PYGMIES
Pygmies
live deep in the jungles of Lustria. They are very primitive and
wear nothing more than loincloths and body paint. While Pygmy Shamans
have mastered the power of the elements, Pygmy Witchdoctors specialise
in the dark magic known as voodoo. It’s strength and power
is feared by even the greatest of Warriors.
PYGMIES
Pygmies are much
smaller than a normal sized man and their skin is dark brown in
colour. They hunt using blowpipes containing poison darts.
|
Pygmy |
Pygmy
Champion |
Pygmy
Hero |
Pygmy
Chieftain |
Wounds |
3 |
6 |
10 |
16 |
Move |
4 |
4 |
4 |
4 |
Weapon
Skill |
3 |
4 |
4 |
5 |
Ballistic
Skill |
4+ |
3+ |
3+ |
2+ |
Strength |
2 |
3 |
3 |
4 |
Toughness |
2 |
3 |
4 |
4 |
Armour |
- |
- |
- |
- |
Initiative |
3 |
4 |
4 |
4 |
Attacks |
1 |
1 |
2 |
2 |
Damage |
1D6 |
1D6 |
1D6 |
2D6 |
Gold |
60 |
150 |
330 |
550 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Pygmy |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Pygmy
Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Pygmy
Hero |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Pygmy
Chieftain |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Pygmy
Ambush 4+; Armed
with [1-3] Blowpipes (Str 1, Poison) [3-4] Spears (Fight in Ranks)
or [5-6] Clubs.
Pygmy Champion
Ambush 4+; Magic
Weapon.
Pygmy Hero
Ambush 4+; Magic
Item; Magic Weapon.
Pygmy Chieftain
Ambush 4+; Magic
Item x 2; Magic Weapon.
ANCESTOR
SPIRIT
Ancestor
Spirits are the ethereal form of dead Pygmies who return to visit
the living to give assistance. They take the form of shadowy pygmy
shapes with grossly distorted features.
|
Ancestor
Spirit |
Wounds |
8 |
Move |
4 |
Weapon
Skill |
3 |
Ballistic
Skill |
5+ |
Strength |
2 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
Special |
Gold |
250 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Ancestor
Spirit |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Ancestor Spirit
Chill 1; Ethereal
-1; Fear 3.
BOAR
Boars are voracious
creatures that are constantly hungry. Their aggressive nature proves
them a threat to even well armed Warriors. It is often that a Warrior
survives a dungeon adventure only to be savaged to death by a pack
of wild boar.
|
Boar |
Wounds |
7 |
Move |
7 |
Weapon
Skill |
3 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
50 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Boar |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Boar
Impale.
PYGMY
SHAMANS
Pygmy
Shamans are well respected in Pygmy society, even feared, for it
is quite a powerful Pygmy indeed that is able to draw upon the power
of the Gods themselves.
|
Pygmy
Shaman |
Pygmy
Shaman Champion |
Master
Pygmy Shaman |
Pygmy
Shaman Chief |
Wounds |
8 |
14 |
20 |
25 |
Move |
4 |
4 |
4 |
4 |
Weapon
Skill |
2 |
2 |
2 |
2 |
Ballistic
Skill |
5+ |
4+ |
4+ |
4+ |
Strength |
2 |
3 |
3 |
3 |
Toughness |
2 |
2 |
2 |
2 |
Armour |
- |
- |
- |
- |
Initiative |
4 |
4 |
4 |
5 |
Attacks |
1 |
1 |
2 |
2 |
Damage |
1D6 |
1D6 |
1D6 |
2D6 |
Gold |
300 |
600 |
1000 |
1500 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Pygmy
Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Pygmy
Shaman Champion |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Master
Pygmy Shaman |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Pygmy
Shaman Chief |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Pygmy Shaman
Pygmy Magic 1.
Pygmy Shaman Champion
Magic Weapon; Pygmy
Magic 2.
Master Pygmy Shaman
Magic Item; Magic
Weapon; Pygmy Magic 3.
Pygmy Shaman Chief
Magic Item x 2; Magic
Weapon; Pygmy Magic 4.
Pygmy
Magic
Pygmy
Shamans specialise in casting Pygmy Magic which deals mainly with
nature. To see what spell the Pygmy Shaman casts when given the
chance, roll 2D6 on the following table. If the Shaman is killed
while he still has active spells in play, they will immediately
be dispelled.
2-4 FAILURE
The
Pygmy Shaman fails to cast a spell.
5
POISON
The Pygmy Shaman magically coats the weapons of his allies with
a rare and deadly poison. Treat all weapons belonging to all Pygmies
currently on the board as being Poison.
6 TOUGH
SKIN
The
Pygmy Shaman casts this spell on himself. His skin hardens and he
gains +1 Toughness for the next turn.
7 CLOUD
OF SMOKE
A
cloud of smoke appears around the Pygmy Shaman. All Warriors are
at -1 To Hit the Shaman and any Monsters standing adjacent to him.
The effects of this spell last for 1 turn.
8 RAIN
Huge
stormclouds appear above the Warriors' heads and it begins to rain
heavily. The ground becomes very muddy and slippery and it is difficult
to move. At the start of each Warriors movement roll 1D6. On a roll
of 1 the Warrior falls over and spends the rest of the turn picking
himself up, during which he may perform no other actions. Any Monsters
attacking him have +1 added to their To Hit rolls.
9 BLINDING
FLASH
A
blinding flash of light causes a random Warrior to lose his sight
for an entire turn. While he is blinded he is counted as having
a Weapon Skill of 1, and all Monsters have a +2 bonus To Hit him.
10 CAUSE
FIRE
The
Pygmy Shaman causes the ground to burst into flame. Choose a random
square on the same board section as the Shaman. Any model on it
takes 1D6 Wounds not modified for Toughness or armour. Any model
vulnerable to fire, eg. Treeman, Mummy etc. take a further 2 Wounds
before the fire dies out.
11 CREATE
QUICKSAND
The
ground suddenly turns to mush underneath one of the Warriors, and
he begins to sink down into it. The Warrior has 1D6 + 1 turns to
be rescued otherwise he disappears into the quicksand, never to
be seen again. At the start of each turn, he sinks further in unless
another Warrior attempts to pull him out. The Warrior must spend
a whole turn next to the Warrior in the quicksand and may do nothing
else. The square with the quicksand will remain until the Shaman
is dead.
12
SUMMON SPIRITS
The Pygmy Shaman summons 1D3 Ancestor Spirits. They may be placed
on the board immediately and may move and attack this turn.
WITCHDOCTOR
Witchdoctors
are special tribal priests found amongst the pygmies. They practise
the black art of voodoo and often perform rituals, smearing their
bodies with dyed paint and dancing madly around a fire while throwing
different ingredients into it to help with their magic.
|
Witchdoctor |
Wounds |
8 |
Move |
4 |
Weapon
Skill |
2 |
Ballistic
Skill |
5+ |
Strength |
2 |
Toughness |
2 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
1D6 |
Gold |
450 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Witchdoctor |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Witchdoctor
Voodoo 1.
Voodoo
Pygmy
Witchdoctors specialise in the black art of Voodoo, the ability
to control others bodies from afar - a form of dark magic. The Witchdoctor
has a small Voodoo Doll, constructed from straw and cloth and bound
by string, of each of the Warriors in the adventuring party. After
casting his spell on it, which he does before combat begins, he
performs all manner of actions on the Voodoo Doll, resulting in the Warrior
experiencing the same action. The Witchdoctor can perform one act
of Voodoo per turn. Randomly determine which Warrior the Witchdoctor
performs the black magic on at the start of each Monsters’
Phase. Voodoo occurs after all Monster spellcasters have cast spells
for this round. Roll 1D6 to determine what the Witchdoctor does:
1
The Witchdoctor seems to have dropped the Voodoo Doll in the heat
of battle. The Warrior can have no further voodoo magic cast on
him for the remainder of this combat. Unfortunately, the Witch
Doctor pulls out a Voodoo Doll of another Warrior.
2
The Witchdoctor throws the Voodoo Doll around the room. Suddenly
the Warrior finds himself being flung across the other side of
the room. Randomly determine a square on the same board section
as the Warrior is currently on. Place the Warrior on this square,
moving any other models out of the way if necessary. As well as
losing 1D3 unmodified Wounds, if the Warrior lands on a hazard,
or falls into a pit, chasm etc, then follow the appropriate rules.
Obviously, if he falls down a chasm or something similar he is
dead.
3
The Witchdoctor makes the Voodoo Doll dance, moving its arms and
legs. The Warrior suddenly dances on the spot, doing a merry jig.
For the rest of this turn, all Monsters get +1 To Hit him. In
addition, the Warrior is too busy flailing his arms around to
Attack or use any objects next turn.
4
The Witchdoctor ties a small black bag around the Voodoo Doll’s
head. Suddenly the Warrior cannot see anything! Until the next
Monster’s Phase the Warrior is at -2 To Hit and may only
move 1 square. All Monsters attacking him in hand to hand combat
for the next turn have a +2 bonus To Hit.
5
The Witchdoctor pulls a needle from his clothes and stabs it into
the Voodoo Doll's body. Roll 1D6 to see where he stabs it.
1-2
Body
The needle plunges into the body of the Voodoo Doll and the
Warrior grasps his body in pain. He takes 1 unmodified Wound.
3
Legs
The Warrior’s legs suddenly give way and he collapses.
He must miss out on his next turn. All Monsters receive +2 To
Hit the fallen Warrior.
4
Arms
The Warrior feels a stinging pain in one of his arms. For the
next turn he is treated as having a Weapon Skill of 1.
5
Groin
The Warrior doubles over in agony before collapsing. He loses
(1D6 + Dungeon Level) Wounds and misses out on his next turn.
All Monsters receive +2 To Hit the fallen Warrior.
6
Head
The Warrior feels a searing pain in his head and collapses onto
the ground of the dungeon. He loses 1D6 unmodified Wounds and
misses out on his next turn. All Monsters receive +2 To Hit
the fallen Warrior.
6
The Witchdoctor flexes the leg of the Voodoo Doll, attempting
to see if the Warrior’s leg can bend both ways. Roll 1D6.
On a roll of 1, the Warrior’s leg snaps in half and he immediately
falls to the ground - he loses 1D6 + 2 unmodified Wounds due to
the pain. The Warrior must subtract -2 from his Move and Pinning
until his leg is healed at a Settlement’s Temple for 1D6
x 50 Gold.
Pygmy
Bestiary by Andrew Brockhouse. |