Lustria Cities of Gold
Lustria Cities of Gold
Lizardman Warband
Servants of the Old Ones their location near the coast. In recent years,
The Lizardmen and indeed their bloated toad- more and more Norse, Elven and Tilean
like masters, the Slann, were once the explorers have arrived seeking treasure and
servants of the divine ‘Old Ones’. Ever since arcane knowledge. With the arrival of these
the great catastrophe and the departure of the intruders the indigenous Lizardmen have
Old Ones from the world the Lizardmen have been hard-pressed to keep what is rightfully
been closely observing the rituals and plans theirs. It is by guerrilla style hit and run
laid down by the Old Ones as closely as attacks by war-parties of Skink and Saurus
possible. But the tranquil peace of this once warriors that somewhat stems the tide of the
hidden race has been shattered forever since foreign plunderers. The beaches, the jungle
the coming of the dreaded ‘Dry Skins’! and parts of the ruined cities themselves are
home to numerous small bands of these lone
Many of the Temple cities of the Lizardmen defenders against the ravages of the ‘dry-
have been raided and plundered by the likes skinned ones’.
of Human explorers and other more sinister
races. But the plunder is not over as more and Not only do the Lizardmen keep watch over
more adventurers arrive at the shores of the ruins they are also protected by a fiendish
Lustria, drawn by the tall tales told in taverns variety of traps and mazes of tunnels that lead
– tales of cities filled with gold! would-be-robbers around in circles. The
plunderers are thus forced to camp outside
The ruined temple cities of Huatl, Tlax and the ruins while they explore the depths of the
Xahutec are the most frequently raided due to temples and try to overcome the traps.
Lustria Cities of Gold
A player who chooses The Temple Guard to Armour: Armour is rare amongst the
play will find them to be both rewarding and Lizardmen and the cost of light armour is
challenging to play. The Lizardmen are the always 50 gc, even if you are buying it from
‘home team’ as it were and enjoy some Equipment chart.
unique benefits. But they also will have some
Bite Attack: Saurus have a powerful bite
weaknesses that astute players will enjoy
attack, this bite attack uses the Saurus’ own
‘hiding’ from their opponents.
Strength to wound and receive no penalty for
not using a weapon. The Bite attack always
Special Rules strikes last, regardless of who charged or
Scaly Skin: All Lizardmen have a natural save which weapon is used. The Bite even attacks
thanks to their thick scales. Saurus have a 5+ after Double-Handed Weapons.
save and Skinks have a 6+. This save cannot
be modified beyond 6 due to Strength Cold Blooded: All Lizardmen are slow to
modifiers but any result of ‘no save’ on the react to psychology, they may roll 3D6 and
injury chart will negate this 6+ save. Light select the lowest two dice when taking a
Armour adds +1 to the save, as does the psychology test or Rout test. A Lizardmen
addition of a shield. Warband may never use the Leadership of
Saurus or Kroxigor when taking a rout test.
Lustria Cities of Gold
Aquatic: Skinks may move through water Saurus Totem Warriors: Your Warband may
terrain with no penalty, and count as being in include one Saurus Totem Warrior.
cover whilst they are in the water.
Skink Great Crests: Your Warband may
Jungle born: All Skinks can move through include up to 2 Skink Great Crests.
jungle terrain without penalty
Saurus Rarity: The Slann Mage-Priests would Henchmen
never include more Saurus braves in a Skink Braves: Your Warband may include any
Warband than Skink braves and thus you can number of Skink Braves.
never have more Saurus braves than Skink Saurus Braves: Your warband may include up
braves in the Warband. to 4 Saurus Braves.
Kroxigor: Your Warband may include a single
Choice of Warriors Kroxigor.
Your Warband must include a minimum of 3
models and a maximum of 20 models. You
have 500 gcs (or the Lizardmen equivalent) to Starting Experience
assemble your Warband with. Skink Priest starts with 20 exp
Totem Warrior starts with 11 exp
Heroes Skink Great Crests start with 8 exp
Skink Priest: Your Warband must be lead by
a Skink Priest. Henchmen start with 0 exp
Heroes
1 Skink Priest 0-1 Saurus Totem Warrior
60 Gold Crowns to hire 60 Gold Crowns to hire
The Warband leader will be one of the hand- When a Saurus warrior has killed twenty foes
picked Skink Priests renowned for their he is accepted into one of the three Warrior
reliability. The nature of his mission is to Totems, Eagle, Jaguar or Alligator. He must
observe the dry skin plunderers and only react then go and kill the animal of his new Totem
if they stray too close to a hidden chamber to prove his worthiness to join. Upon
within the ruined city. The Skink Priest must attaining the status of Totem Warrior he is
be able to make the delicate decision of when recruited by the Skink Priests to join in forays
to attack and when not to. Skink Priests are into the ruined temples.
easily recognisable as they paint their skins
Profile M WS BS S T W I A Ld
with colourful mystic symbols associated with
their god. Priests of Chotec for instance have 4 4 0 4 4 1 2 1+1 8
winged serpents drawn upon their bodies, Weapons and equipment: A Totem Warrior
whilst those of Sotek use snake tattoos. may be equipped with weapons and armour
Profile M WS BS S T W I A Ld from the Saurus Equipment list.
6 3 4 3 3 1 5 1 7
0-2 Skink Great Crests
Weapons and armour: The Skink Priest may 30 Gold Crowns to hire
be equipped from the Skinks Equipment list. Great Crests, as they are known, are the
leaders of many raiding parties and have
SPECIAL RULES become skilled at scouting, tracking,
Leader: The Skink Priest is the leader of the ambushing and skirmishing. Their skin is
Warband and any Lizardmen within 6" may more varied in colour than normal Skinks so
use his Leadership characteristic for any they blend in with the jungle more effectively.
Leadership tests. If the Skink Priest is killed They also wear leaves or cover themselves in
you may recruit a new Skink Priest but you mud to further blend in. They function as
must play at least one game without the leaders and patrol the jungles reporting of the
leader to give him time to join up. arrival of a new ship laden with plunderers.
Wizard: The Skink Priest is a Wizard and may They lay ambushes or provide a covering hail
use Lizardmen magic. of arrows and javelins while a hit and run war
band retreats back into the jungle.
Profile M WS BS S T W I A Ld
6 3 3 3 2 1 4 1 7
Weapons and armour: Skink Great Crests are
equipped from the Skinks Equipment list.
Henchmen
Skink Braves 0-1 Kroxigor
20 Gold Crowns to hire 200 Gold Crowns to hire
Many Skinks dwell in the deepest jungles and Kroxigor resemble Saurus but are much
trackless swamps of Lustria. These Skink bigger and are far more powerful creatures.
braves are fast, agile and intelligent. Although They are not very intelligent and their speech
they lack the brute force and sheer aggression is limited to a blood-curling roar. They are
of the Saurus they are good at shooting strong and mainly used for construction
volleys of arrows or javelins. They lack the goaded into working by the nimble Skinks.
staying power of the Saurus, because they
Profile M WS BS S T W I A Ld
switch between reckless audacity and sudden
panic, this may be due to their very short 6 3 0 5 4 3 1 3 8
memories. As soon as a group of Skinks flee Weapons and Armour: The Kroxigor is
out of immediate danger they are likely to equipped with a halberd.
forget the experience and regroup for another
reckless attack. SPECIAL RULES
Profile M WS BS S T W I A Ld Scaly skin: Kroxigor has a natural save of 4+.
6 2 3 3 2 1 4 1 6 Aquatic: Kroxigor may move through water
with no penalty, and count as being in cover
Weapons and Armour: Skink Braves may be
whilst in water.
equipped from the Skinks Equipment list.
Cause Fear: Kroxigor are large and
0-4 Saurus Braves frightening monsters that cause Fear.
40 Gold Crowns to hire Large: Kroxigor stand out amongst the rest of
Saurus have thick, horny, scaly hides which the Warband and may be picked out by an
protect them as natural armour. Saurus are archer even if he is not the closest model.
sufficiently intelligent to understand clear and
simple commands. They make excellent Animal: Kroxigor are slow-witted creatures
warriors but they are not much good at that never learn from their mistakes. The
anything else. They are extremely stubborn Kroxigor doesn’t gain experience.
and are very hard to shift in battle. They are
very ferocious creatures and will rip at an
enemy until they are slain.
Profile M WS BS S T W I A Ld
4 3 0 4 4 1 1 1+1 7
Weapons and Armour: Saurus Braves may be
equipped from the Saurus Equipment list.
Sacred Markings
Many Skink and Saurus warriors are born with
distinct markings or mutations. They are Qocbotl was in awe, he could not believe the size and
regarded as being blessed by the gods and majesty of the Slann Lord. It was easily ten times as
often rise to become leaders. A Hero may only big as Qocbotl, and its huge unblinking eyes seemed
to burn into his own even though the stare seemed so
have a single Sacred Marking and these may
distant. The Slann had not moved since before
only be bought when you recruit the Hero, Qocbotl had hatched. And now, suddenly, the Slann
not in the middle of a campaign. started to move...
...The crowd below gasped. Qocbotl felt his arm being
Oversized Jaws 40 points grasped by the Slann and his whole body was lifted
The Saurus has been granted the addition of up towards the sun. His arm felt like it had been
powerful neck muscles and oversized jaws, ripped from its socket, as he dangled in the air in
even greater than those of a normal Saurus. front of the Slann.
The Hero may make his bite attack with +1
Strength. (Saurus Only)
Lizardman Magic
Lizardmen Spells work like the Prayers of Sigmar and may be used even if the Skink
Priest is wearing armour.
D6 Result
1 Chotec’s Wrath Difficulty 8
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 armour like light armour, heavy
armour, Ithilmar armour or Gromril armour.
‘Great Sotek, mark this, your new chosen agent, as servant of the Old Ones, and grant him gifts to protect your people.’
The Slann sounded as if he was speaking a ritual, yet strangely it was very conversational in tone. Qocbotl felt the sun
beating upon him. For what seemed like an eternity he swayed in the arm of the Slann. And then he felt a burning
sensation start from his head, and stretch down his chest. He screamed. And then he fell to the platform. He felt truly
powerful. He finally understood why elder Shaman could do what he could not. And then he passed out.
Qocbotl had seen, for one brief moment, a tiny glimpse of the impossibly complex plans of the Old Ones. And he knew
how to use that knowledge to wield great power. But the moment was quickly over, fleeing from his mind as mists. He
grasped to remember parts of it, but only slivers remained when he regained consciousness of how to move waters and
direct bolts of power.
‘Rise, Qocbotl, Bender of Rivers.’ said the mighty Slann. Qocbotl rose, staring at the waving river symbols scarred on his
chest and the crowd raised much noise in jubilation. He was ready to lead his people. And though he could not remember
the whole plan, he finally knew why he must lead his people, and what they must do.