Lizardmen Saurus Warrior

by Josh Liller

 

STARTING AS A SAURUS WARRIOR

Wounds 1D6+10
Movement 4
Weapon Skill 3
Ballistic Skill -
Strength 4
Toughness 4
Initiative 1
Attacks 1
Pinning Roll 6+
Willpower 3

Weapons

Sword or axe.

Equipment

Shield (+1 T).

SKILLS

Scaly Skin
Saurus have naturally thick hides which only get tougher as they get older.  This increases their Toughness and varies based on their level.

Warrior +1
Champion +2
Scar-Veteran   +3
Old-Blood +4

Cold-Blooded
Lizardmen are naturally slow to react to psychology.  Lizardmen roll an extra D6 for Fear and Terror tests and discard the lowest.

ADVANCED RULES

Saurus Warriors will never use ranged weapons.
All Lizardmen are constantly on the lookout for items which might have been stolen from their temple-cities.  Lizardmen will attempt to acquire gold and gold items whenever possible in case they might be recovering one of their lost artifacts.  They will not willingly part with any gold or gold artifacts they acquire - they keep anything that looks like it could be useful or belong to their race and the rest is casually discarded as unimportant.  Gold they acquire will not be spent on anything (but keep track of it for Leveling purposes as normal) nor given to other party members nor will they trade or sell any golden artifacts.  They will trade and sell non-gold artifacts as normal.
Otherwise, they can use anything a Barbarian could.

Skaven & Chaos

Lizardmen may never be in the same party as Skaven or Chaos.  If a Saurus can chose from multiple enemies to attack, he will always attack Chaos or Skaven if there are no Chaos.

Settlements

Lizardmen cannot enter settlements.  If the Saurus needs something, another member of the party must get it for them.  While their party is in town, they may scavenge the surrounding area looking for items which have been discarded or lost, or they may attempt to take something useful from an outlying settlement.  Saurus do not need to make any payments for lodging or food - they can live off the land, usually with ease.  They may choose to roll once for each day spent near a settlement; roll 2D6 and consult the chart  below.

2 Caught!
The Saurus is attacked by angry locals who see him.  Roll a D6.  On a 1-3, he escapes and heals any wounds suffered in the attack.  He may not attempt to scavenge the next day.  On a 4-6, he deciedes the area is too dangerous and may make no further scavenging rolls until after the next adventure
3-7 Nothing
The Saurus looks around but finds nothing useful.
8 Basic Weapon
The Saurus finds an old axe, hammer, sword, pick, or similar item.  Count his as a normal hand weapon (Str + D6).
9 Rope
The Saurus acquires some rope.
10 Poison
The Saurus finds something which he uses to poison his weapon for the next adventure. For the next adventure, one non-magical weapon carried by the Saurus does +1 Wounds against living models.
11 Grubs
The Saurus finds some healing grubs.  Once during the next adventure, he may eat them to regain D6 wounds.
12 Telepathic Message
The Saurus recieves a telepathic message from a Slann Mage Priest informing him of lost Lizardman artifacts in a nearby dungeon.  Every time during the next adventure that the group successfully completes an objective room, roll a D6.  On a roll of a 6, the Saurus has found a Lizardman artifact.  He gains D3 x 100 gold.

SKILLS/TRAITS

2 Bite Attack
The Saurus has powerful jaws which he can use to bite enemies.  The Saurus gains an extra Bite Attack which is worked out seperately from his normal attacks and does not gain modifiers from his weapons or equipment - it strikes at the Saurus' basic Strength.
3 Fearsome
The Saurus can roar menancingly or is covered with a frightening pattern of scars.  He causes Fear.
4 Bony Plates
The Saurus has developed large bony plates on his back.  He gains +2 T.
5 Blood Frenzy
The sight and smell of blood drives the Saurus wild.  Each time combat occurs, roll a D6 at the start of the Saurus' turn.  If the roll is a 6+, he gains +1 A for the rest of the combat event.  This roll gains a +1 modifier for each model slain by the Saurus in this combat.
6 Acute Senses
The Saurus' senses are especially keen and he can often smell, see, or hear approaching enemies.  If an ambush occurs, roll a D6.  On a 1-3, the ambush occurs as normal.  On a 4-5, the Saurus has sensed it and does not count as being ambushed.  On a 6, the Saurus has also alerted the rest of the party to the ambush.
7 Powerful Tail
The Saurus' tail is power and can strike down enemies.  The Saurus gains an extra Tail Attack which is worked out seperately from his normal attacks and does not gain modifiers from his weapons or equipment.  It can only be used against models behind him, has a -1 to hit, and strikes at the Saurus' basic Strength.  A model wounded by a Tail Attack must pass a Strength test or be knocked prone for the next turn.
8 Predatory Fighter
The Saurus becomes especially dangerous and vicious in combat, gaining +1 A to his profile.
9 Mighty Blow
The Saurus can deliever a more powerful hit but with fewer attacks.  He may trade 1 Attack for an extra D6 wounds caused by another of his attacks.  Declare he this before rolling any hits each turn.
10 Ignore Wounds
The Saurus is especially tough because of his age and can shake off otherwise fatal wounds.  If the Saurus would be killed, roll a D6 - on a 5+ he remains standing with 1 Wound left.
11 Blood-Slime
The Saurus' skin secreets a slime-like substance that seals wounds, similar to a Cold One.  At the end of each turn where the Saurus suffered a wound, he regains Wounds equal to his Battle Level. 
12 Blessed
The Saurus becomes blessed in the eyes of the Old Ones.  He gains an extra re-roll each adventure.

BATTLE-LEVEL TABLE

Lvl Gold Title M WS BS S T Dmg W I A WP Pin Skills Luck
1 0 Warrior 4 3 - 4 4 1D6 1D6+10 1 1 3 6+ 0 0
2 2k Champion 4 4 - 5 5 1D6 2D6+10 1 2 3 6+ 1 1
3 4k Champion 4 4 - 5 5 1D6 3D6+10 1 2 3 6+ 1 1
4 8k Champion 4 5 - 5 5 1D6 4D6+10 1 3 3 6+ 2 1
5 12k Scar-Veteran 4 5 - 6 6 2D6 5D6+10 2 4 4 5+ 2 2
6 18k Scar-Veteran 4 5 - 6 6 2D6 6D6+10 2 4 4 5+ 3 2
7 24k Scar-Veteran 4 5 - 6 6 2D6 7D6+10 2 4 4 5+ 3 2
8 32k Scar-Veteran 4 6 - 6 6 2D6 8D6+10 2 5 4 5+ 4 3
9 45k Old-Blood 4 6 - 7 7 3D6 9D6+10 2 5 5 5+ 5 3
10 50k Old-Blood 4 7 - 7 7 3D6 10D6+10 3 6 5 5+ 6 3