Lizardman Monsters
By Brian Mack
| Type Saurus Warriors | Number D6 |
| Wounds | 3 |
| Move | 4 |
| Weapon Skill | 3 |
| Ballistic Skill | X |
| Strength | 4 |
| Toughness | 4 |
| Initiative | 1 |
| Attacks | 2 |
| Armor | 1 |
Opponents WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
To Hit |
2 |
3 |
4 |
4 |
4 |
4 |
6 |
6 |
6 |
6 |
GOLD : 150 ea.
Scaly Skin: Saurus have scaly skin which gives them an added level of protection. On a roll of a 1 or 2, the wound is ignored.
Cold Blooded: All lizardmen are cold-blooded and slow to react to psychology and pain. They can ignore pain (1)
Bite Attack: Saurus have a special bite attack. This special attack can only be used once per turn. It is resolved as D6+5
| Type Skink Archers | Number D6+2 |
| Wounds | 3 |
| Move | 6 |
| Weapon Skill | 2 |
| Ballistic Skill | 4+ |
| Strength | 3 |
| Toughness | 2 |
| Initiative | 4 |
| Attacks | 1 |
| Armor | X |
Opponents WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
To Hit |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
GOLD: 45 ea.
Weapons: bows
Cold Blooded: All lizardmen are cold-blooded and slow to react to psychology and pain. They can ignore pain (1)
Poison Arrows: Skinks use poisoned arrows. They do D6+2 damage. In addition, the normal rules for poison are also in effect.
Ambush (6)
| Type Skink Shaman and Warriors | Number 1 Shaman D6+2 Warriors |
| Wounds | Shaman: 4 Warriors: 3 |
| Move | 6 |
| Weapon Skill | 2 |
| Ballistic Skill | 4+ |
| Strength | 3 |
| Toughness | Shaman: 3 Warriors: 2 |
| Initiative | Shaman: 5 Warriors: 4 |
| Attacks | 1 |
| Armor | X |
Opponents WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
To Hit |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Cold Blooded: All lizardmen are cold-blooded and slow to react to pain and psychology. They can ignore pain (1)
Ambush, Magic (6)
GOLD
Shaman 150
Warriors 45 ea.
Magic 1
Magic Item (Special)