Lizardmen
by Milo Sharp (milo@somunix.uafsom.alaska.edu)

Qty. Position Cost Update MV ST AG AV Skills
0-2 Boan 110,000 G, S, Crushing Blow* 5 4 2 9 Block, Thick Skull
0-4 Pit Viper 80,000 G, A 8 2 3 8 Dodge, Leap
0-2 Wyrm Lord 100,000 G, S, Venomous Fangs* 7 3 3 9 Block
0-12 Lizardmen 50,000 G 6 3 3 8 none

REROLLS: 60,000

APOTHECARY: Normal
WIZARD: Normal

Special Rules

As they are cold-blooded reptiles, Lizardmen suffer a -1 penalty to their MA during Blizzard weather. During Pouring Rain, every Lizardman becomes exceedingly slick and difficult to hold onto. To represent this, a Lizardman's coach has a 50% chance of being able to re-roll any failed dodge result, as though every player had the Pro skill (although this can be used ONLY for failed Dodge results).

On any doubles skill roll, a Boan can take the special skill Crushing Blow, or a Wyrm Lord can take Venomous Fangs.

New Skills

Venomous Fangs:

This player has a powerful venom which is secreted from his fangs. In game play, this acts similiarly to the Poisoned Dagger. Can only be used once per game, whether successful or not. Also cannot be used on the same player more than once per game.

Crushing Blow:

This player's limbs has developed to give him a powerful vise-like grip. When this player knocks an opponent down, he may elect to crush them in his grip. Each player rolls one die and adds their player's strength. If this player wins, his opponent is automatically stunned, and no armour roll is required. (Note: no injury roll is made, either. Crushing Blow can ONLY stun players.)