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)