Grade 1b — included in Australis 2027

Source: Town Cryer #11 · Setting: Lustria

The Lizardmen and their bloated toadlike masters, the Slann, were once servants of the divine Old Ones. Ever since the great catastrophe and the departure of the Old Ones, the Lizardmen have been closely observing the rituals and plans laid down by their gods. But tranquil peace has been shattered forever since the coming of the dreaded Dry Skins. Many Temple cities — Huatl, Tlax and Xahutec — are the most frequently raided due to their coastal location, and Lizardmen war-parties of Skink and Saurus warriors mount guerrilla-style hit and run attacks to stem the tide of foreign plunderers.


Special Rules

Scaly Skin: All Lizardmen have a natural save from their thick scales. Saurus have a 5+ save; Skinks have a 6+. This save cannot be modified beyond 6 due to Strength modifiers, but any ‘no save’ result on the injury chart negates this 6+ save. Light Armour adds +1 to the save, as does a shield.

Armour: Armour is rare amongst the Lizardmen — the cost of light armour is always 50 gc, even when buying from the Equipment list.

Bite Attack: Saurus have a powerful bite attack using the Saurus’ own Strength to wound, with no penalty for not using a weapon. The Bite always strikes last, regardless of who charged or which weapon is used — even after Double-Handed Weapons.

Cold Blooded: All Lizardmen may roll 3D6 and select the lowest two dice when taking a psychology test or Rout test. A Lizardmen Warband may never use the Leadership of Saurus or Kroxigor when taking a Rout test.

Aquatic: Skinks may move through water terrain with no penalty and count as being in cover whilst in the water.

Jungle Born: All Skinks can move through jungle terrain without penalty.

Saurus Rarity: You can never have more Saurus Braves than Skink Braves in the Warband.


Choice of Warriors

Your Warband must include a minimum of 3 models and a maximum of 20 models. You have 500 gold crowns to assemble your Warband.

  • Skink Priest: Your Warband must be led by a Skink Priest.
  • Saurus Totem Warrior: Your Warband may include one Saurus Totem Warrior.
  • Skink Great Crests: Your Warband may include up to 2 Skink Great Crests.
  • Skink Braves: Your Warband may include any number of Skink Braves.
  • Saurus Braves: Your warband may include up to 4 Saurus Braves.
  • Kroxigor: Your Warband may include a single Kroxigor.

Heroes

Skink Priest

Hero · Leader · 0–1 · 60 gc · Starting XP: 20

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The Warband leader will be one of the handpicked Skink Priests renowned for their reliability. The nature of his mission is to observe the dry skin plunderers and react only if they stray too close to a hidden chamber within the ruined city. Skink Priests are easily recognisable as they paint their skins with colourful mystic symbols associated with their god.

Weapons/Armour: The Skink Priest may be equipped from the Skinks Equipment list.

Special Rules

Leader: Any Lizardmen within 6” may use his Leadership for any Leadership tests. If the Skink Priest is killed you may recruit a new one, but you must play at least one game without a leader first.

Wizard: The Skink Priest is a Wizard and may use Lizardmen Magic.


Saurus Totem Warrior

Hero · 0–1 · 60 gc · Starting XP: 11

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When a Saurus warrior has killed twenty foes he is accepted into one of the three Warrior Totems — Eagle, Jaguar or Alligator. He must then go and kill the animal of his new Totem to prove his worthiness to join. Upon attaining Totem Warrior status he is recruited by the Skink Priests to join forays into the ruined temples.

Weapons/Armour: A Totem Warrior may be equipped with weapons and armour from the Saurus Equipment list.


Skink Great Crest

Hero · 0–2 · 30 gc · Starting XP: 8

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Great Crests are leaders of many raiding parties, skilled at scouting, tracking, ambushing and skirmishing. Their skin is more varied in colour than normal Skinks, helping them blend in with the jungle. They function as patrol leaders, laying ambushes or providing covering fire while the warband retreats into the jungle.

Weapons/Armour: Skink Great Crests are equipped from the Skinks Equipment list.


Henchmen

(Bought in groups of 1–5)

Skink Braves

Henchman · any number · 20 gc

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Many Skinks dwell in the deepest jungles and trackless swamps of Lustria. Skink Braves are fast, agile and intelligent. Although they lack the brute force of the Saurus they are good at shooting volleys of arrows or javelins. They lack staying power, switching between reckless audacity and sudden panic — though as soon as a group of Skinks flee out of immediate danger they are likely to forget the experience and regroup for another reckless attack.

Weapons/Armour: Skink Braves may be equipped from the Skinks Equipment list.


Saurus Braves

Henchman · 0–4 · 40 gc

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Saurus have thick, horny, scaly hides which protect them as natural armour. They are sufficiently intelligent to understand clear and simple commands, making excellent warriors though they are not much good at anything else. They are extremely stubborn and very hard to shift in battle.

Weapons/Armour: Saurus Braves may be equipped from the Saurus Equipment list.


Kroxigor

Henchman · 0–1 · 200 gc

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Kroxigor resemble Saurus but are much bigger and far more powerful. They are not very intelligent and their speech is limited to a blood-curdling roar. They are strong and mainly used for construction, goaded into working by nimble Skinks.

Weapons/Armour: The Kroxigor is equipped with a halberd.

Special Rules

Scaly Skin: Kroxigor has a natural save of 4+.

Aquatic: May move through water with no penalty and counts as in cover whilst in water.

Cause Fear: Kroxigor are large and frightening monsters that cause Fear.

Large: Kroxigor may be picked out by an archer even if not the closest model.

Animal: The Kroxigor doesn’t gain experience.


Equipment Lists

Saurus Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Stone Axe (counts as a club)3 gc
Axe5 gc
Sword10 gc
Spear10 gc
Halberd10 gc
Double-handed weapon15 gc

Missile Weapons

None.

Armour

ItemCost
Shield5 gc
Bone Helmet10 gc
Light armour50 gc

Skinks Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Stone Axe (counts as a club)3 gc
Axe5 gc
Sword (Heroes only)10 gc
Spear10 gc

Missile Weapons

ItemCost
Shortbow5 gc
Bolas5 gc
Javelins10 gc
Throwing Knives15 gc
Blowpipe25 gc

Armour

ItemCost
Shield5 gc
Buckler5 gc
Bone Helmet (Skink Priest only)10 gc

Special Equipment

Poisoned Weapons

Skink Heroes may buy Dark Venom (20 gc) and Black Lotus (10 gc) for missile weapons — both Common items. Only Saurus Warriors may use Dark Venom or Black Lotus on close combat weapons, purchased normally from the Trading chart. Skink henchmen may buy Reptile Venom (5 gc per weapon, Common) for missile weapons — adds +1 Strength but no save modifier; lasts one battle. All henchmen in a group must be armed the same way.

Sacred Markings

Sacred Markings may only be purchased when recruiting a Hero (not mid-campaign). A Hero may only have a single Sacred Marking.

Oversized Jaws — 40 gc (Saurus Only): The Hero may make his bite attack with +1 Strength.

Poison Glands — 40 gc (Skinks Only): The Hero may make any number of attacks with his teeth instead of his weapons; these are treated like a Saurus bite attack with +1 save modifier and +1 to the Injury roll, regardless of Strength.

Mark of the Old Ones — 50 gc: The Hero may change one failed dice roll into a successful one, once per battle (including a failed Rout test).


Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Skink Priest
Totem Warrior
Skink Great Crest

Saurus cannot receive the Academic skill and can never use missile weapons.

Lizardmen Special Skills

Skinks Only

Infiltration: The Hero may set up anywhere on the table but no closer than 12” to an enemy and must start the game Hiding.

Great Hunter: Imposes an additional –1 to hit the Skink if he is in cover (i.e. –2 to hit total).

Saurus Only

Bellowing Battle Roar: Enemy models in base contact suffer –1 to hit in the first round of combat against the Saurus.

Toughened Hide: The Saurus will only be taken out of action on a 6+.


Lizardmen Magic

Lizardmen Spells work like the Prayers of Sigmar and may be used even if the Skink Priest is wearing armour.

1. Chotec’s Wrath

Casting difficulty: 8+

A lightning bolt strikes the closest enemy model within 10” of the Skink Priest, causing a single Strength 5 hit. Add +1 to Strength and +1 to the Injury roll if the model is wearing armour (light, heavy, Ithilmar, or Gromril).

2. Sotec’s Blessing

Casting difficulty: 7+

Cast on a single model within 6” or on the Priest himself. Roll a D6 for the blessing. Effects remain in play until the Priest or the model is Stunned or taken Out of Action. Only one model may be affected at a time.

D6Effect
1–2+1 BS or +1 to hit in close combat
3–4Toughness +1
5–6Movement and Initiative +1

3. Huanchi’s Stealth

Casting difficulty: 7+

All Skinks within 6” of the Skink Priest (including himself) may immediately go into hiding if they are in cover, even if they ran in the movement phase or have already fired.

4. The Old Ones’ Protection

Casting difficulty: 6+

The Skink Priest and any Lizardmen within 4” of him gain a 4+ save against the effects of spells or prayers. Remains in play until the Skink Priest is taken Out of Action.

5. Tinci’s Rage

Casting difficulty: 8+

A single Lizardman within 6” (or the Priest himself) follows the rules for Frenzy and gains +1 Strength. Remains in play until the Skink Priest or the model is Stunned or taken Out of Action. The Priest must pass a Leadership roll at the beginning of each turn to keep it going. Only one model may be affected at a time.

6. Itzl’s Speed

Casting difficulty: 7+

A single Lizardman within 6” (or the Priest himself) may make an additional sprint of up to 4”. This counts as running; the model may not move if it has already fired a missile weapon. The model may not charge with this extra move.