13 for more details of the lustrian setting. lustrian...

13
Further exploration of the fabled New World brought to you by the famed explorers from the Lustria – Cities of Gold e-group. Check out the website above or issues 10- 13 for more details of the Lustrian setting. www.innercircle-games.com/lustria More so than anywhere in the world the jungles and temples of Lustria are littered with priceless riches and powerful ancient artifacts of the Old Ones. The tables that follow may be used to generate items for scenarios or be integrated with the Exploration tables that were featured in Town Cryer 11. Whenever you find an artifact roll 4D6. You add up the total of the four dice and check the minor artifact table to see what you have found. If you roll all four of the same number, e.g. 1111, 2222, 3333, etc. this means you’ve found the minor artifact, PLUS you get to roll 4 dice and consult the major artifact table. Lustrian Artifacts 14

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Further exploration of the fabled New World brought to you by the famed explorersfrom the Lustria – Cities of Gold e-group. Check out the website above or issues 10-13 for more details of the Lustrian setting.

www.innercircle-games.com/lustria

More so than anywhere inthe world the jungles andtemples of Lustria arelittered with pricelessriches and powerfulancient artifacts of the OldOnes. The tables thatfollow may be used togenerate items forscenarios or be integratedwith the Exploration tablesthat were featured in TownCryer 11.

Whenever you find anartifact roll 4D6. You addup the total of the fourdice and check the minorartifact table to see whatyou have found. If you rollall four of the samenumber, e.g. 1111, 2222,3333, etc. this meansyou’ve found the minorartifact, PLUS you get toroll 4 dice and consult the

major artifact table.

Lustrian Artifacts

14

Minor Artifacts (Roll 4D6)

Lustria – Cities of Gold

4 Sacrificial Heart Cloth of ChotecThe heart used in this artifact was of aruthless Saurus Hero that was blessed withintelligence (to a degree). He turned on hisfellow Lizardmen and went off into thejungle, only to be caught in a clever trap,setup by Priest of Chotec, Tinci-Winci. Hewas sacrificed, as the Priest feared he waspossessed.

This cloth may be used as a sling that has a+1 Strength modifier.

5 Jaguar MaceThis bronze club was enchanted by apowerful Mage-Priest to grant its wielderthe quickness of the totem animal. It seemsto dart out with preternatural speed,blocking incoming attacks.

This weapon counts as a mace but can Parrylike a sword.

6-8 Magic ArrowsThe Mage-Priests often give their mostimportant Skinks magical arrows that willhelp them protect their temples. Sometimes,the Skinks are slaughtered before they havea chance to use them.

Roll a D6 and check the following chart:

1 D3 Ice Arrows

2 D3 Explosive Arrows

3 D6+1 Ice Arrows

4 D3+1 Thunder Arrows

5 2D6 Explosive Arrows

6 2D6 Lightning Arrows

Any of the arrows may be shot from a shortbow, a bow, a long bow, or an Elven bow.Look below to see what each does.

Ice Arrows When fired, these arrows freezeanything they hit. Any enemy wounded byan Ice Arrow cannot move in their nextmovement phase.

Explosive Arrows These arrows explode in abright light of magic once they hitsomething. They count as having Strength 5and anyone within 2” of the model will behit at Strength 3.

Lightning Arrows These arrows call down ahuge bolt of lightning to hit the target.These arrows have a Strength of 3, but oncethey hit they do an additional strength 4 hit,with +1 Strength if the model is carrying ashield, buckler, or is wearing light armour,and +2 Strength if the model is wearingheavy armour.

9 Shield of Feather IronThis shield is made out an ore calledFeather Iron that is only found in themiddle of the jungle. It was actually ameteorite that fell from the sky. It’s as hardas iron, while as light as a feather.

This shield counts as a buckler but gives +1armour save. In addition, you do not have toroll for drowning if the Hero falls into thewater for this shield.

10-11 Armour of the Swamp DrakeThis suit of armour is made of the hide ofan elusive Swamp Drake. Some explorersmake it their life’s work to hunt these rarebeasts down for their skins. It is so lightthat it actually makes the wearer float inwater.

This suit of armour counts as heavy armourbut doesn’t suffer from penalties for beingin Lustria. In addition, if the warrior wearingthe armour falls into water, he doesn’t haveto test to see if he drowns for wearingarmour.

11-12 Chameleon Skink SkinChameleon Skinks are a dying race that areabout the same size as Skinks but have skinlike a chameleon which changes to matchits surroundings. The skins of deadChameleon Skinks are very valuable as theyoffer protection as well as camouflage.

This skin can be worn by a Hero and giveshim a 6+ unmodified armour save. Thearmour still offers no save from weaponsthat allow no save. Also the Hero has theInfiltration skill. In addition, enemies mayonly spot Hidden models wearing aChameleon Skink Skin at half their Initiativevalue.

15

Minor Artifacts (continued)

16

Lustria – Cities of Gold

13 Staff of SotecThis staff is shaped like a snake and at theend branches off into two heads. After a bitof work, most magic users learn to channelexcess magic into powerful enchantedpoison that can destroy even to the toughestopponents.

This staff counts as a club and may be usedby a magic user. In addition to normal clubrules, it may be shot in the shooting phase.It has a range of 6” and hits on the D6 roll of3+. It has a strength of 5, but if the target isimmune to poison then the Strength is only2.

14-15: Water of Eternal YouthIn a small pouch on a dead Amazon’s bodyyou find some Water of Eternal Youth. Thisrare item can cure even the most powerfulillness: time.

This vial of water may be drunk by a Herowho went out of action at the end of abattle. That Hero doesn’t have to roll on theserious injury table. One use only.

16 Statue of SotecThis is one of a few very rare statues ofSotek, that were hand crafted from gold,and encrusted with many gems. TheLizardmen see this as a type of Holy Icon.

This statue may be carried by any Hero. Itmakes all Skinks enraged with jealousy thatthe Hero has such a holy artifact, althoughthey will be extra careful not to destroy it.All Skinks strike last against the bearer of theStatue of Sotec, and no Skink Shaman willcast an offensive spell that will affect thebearer. All Skinks in an enemy warband hateall members of the warband other than thebearer of the statue. If the bearer gets takenout of action by an enemy Skink, the Statueof Sotec will be lost. Lizardmen warbandsmay re-roll this artifact.

17-18 Blood BladeWitch Elves often carry blades that havebeen dipped in special blood cauldrons.These magical blades have the power todrain the very life force of a victim andtransfer it to the person wielding the sword.

This sword can be wielded by any Heroexcept for any of the High Elf race. If the

Hero wounds an enemy who fails hisarmour save, the Hero gains a wound. If thisbrings the Hero to more wounds than hismaximum number, roll a D6. On a 4+, theHero still gains a wound.

19 Cold One ArmourThis cloak is made of the skin of a largeCold One. Although Cold Ones are verycommon in the jungles of Lustria, Cold Onearmour is rare because the Cold One thatsupplies the skin must be enormous toprovide the appropriate protection.

This suit of heavy armour may be worn byany Hero who can normally wear heavyarmour. It provides a 5+ save. In addition,the save can never be worse than 6+.

20 Stegadon ArmourLizardmen are very adept at using theexceptionally tough leathery hide of themassive Stegadon and fashioning armourfrom it.

This armour counts as a suit of heavyarmour and a helmet and may be worn byany Hero who can normally wear armourand has at least 4 Strength. It gives its themodel a 4+ save and a 4+ save againstbeing stunned, just like a normal helmet. Itcan be used with a shield.

21-23 Elven GreatswordOnly the best Swordsmen of Hoeth are giventhese majestic weapons. These weapons areso well balanced that they can even be usedto parry attacks effectively.

This sword may be carried by any Hero witha Strength of at least 3. It is a double handedsword that may Parry.

24 Spider AmuletWhile searching the remains of a group ofForest Goblin warband, the Hero notices asmall, black jewel in a necklace on aGoblin Shaman. This amulet gifts thewearer with uncanny abilities making himimmune to almost all poisons.

This amulet may be worn by any Hero. Itmakes its bearer immune to all poisons.

Major Artifacts (Roll 4D6)

17

Lustria – Cities of Gold

4 Dagger of SotecThis dagger was found surrounded by ratskulls and severed tails. When it is nearSkaven, it starts to glow.

Wounds on a 2+. Does critical hits againstSkaven on a 5 or a 6. The bearer does nothave to make All Alone tests against Skaven.

5 The Ring of UndeathThis ring was created by one of LuthorHarkon’s most powerful Necromancers fromthe Vampire Coast in order to protecthimself from the furious Lizardmen. Thering has the power to mend the worstdamage, even otherwise fatal wounds.

Any Hero can wear the Ring of Undeathexcept High Elves. Any Hero that goes Out-of-Action in a game may re-roll his injuryafter the battle if he wishes, but the secondcounts, even if it’s worse.

6 Boots of the Golden TerradonThere once was an giant golden Terradonthat terrorised an ancient Lizardman city.Eventually the Terradon was killed by aSkink Hero and a Mage-Priest immediatelycast a spell to preserve the skin between thewings, which were given to the Skink. TheSkink made boots out of the skin whichseem to make whoever wears them feellighter than air.

These boots may be worn by any Hero andallows him to move over any terrain withoutpenalty. In addition, the warrior gains theleap skill.

7 Star TabletThis ancient map was created by one of theancient Slann to navigate Lustria. It usesthe stars to help guide anyone through thedense undergrowth of the continent.Although it may be difficult for warriors oftoday, it can help show a warrior wherethey might find some very importantlocations.

The Hero with the Star Tablet never rolls onexploration when he stays in action after a

battle. Instead, he may duplicate one of theother rolls made by one of the other Heroes.For example, if you have 4 Heroes whodidn’t go out of action last game, and onehas a star map, and you won last game, roll4D6. If you rolled a 1, a 2, and two 4’s, thenyou may get another 1, 2, or 4. If he is theonly hero that didn’t go out of action lastbattle, he rolls as normal.

8 Helmet of the AnvilA Dwarf Smith who often lost bar fightscreated this diamond hard helmet. It was avery successful creation, as he didn’t have alump on his head for years, but heeventually died when he got his head (andhelmet) stuck in a beer barrel anddrowned.

This helmet may be worn by any Heroallowed to wear armour. It offers the normalbenefits of wearing a helmet as well as aspecial save of 2+ against bludgeoningweapons.

9 Plaque of XolocThis plaque is dedicated to the Lizardmangod Xoloc and has powerful runes on it thatallow wizards to store power that can beunleashed later, when they need it the most.

This plaque may be carried by a wizard.Once during a battle, the magic user maycast one of his spells automatically.

10 Plaque of TepecThe Plaque of Tepec has special Slannwriting on it that teaches anyone who canread it how to intercept hostile magic anddispell it.

This plaque may be carried by a wizard. Eachtime that your opponent casts a spell, roll aD6. If you roll a 5 or a 6, then youropponent’s spell has been dispelled and hasno effect.

11 Circlet of the SlannThis Circlet imbues the user with theamphibious nature of the Slann.

This circlet may be carried by any Hero. TheHero gains the aquatic ability and may movedouble through water. In addition, anyopponent who wants to charge or shoot atthe hero while he is in water must roll a 4+on a D6 to perform the action. Lizardmenmay re-roll this result.

Major Artifacts (Continued)

18

Lustria – Cities of Gold

12 Plaque of FateOn this plaque is written all that hashappened and all that is yet to come. Awarrior with this plaque has a largeadvantage as he can see what will happenand plan for it, allowing him to be extracareful during a battle.

This plaque may be carried by any Hero.During the battle, the Hero may re-roll oneroll per turn.

13 Cloak of FeathersThis cloak is made of beautiful feathersfrom many of the tropical birds thatinhabit Lustria. It gives the person wearingit extra quick reflexes, allowing him toescape possibly fatal confrontations.

This cloak may be worn by any Hero andallows him to leave combat automaticallyduring his movement phase. Treat him asnot being in combat.

He may not leave combat and charge thesame model that he was fighting at thebeginning of the turn. It also gives a +1armour save against missile weapons. Maybe worn with other armour.

14 Shield of TeethA powerful Dwarf Runesmith created thisshield, but the Dwarf was touched by thepower of Chaos and went insane whilemaking it. He took it to a powerful warlockwho cast a curse on it which made it living.Now it can bite at enemies and has aseemingly unlimited appetite.

This shield may be used by any Hero. Itgives its bearer a +2 armour save.

On the armour save roll of 6, roll to hit witha special shield attack. If the attack hits, theshield eats the weapon your opponent wasusing. It is lost permanently.

15 Sword of RageThis is a famed Norse-forged weapon thatwas part of Losterikkson’s entourage thatgot lost in Lustria all those years ago.

This sword may be used by any Hero. Theuser is effected by the rules for Frenzy.When in hand-to-hand combat, if a 6 isrolled to hit, you get an extra attack. Youmay continue to do this until a 6 is notrolled. If a 1 is rolled to hit, then the swordstrikes its bearer. Roll to wound as normal.

16 Star RubyThe origins of this enigmatic magic artifacthave been lost over the centuries, suffice tosay that it is extremely old and veryvaluable. The stone was blessed with greatinsight from the gods.

This jewel may be carried by any Hero andlets the Hero find hidden models at doublenormal range. In addition, the warrior mayre-roll any roll before, during or after everybattle, and on a 4+, he may re-roll anotherand on a 5+, etc he may keep going till hefails.

17 Pendant of the Old OnesWith the arrival of the Old Ones to theworld they gave many gifts. One of thesegifts was a pendant in the shape ofterradon, blessed with the power ofteleportation.

This pendant may be worn by any Hero andallows the Hero to teleport anywhere on thebattle field once during each game duringhis movement phase. If he teleports intocontact with an enemy, he counts ascharging.

18 Plaque of the Old OnesThis is one of many plaques that depict theways of the Old Ones, and how to invoketheir powers.

This plaque may be used by any Hero withthe Arcane Lore skill. It allows him to useLizardmen magic with a +1 difficultypenalty. The Hero starts with one spell andmay gain new ones, or upgrade old ones,just like a normal wizard.

19 Spider StaffThis is a wooden staff with a spiderskeleton strapped to the end. Spiders seemto be afraid of this seemingly weak stick.

This staff, which counts as a club, can becarried by any Hero. When the bearer iswielding it no spiders will charge him and ifhe charges any spiders they willautomatically flee as if they failed an AllAlone test. Also the bearer may reroll allfailed climb rolls once.

Major Artifacts (Continued)

19

Lustria – Cities of Gold

20 Emerald of the MoonWhile searching a long dead corpse of aDark Elf adventurer your hero found asmall yellow gem. When placed on aweapon, it makes that weapon muchsharper and more dangerous.

This gem may be placed in any of thefollowing hand-to-hand weapons, but onceplaced, it will not be able to be removed. Itmay be placed on: a dagger, an axe, a spear,a sword, a halberd, or a double-handedweapon. The weapon is permanentlycovered in Black Lotus poison.

21 Plague SwordFound on the body of a dead Skaven PlagueMonk, this sword oozes with disease.

This double-handed sword may be carriedby any Hero except for High Elves. If anenemy receives a wound from the PlagueSword he must make a disease roll after thebattle. For every other wound to the sameenemy, he must -1 to his disease roll. Forexample, if an enemy takes 3 wounds fromthe plague sword, he must make a diseaseroll, even if he doesn’t search for treasure,and suffers a -2 penalty to that roll.

22 The Spell Crown of DuskThese delicate silver head bands are madeby powerful High Elf Mages at the Tower ofHoeth, to help lesser mages remember thespells they have been taught.

It grants the wearer the use of a randomly

determined High Elf spell once per gameand successfully cast with a straight rollagainst the Leadership of the wearer. If thebearer is a wizard, they may cast their spellin addition to this one.

23 Berserker HelmThis helmet was once a great NorseBerserk’s. This Berserk’s unreasoning ragewas so powerful that some of it seeped intothe helmet, giving the wearer of the helmetsome of that rage.

This helmet may be worn by any Hero whocan wear armour. The Hero becomesFrenzied and immune to being Stunned. Inaddition, if the Hero gets knocked down, hecontinues to be Frenzied for D6 more turns.

24 Crimson Armour of the BloodDragonThis is a suit of heavy armour that wasmade for one of the Vampire LuthorHarkon’s thralls and was lost in a greatbattle many years ago in the southern partof the continent. This potent weapon wasforged in the fires of an ancient lava bedthat lies in the centre of one of the Marks ofthe Old Ones. It gets its power from the laylines that permeate the continent.

This heavy armour may be worn by anyHero. The armour gives a 5+ save,movement is not modified for having ashield and this armour, and spell casters maystill cast spells while wearing it.

20

Lustria – Cities of Gold

From the Alcatani Fellowship to the Venatorsof Voland, the Tileans have scoured theWarhammer world for centuries in search ofriches. Hiring themselves out for any job thatwill bring a gold ducat and doesn’t offendtheir handful of morals, the Tilean adventurerseeks fame, fortune and to satisfy his lust forbattle.

The land of Tilea is home to some of the mostwealthy and aloof people in the Old World. Aland that is divided by its own competition oftrade and separated by personal feuds andwarring city-states. It is civic pride and a desirefor financial status that drives each and everyTilean. To this end, the Tileans have becomeproficient sailors and explorers. They set sailfor all ports in the Old World and drop anchoroff the shores of far distant lands in search ofgold and precious artifacts that can oftenbring a hefty price in any market of the world.

Marco Columbo discovered Lustria in 1492,and since that time many great explorers andmerchants have travelled to Lustria to seektheir fortunes. In Lustria – Cities of Gold, theTileans have made their claim to the NewWorld. They seek the treasures of the ruinedLizardmen cities.

A Tilean warband is unlike any other warbandthat is present in Lustria. A player can theme aTilean war band to suit the needs of hiscampaign.

Tilean warbands are often hired to explore thesteamy jungles either by their patron city-state

or by wealthy merchants or guilds. There aremany city-states in Tilea to base a warband’shistory on although only the most prominentthree will be dealt with here. You can create apirate warband hailing from Sartosa or awarband of acolytes of the patron god Lucanfrom Luccini if you so desire. Whateverwarband suites your fancy you’ll find that theland of Tilea is rich with history to base itupon. You’ll also find a Tilean warband to bestructured much like the mercenary warbandsof Mordheim but there are subtle differencesthat reflect the rich Tilean history.

Due to the historical nature of the Tilean rulesa conversion chart will be published in thefuture to convert your Tilean warband forexploring the ruins of Mordheim.

Special RulesMIRAGLEANSThe Miragleans are deadly accurate with thecity’s official weapon, the crossbow. ThereforeMiraglean Heroes have a +1 to hit when usingcrossbows only. Marksmen get a +1 to hitwith any missile weapon they use (this isincluded in the marksmen’s profile). AllMiragleans have a deep-seated hatred towardSkaven. This dates back to the red poxoutbreak of 1812 when three quarters of thepopulation of the city perished. When fightingSkaven a Miraglean warband will be affectedby the rules for Hatred towards them. Hiredswords are not affected by the Hatred rule.

REMASENSIn 1487 a fleet of Dark Elf warships invadedthe coastal city of Remas and ever since thepeople of that city have a deep dislike of theDruchii. A warband from Remas will fight tothe death against any Dark Elf warband theyencounter. To represent this, the Remasenplayer is allowed to re-roll any rout test onetime and must abide by the second roll. Thisonly applies when fighting Dark Elves.Remasen officers are steadfast individualswhose years of training have afforded themexcellent leadership. The leadership value of aRemasen captain, champion and young bloodare always one point higher regardless ofwhom they are fighting.

TRANTIOSA warband hailing from Trantio will be thebest-equipped and most experienced human

Tilean Warband

Lustria – Cities of Gold

warband in Lustria. To represent this a Trantiowar band will always start a one-off matchwith an extra 100 gc and in a Lustriancampaign they will start with an extra 20% gcadded to their total.

Choice of WarriorsYour warband must include a minimum of 3models to a maximum of 15 models. You have500 points to assemble your warband with.The maximum characteristics for each typewill be the same as any Mordheim mercenarywar band.

HeroesCaptain: Each Tilean Warband must have oneCaptain to lead it – no more, no less.

Champion: Your Warband may include up totwo Champions.

Youngbloods: Your Warband may include upto two Youngbloods.

HenchmenWarriors: Your Warband may include anynumber of Warriors.

Duellists: Your Warband may include up tofive Duellists.

Marksmen: Your Warband may include up toseven Marksmen.

Starting ExperienceA Captain starts with 20 experience.

Champions start with 8 experience.

Youngbloods start with 0 experience.

Henchmen start with 0 experience.

Hired swordsA Tilean warband can use any Hired Swordavailable to the Mercenary warbands in theMordheim rulebook including the following:

Shadow Warrior (Town Cryer 13).

Big Game Hunter (Town Cryer 13).

Expert Marksman (The Best of Town Cryer asthe ‘Tilean Marksmen’).

Unless noted otherwise, Hired Swords cannotbenefit from individual city-state rules given toeach warband.

Tilean skill tablesMIRAGLEANS

Combat Shooting Academic Strength Speed

Captain x x x x xChampion x x xYoungblood x x x

REMASENSCombat Shooting Academic Strength Speed

Captain x x x x xChampion x x xYoungblood x x x

TRANTIOSCombat Shooting Academic Strength Speed

Captain x x x x xChampion x x xYoungblood x x x

21

22

EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Mace. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Pike . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc

Rapier (Town Cryer 7) . . . . . . . . . . . . . 15 gc

Missile Weapons

Pistol (30 for brace) . . . . . . . . . . . . . . . 15 gc

Duelling Pistol (50 for brace). . . . . . . . .25 gc

Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Crossbow . . . . . . . . . . . . . . . . . . . . . . . 25 gc

Armour

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light armour . . . . . . . . . . . . . . . . . . . . 20 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

MARKSMAN EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons

Pistol (30 for brace) . . . . . . . . . . . . . . . 15 gc

Duelling Pistol (50 for brace). . . . . . . . .25 gc

Long Bow . . . . . . . . . . . . . . . . . . . . . . .15 gc

Crossbow . . . . . . . . . . . . . . . . . . . . . . .25 gc

Handgun . . . . . . . . . . . . . . . . . . . . . . .35 gc

Hunting Rifle . . . . . . . . . . . . . . . . . . .200 gc

Armour

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light armour . . . . . . . . . . . . . . . . . . . . 20 gc

Tilean equipment listsThe following lists are used by Tilean warbands to pick their weapons:

Lustria – Cities of Gold

23

Special EquipmentPike (12 gcs Rare 7)The Pike is a special weapon in Lustria – Citiesof Gold. It is somewhat longer than a spearand is weighted so that it can be wieldedefficiently between the trees and underbrushthat is so common in the jungle.

A model wielding a pike can strikefirst in the first round of combat evenwhen charged by a model wielding aspear. After the initial round ofcombat resolve strikes in Initiativeorder. The model can change tonormal hand-to-hand weapons afterthe initial round.

Due to its considerable length, amodel that has a pike can attackanother model from up to 3" awaywithout being a part of a hand-to-hand melee.

Pikes have to be used with bothhands therefore only 1 attack isallowed. The model also cannot takeadvantage of a shield or bucklerwhile using a pike.

Only man-sized or larger creatures

can use pikes. Skaven,Skinks, Halflings, etc,cannot.

Heroes

1 Captain

60 Gold Crowns to hireA Tilean Captain is a tough professionalsoldier and has more often than not foughtfor years in the regular inter city-state conflictsof his homeland. These men are used to thecarnage and suffering of the battlefield andseek to claim riches in the new world.

Profile M WS BS S T W I A Ld

4 4 4 3 3 1 4 2 8

Weapons/Armour: The Captain can bearmed with weapons and armour chosen fromthe Tilean Equipment list.

SPECIAL RULESLeader: Any models in the Warband within 6"of the Captain may use his Leadership insteadof their own.

0-2 Champions

35 Gold Crowns to hireChampions are often the trusted sergeants of

the warband captain and are entrusted withensuring the iron-hard discipline necessary tokeep a warband together in a foreign land.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 4 1 7

Weapons/Armour: Champions can be armedwith weapons chosen from the TileanEquipment list.

0-2 Youngbloods

15 Gold Crowns to hireThese are young fighters who are stillinexperienced but eager for the untold richesthat Lustria has to offer.

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 3 1 6

Weapons/Armour: Youngbloods may beequipped with weapons and armour from theTilean Equipment list.

Lustria – Cities of Gold

24

Lustria – Cities of Gold

Warriors

25 Gold Crowns to hireThese are the grim, veteran soldiers thatusually make up the mercenary armies of thewarring Dukes of the Tilean City States.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons/Armour: Warriors can be armedwith weapons and armour chosen from theTilean Equipment list.

0-5 Duellists

35 Gold Crowns to hireTilea is famous for its many vendettas fromthe rich noble houses down to even thepoorest families. The notorious cloak anddagger duellists of the darkened alleys of Tileafind their way to the remotest parts of theworld selling their unique killing abilities tothe mercenary companies.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 4 1 7

Weapons/Armour: Duellists can be armedwith weapons and armour chosen from theTilean Equipment list.

SPECIAL RULESCloak & Dagger: Duellists are adept atfighting using their billowing cloaks to swirl atan enemy distracting him and warding offblows. The Duellist counts as using a shield inclose combat.

0-7 Marksmen

25 Gold Crowns to hireTileans are renowned as experts with thecrossbow and these soldiers are the missilebackbone of the warband. In a savage andmerciless world it pays well to be able todespatch your foe from a distance.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 4 1 7

Weapons/Armour: Marksmen can be armedwith weapons and armour chosen from theMarksmen Equipment list.

Henchmen (may be bought in groups of 1-5 models)

Tilean Trantios

Tilean warriors armed with Pikes

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Lustria – Cities of Gold

In this article I will deal with the invadingTileans and the ‘home team’ (as I like to callthem) Lizardmen.

Of the three types of Tileans the Miraglianswere perhaps the toughest to tackle. I willhave a go at them first. With the +1 BallisticSkill and the crossbow being what I would callthe state weapon, the Marksmen of Miraglianowould fit nicely into the picture. The leadermodel for these guys is Maximillian Damarkand makes an excellent warband leader. Withthe addition of the miniatures from the boxedset, his crossbowmen would start ourhenchmen groups. But what about Heroes,Youngbloods and Henchmen? Here I turnedto the older line of citadel miniatures forsome easy conversions using the old Empirecrossbowmen miniatures. The ones with the‘pillbox’ style hats work very well. And I mightadd, are still available through mail order.Using the sprues from the Mordheim boxedset you can mix in swords and bucklers. Usingany of the pikemen regiments it’s very easy tosubstitute the crossbows in the Marksmenboxed set for pikes. So one of the hardestwarbands to tackle has been.

The Remasens are combat specialists inLustria and I virtually drew every miniature inmy Remasen warband from the Alcatanifellowship. Trading out pikes for halberds,using the leader model again and even addinga large mace for hard-hitting effect! Thebackground history of Remas is highlightedhere as well with the Alcatani Fellowshiphailing from that City-State. A storyline ispresent in all my warbands and the Tileansare rich with history to draw from.

One of my favourite-looking warbands has tobe the Trantios. But why do they look likeEstalians? Why would any Tilean want to looklike an Estalian? According to legend, whenFernando Pirazzo recruited his army in Tobarohe sailed to Remas to barter for armour andweapons for his men. He bartered with amerchant who had made a deal with anEstalian blacksmith for some cheap armour.Many of the men disliked wearing the black-wrought metal and decided to ‘bronze’ it intothe colours that Pirazzo flew on his flag. Afterreturning home from the New World a richman Pirazzo soon started to trade for thisarmour and in time it became the style thatthe Trantio Militia would wear into battle.How does all this relate to convertingminiatures? Simple. I used the Pirazzo’s lostlegion miniatures for most of the warband. Ialso got stuck-in with the idea and got the OldEmpire handgunners and swordsmen. Get theones with the banana-style helmets! They lookreally great on the table.

Now when someone says your Trantios looklike Estalians tell them that their armour isbought and paid for in Tilea! There are a hostof other miniatures old and new that fit wellinto a Tilean theme. You can use some of thefigures from Vespero’s Vendetta for Duelistsand the cannon crew from Bronzino’sGalloper Gun make perfect Youngbloods.

Converting your Tilean WarbandBy Steve Cornette

Tilean Youngbloods – work in progress

Tilean warriors of Remas

Oops, we did it again!Here’s some errata for last issue’s Norsewarband: all Heroes should have accessto Strength skills and not just theBerserker. We also forgot to credit TealeFristoe and James Humphries for theircontributions to this warband.

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0Tilean Warbands

Using a mix of Tilean Dogs of War miniatures from the Warhammer range and the plastic Mordheim humansprue you can quite easily make a Tilean warband. Here’s a small selection of miniatures available:

Captains & Champions

Henchmen

[email protected] WWW.GAMES-WORKSHOP.COM

TILEAN WARBAND DEAL1 Roderigo Delmonte, 1 Maximilian

Damark, 1 Pirazzo, 2 Vespero’sDuellists, 6 Pirazzo’s Legionnaires,

3 crossbows & 3 Pikes for:

£26.00

You can use the Pirazzo’sLost Legionnaire (above) inconjunction with manydifferent plug-in weaponsfrom the Empire range – justcall the Trolls for moredetails.

RODERIGO DELMONTE£4.00

MAXIMILLIAN DAMARK£4.00

MARKSMAN OFMIRAGLIANO – £2.50

VESPERO’S DUELLIST£2.00

VESPERO’S DUELLIST£2.00

PIRAZZO021403112 – £3.00

PIRAZZO’S ARM021403113 – £0.50

PIRAZZO’S LOSTLEGIONNAIRE – £2.00

LEGIONNAIRE PIKE 021403109 – £0.50

LEGIONNAIRE CROSSBOW021403110 – £0.50

ALCATANI PIKEMAN£2.00

Duellists