINK
Great Crested Skinks
are larger and stronger than normal Skinks and more intelligent,
therefore only they have the talent to control a Horned One in battle.
|
Great Crested
Skink |
Wounds |
3 |
Move |
6 |
Weapon Skill |
2 |
Ballistic
Skill |
4+ |
Strength |
4 |
Toughness |
2 (3) |
Armour |
1 |
Initiative |
4 |
Attacks |
1 |
Damage |
1D6 |
Gold |
80 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Great Crested
Skink |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Great Crested
Skink
Armed with Spears
(Fight in Ranks); Poison Attack.
SKINK SHAMAN
Skink Shamans are
extremely rare, for casting magic is the task of the Slann Mage
Priests. However, sometimes a Skink learns the ways of magic. Because
they are weak shamans, their magic is not as strong as the much
more powerful Slann Mage Priests.
|
Skink Shaman |
Wounds |
3 |
Move |
6 |
Weapon Skill |
2 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
3 (4) |
Armour |
1 |
Initiative |
5 |
Attacks |
1 |
Damage |
1D6 |
Gold |
300 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Skink Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Skink Shaman
Lizardman Magic 1.
SAURUS
Saurus are slow moving
and slow reacting creatures, even for Lizardmen. They are very ferocious
however, and make excellent fighters.
|
Saurus |
Saurus Champion |
Saurus Hero |
Wounds |
10 |
20 |
30 |
Move |
4 |
4 |
4 |
Weapon Skill |
3 |
4 |
5 |
Ballistic
Skill |
- |
- |
- |
Strength |
4 |
5 |
5 |
Toughness |
4 (6) |
4 (6) |
5 (7) |
Armour |
2 |
2 |
2 |
Initiative |
1 |
2 |
3 |
Attacks |
2 |
3 |
4 |
Damage |
1D6 |
2D6 |
3D6 |
Gold |
150 |
350 |
850 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Saurus |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Saurus Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Saurus Hero |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Saurus
Armed with [1-3]
Spears (Fight in Ranks) or [4-6] Axes; Bite Attack.
Saurus Champion
Armed with [1-3]
Spears (Fight in Ranks) or [4-6] Axes; Bite Attack; Magic Item.
Saurus Hero
Bite Attack; Magic
Item; Magic Weapon.
Bite Attack
Saurus Warriors have
large sharp teeth which they use to bite their opponents. The Saurus
Warrior's first Attack will be a Bite Attack. If it hits it causes
1D6 damage with no modifiers for armour. The damage caused by the
bite is treated as being poison.
TEMPLE
GUARD
Each Pyramid Temple
is guarded by specially trained Saurus Warriors. They are the best
Warriors of all the Lizardmen. They usually are given the best weapons
and armour produced, and will guard the temple to the death.
|
Temple Guard |
Wounds |
25 |
Move |
4 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 (7) |
Armour |
3 |
Initiative |
2 |
Attacks |
2 |
Damage |
2D6/3D6 (5+) |
Gold |
500 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Temple Guard |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Temple Guard
-
COATL
Coatl are large feathered
serpents native to the jungles of Lustria. They have wings on their
back which enable them to fly. They prefer to attack from the air,
swooping down low before dropping on the enemy.
|
Coatl |
Wounds |
15 |
Move |
8 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 (4) |
Armour |
1 |
Initiative |
2 |
Attacks |
2 |
Damage |
2D6 |
Gold |
500 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Coatl |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Coatl
Fly.
KROXIGOR
Kroxigor are much
larger and fiercer than Saurus and tower above them. They are extremely
unintelligent and their only means of communication is a blood curdling
roar.
|
Kroxigor |
Wounds |
38 |
Move |
6 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
4 (7) |
Armour |
3 |
Initiative |
1 |
Attacks |
3 |
Damage |
3D6 |
Gold |
750 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Kroxigor |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Kroxigor
Armed with Two Handed
Axe (Fight in Ranks); Fear 7.
SALAMANDER
Salamanders are great
amphibians that live deep in the jungles and swamps of Lustria.
They are violently fierce and spit venom at their prey. Once the
venom has partially dissolved their victims, the Salamanders devour
them with their huge jaws.
|
Salamander |
Wounds |
40 |
Move |
6 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 (7) |
Armour |
3 |
Initiative |
2 |
Attacks |
3 |
Damage |
4D6 |
Gold |
900 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Salamander |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Salamander
Fear 9; Ignore Pain
1; Spit Venom.
Spit Venom
At the beginning
of each Monsters' Phase the Salamander will shoot a stream of corrosive
venom towards the Warriors. Choose a Warrior at random. Roll to
hit as normal for a Ballistic Attack using a value of 4+. If the
attack hits, the Warrior takes 1D6 Wounds with no modifiers for
Toughness and armour. The damage is counted as being poison.
If a 6 is rolled to hit, the venom strikes the Warrior's eyes and
he is blinded. He can be healed at a Settlement for 1D6 x 100 Gold,
but until then he has Weapon Skill 1, Ballistic Skill 6+, Initiative
1, Pinning 6+ and a Movement of 1, unless another Warrior stands
adjacent to him and guides him. All Monsters that attack the blinded
Warrior can add +2 to their To Hit rolls.
TERRADON
Terradons are large
flying reptiles who live high in the crags and mountains of Lustria.
Skinks have mastered the art of riding Terradons into battle but
they are so strong it takes two to control them.
|
Terradon |
Wounds |
18 |
Move |
10 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 (6) |
Armour |
2 |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6/2D6 (5+) |
Gold |
400 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Terradon |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Terradon
Drop Rock 4+ (Strength
6); Fear 5; Fly.
Terradons can
be ridden by any Skinks.
COLD
ONES
Cold Ones live in
dark caves and tunnels beneath Lustria and also roam the jungles.
Their bodies exude poisonous slime and they are somewhat immune
to pain, having such thick skin. Dark Elves have also learnt to
ride Cold Ones although with much more difficulty than Skinks. There
also exists an almost extinct breed of Cold One called a Horned
One. A Horned One only exists in Lustria and is very aggressive
and territorial. It will attack any other opponent, regardless of
size. They are ridden by special Skinks called Great Crested Skinks.
Great Crested Skinks are larger and stronger than normal Skinks
and more intelligent, therefore only they have the talent to control
a Horned One in battle.
|
Cold One |
Horned One |
Great Crested
Skink |
Wounds |
30 |
35 |
3 |
Move |
8 |
8 |
6 |
Weapon Skill |
3 |
4 |
2 |
Ballistic
Skill |
- |
- |
4+ |
Strength |
4 |
4 |
4 |
Toughness |
4 (7) |
4 (7) |
2 (3) |
Armour |
3 |
3 |
1 |
Initiative |
1 |
1 |
4 |
Attacks |
2 |
3 |
1 |
Damage |
3D6 |
3D6 |
1D6 |
Gold |
770 |
850 |
80 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Cold One |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Horned One |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Great Crested
Skink |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Cold One
Fear 6; Ignore Pain
1.
Horned One
Fear 7; Ignore Pain
1.
Great Crested
Skink
Armed with Spears
(Fight in Ranks); Poison Attack.
Cold Ones can
be ridden by any Skinks or Chameleon Skinks.
Horned Ones can
only be ridden by a Great Crested Skink.
CULCHAN
Culchan are huge
flightless birds that live in the grasslands of Lustria. They are
prized by Pygmies and Lizardmen for their brightly coloured feathers
for adorning weapons and helmets. They are extremely fierce and
can use their huge beaks to rip into a Warriors flesh, tearing chunks
from his body.
|
Culchan |
Wounds |
18 |
Move |
6 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
2 |
Attacks |
2 |
Damage |
3D6 |
Gold |
750 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Culchan |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Culchan
-
SLANN MAGE
PRIESTS
Slann are the most
intelligent of the Lizardmen. They are bloated toad type creatures
who must be carried around on a palanquin by servants. They live
for centuries - all the ones alive today are the same ones that
served the Old Ones many centuries ago. They are the masters of
Lizardman Magic.
|
Slann Mage
Priest |
Slann Mage
Priest Champion |
Master
Slann Mage Priest |
Slann Mage
Lord |
Wounds |
25 |
35 |
50 |
70 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
4 |
5 |
6 |
Ballistic Skill |
5+ |
4+ |
3+ |
2+ |
Strength |
4 |
6 |
6 |
6 |
Toughness |
4 (5) |
4 (6) |
5 (8) |
5 (9) |
Armour |
1 |
2 |
3 |
4 |
Initiative |
2 |
3 |
5 |
6 |
Attacks |
2 |
3 |
5 |
7 |
Damage |
2D6 |
3D6 |
4D6 |
5D6 |
Gold |
1500 |
2500 |
3500 |
4500 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Slann Mage
Priest |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Slann Mage
Priest Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Master
Slann Mage Priest |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Slann Mage
Lord |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Slann Mage Priest
Fear 10; Ignore Pain
1; Lizardman Magic 1; Magic Item; Magic Weapon; Shield of the Old
Ones.
Slann Mage Priest
Champion
Fear 10; Ignore Pain
1; Lizardman Magic 2; Magic Item x 2; Magic Weapon; Shield of the
Old Ones.
Master Slann Mage
Priest
Fear 10; Ignore Pain
2; Lizardman Magic 3; Magic Item x 3; Magic Weapon; Shield of the
Old Ones.
Slann Mage Lord
Fear 10; Ignore Pain
3; Lizardman Magic 4; Magic Item x 4; Magic Weapon; Shield of the
Old Ones.
Shield of the
Old Ones
The Shield of the
Old Ones is not a magic item, but an ancient sorcerous ability of
the Slann Mage Priests. It gives protection to the Mage Priest and
his servants. They all have the Ignore Blows 4+ skill.
Palanquin
The Mage Priest sits
on a palanquin carried by his servants. Every time a Slann Mage
Priest is encountered he will be accompanied by four Temple Guards,
one carrying each corner of the palanquin. The Warriors must kill
all of the Temple Guards before attacking the Mage Priest. Each
time a Temple Guard is killed the remaining ones will reposition
themselves immediately to carry the palanquin, thus losing one point
of movement. If there is only one Temple Guard left the palanquin
may not move.
STEGADON
Stegadons are huge
lumbering primitive dinosaur like beasts who have dwelt in the jungles
of Lustria since before the coming of the Old Ones. They have several
large horns on their forehead which they use to skewer their enemies
before trampling them to death. Skinks sometimes build a howdah
on the back of a Stegadon that can hold about 12 Skinks. These Skinks
are armed with missile weapons so they can aim at the Warriors over
the top of all the other Monsters.
|
Stegadon |
Howdah |
Wounds |
90 |
15 |
Move |
6 |
- |
Weapon Skill |
2 |
1 |
Ballistic
Skill |
- |
- |
Strength |
7 |
- |
Toughness |
6 (14) |
5 |
Armour |
8 |
- |
Initiative |
2 |
- |
Attacks |
5 |
- |
Damage |
4D6 |
- |
Gold |
6000 |
20 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Stegadon |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Stegadon
Ignore Blows 4+;
Ignore Pain 2D6; Large Monster; Terror 12; Trample 4.
Howdah
The Warriors cannot
attack the Howdah except with spells or missile weapons. If the
Howdah is destroyed, all the Skinks on it will fall off - place
them on adjacent squares, moving any other models out of the way
if necessary. If the Warriors succeed in killing the Stegadon, the
Howdah will topple over, depositing the Skinks as above. The Howdah
is so heavy that the Stegadon carrying it has its movement value
reduced by -2.
Lizardmen
Bestiary by Andrew Brockhouse.
|