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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