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From The Spawning Pools
GETTING STARTED WITH LIZARDMEN - A SIMPLE SCENARIO


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The Heist

Models Needed

• 5 Saurus Warriors with Shields
• 8 Skinks with Blowpipes
• 200 pts of Troops from any other army and 1 Champion

Now, it's time to use your fully assembled (and partially painted) Lizardmen Saurus Warriors and Skinks to play a small-scale game of Warhammer!

The Lizardmen player needs a handful of models. For this battle, he'll need five Saurus Warrior models with shields and eight Skink Skirmishers with blowpipes. See p. 60 of the Lizardmen Army book for the stats for these warriors. The Attacking player in this scenario needs to gather 200 points of Troops from any army he has in his collection. He will also need a Champion model. However, the Attacker cannot take any of the following: Special Characters, Heroes, War Machines, Chariots, Mounted Troops, or Flyers. Now that you have the forces set for each player, read the story below to get your mind ready for battle and then follow the guidelines to play The Heist. Have fun!

Lizardmen SkinkA distant, echoing roar rolled over Teoqual's ears, and he paused in readiness. He flicked his blue tongue, tasting the air. After a moment's silence, he let out a shrill chirruping call and cocked his head to the side, listening. A low, rumbling growl thundered across the water from further up the bank to answer him. Recognizing the resonating attack command of Scar-Veteran Bok-Ax, he slipped silently through the water towards the Warriors of Chaos. Barely a ripple disturbed the water's surface as he and his Skink spawn-kin approached their enemies swiftly.

As he rose from the water in the shallows, Tenoqual pulled a long dart from his Salamander-skin armband, its tip smeared with a dark green resin, and pushed the dart into the mouth of his blowpipe.

Excerpt taken from "War Against Chaos,"
pp. 20-21, Warhammer Armies: Lizardmen

Battlefield

Map - Click for a larger printable versionThis scenario requires a 24" x 48" battle area. Divide the table into two equal halves. The west half should contain large amounts of jungle vegetation, pools, columns, and small ruined temple structures. An intact step-pyramid temple should be set up on the east half of the table (see map). Most of us don't have a massive piece of scenery to represent a Lizardmen pyramid, and that's just fine. Try stacking a few books or just draw the pyramid on a piece of paper by copying the map to the right.

Objectives

The Attackers are attempting to gain access to the pyramid to steal as much Lizardmen gold as possible before the enemy knows what hit him. However, unbeknownst to most of the raiding force, one among them has been tasked with a special mission. Word was that the Slann Mage-Priest that presides over this pyramid had awoken from his meditative dream-trace and left the structure. This activity is extremely rare, and the opportunity it presents must be seized. One of the raiders must hide an enchanted Lodestone in the pyramid's throne room. When the Mage-Priest returns, the creature's magic will be slowly drained from its corpulent form by this devious item.

The Lizardmen are trying to destroy all the trespassers.

Victory Conditions

The Attackers have completed 50% of the mission if all the Saurus Warriors have been slain and the Lodestone has been left behind.

Here's the twist: the theft of the gold is merely a distraction, a clever ruse to draw attention away from the mission to hide the Lodestone in the throne room. To ensure the success of the subterfuge, the gold must still be taken. Four Attacking models must make it back to their deployment zone (see map) and off the table with four gold tokens (see Special Rules below) to ensure a total victory.

The Defenders win if they rout or destroy all of the Attacking models.

Deployment

The Lizardmen player sets up all his models first. The Saurus Warriors must be set up in and on top of the pyramid. The Skinks can be set up anywhere on the tabletop with hidden markers (see Jungle Fighters below).

The Attacking side sets up all their models last. They must be set up within their Deployment Zone (up to 6" onto the table - see the map above).

Who Goes First?

The Attackers get the 1st turn.


Special Rules

This scenario uses the special rules detailed below:

Temple Guard ChampionJungle Fighters. The Skinks start the game with hidden counters (pennies will do) placed next to the miniatures. These models count as Hiding (see p. 243, Warhammer rulebook) with the following changes: if a Skink moves or fires its blowpipe within 3" of an enemy model, the Skink loses the Hidden counter and can be attacked in the following turn. Any exposed Skink automatically regains its hidden status at the beginning of its next turn as long as the Skink is not in combat.

Hiding the Lodestone. The Lodestone, an enchanted magic-draining device, must be hidden somewhere inside the Lizardmen pyramid. One Attacking model is chosen for this mission in secret and recorded on a spare piece of paper. This record must be created before the deployment of any Attacking troops. The selected model may not pass the Lodestone to another model. He was the only one considered capable enough to be trusted with this dangerous task.

The only way to make sure that the secret mission will succeed is to slay any enemy that might take notice. That means the Attacker must put ALL of the Saurus Warrior models to the sword.

If the Attacking model is killed while holding the Lodestone, the scenario ends and the Lizardmen win.

Saurus WarriorGrabbing the Loot. Inside the pyramid is a great pile of gold and precious stones. There is too much gold for a team of pack mules, let alone a single strong warrior, to carry. However, a few individuals can grab what they can, stuffing the treasure into pockets, sacks, or even swallowing a gem or two.

Each player takes a turn placing a Loot counter inside the pyramid. There are eight Loot counters in total. Once the game begins, only one Loot counter may be carried by a model. If a model gets a Knocked Down result in close combat, he drops the counter. If another model moves over the dropped counter, that model may stop to pick it up. However, the model must end its movement over the Loot counter. The rest of its movement for that turn is lost.

If the Lodestone is placed but all the Attackers are killed, the Lizardmen win the scenario. If the Lodestone is not placed but the Attackers make it off the table with the gold, the game is a draw.

Next: Building a Core Army
Previous: Painting Skink Skirmishers

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