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Lustrian Reavers

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LUSTRIAN REAVERS

Countless expeditions of ambitious and greedy invaders from the Old World have been lost in
Lustria. Some to diseases, others to Jungle Beasts, and many more to Lizardmen, the stern
defenders of their ancient civilization. But despite all these hardships, the tales of the Cities of
Gold lure more and more adventurers from beyond the sea.

Against the odds, some survive. The toughest, most skilled and the most resourceful often band
together after the crews they arrive with succumb to the endless perils of the New World. These
groups are known as Reavers: the most ruthless, skilled and dangerous of the invaders beyond
the ocean. They have claimed the jungle their home, and they thrive within it thanks to their
savagery. They are armed and equipped with the very best wargear salvaged from their fallen
comrades and entire companies lost to the pitiless jungels of Lustria.
They scorn any newcomers as unwelcome competition for the riches the Reavers still feverishly
look for, and only accept a few prospective new members into their small bands. These
prospects tend to be young survivors of newly-arrived expeditions or settlers whose abodes
were attacked by Lizardmen, Amazons or one of the many primordial monsters prowling the
jungles of the New World. Most of these fresh recruits die well before they realize their dream of
joining the Reavers as full-fledged members.

When one of the Reavers die, the warband spares no effort on recovering the lost equipment,
weapons and armour, as a new Reaver is selected by the surviving Heroes. The newcomer is
welcomed to the ranks of Reavers, and dons the panoply of the predecessor in a ceremony that
often involved copious amounts of Estalian wine.

SPECIAL RULES
Rare Heroes: You can only ever buy one of each type of Heroes during the existence of your
Warband, representing the extreme rarity of these the toughest of survivors of Lustria.

Promotions
When you lose one of the Heroes for whatever reason, you cannot buy a new one. However,
you retain all the equipment of the fallen Hero, and you may now promote one of the Prospects
into the role of the lost hero, as if that Henchman just successfully rolled Lad’s Got Talent on the
Henchmen Advancement Table: You may choose two skill lists available to Heroes in your
warband. These are the skill types your new Hero can choose from when the model gains new
skills. The new Hero can immediately make one roll on the Heroes Advance table.

The new Hero then gains the armour, weapons and equipment of the fallen Hero and assumes
their position the Warband.

SPECIAL EQUIPMENT
Lustrian Reavers have access to the following specialist weapons, armour and equipment.
Masterwork Heavy Armour: An heirloom brought from Tilea, where the craft of forging highly
ornate and almost impenetrable heavy armour is taught. It grants 4+ Armour Save, but suffers
from -1M even without a shield.

Bec de Corbin: A Tilean invention, Bec de Corbin is a polearm that combines the best aspects
of a Halberd, spear and warhammer. It requires two hands to use. The model armed with Bec
de Corbin strikes in initiative order when charged instead of going last. Grants +1
Strength.When rolling for Injuries, 2-4 is treated as stunned when rolling on the Injury chart.
Dwarfs are immune to this effect.

Misericordia: These long daggers have been specifically designed to kill downed opponents
through chinks in armour, and piercing vulnerable spots such as eyes and the throat. Uses
same rules as dagger, but when attacking enemies that are down you get to roll 2D6 and pick
the highest number.

Javelin: Light throwing spear, produced in the tradition of the ancient legions of Remans, or
captured from native Skinks. It has a 8” range, and suffers no penalty for moving and shooting.

Firepots Miragliano: These primitive hand grenades made of clay contain alchemic Tilean Fire
which bursts into flames when exposed to air. range of 8”, and suffer no hit penalties for long
range. If the orb hits, the target suffers 1 S2 hit from the bursting flames, and in addition the
model needs to roll under the Initiative at the start of its next turn in order to see through the
smoke. If the model fails, it cannot charge or shoot until the beginning of its next turn, though
can otherwise move or act normally, and fight in hand-to-hand combat.

Choice of Warriors
A Lustrian Reaver warband must include a minimum of three models. You have 500 gold
crowns available to spend. The maximum number of warriors is 10, though some items like the
Halfling Cookbook may increase this number.

Heroes: Each Lustrian Reaver warband must have at least one Hero to act as a leader. Choose
any of your Heroes as the Leader who benefits from the rules for Leader. You can only ever hire
1 of each type of Hero.

Starting Experience

● Conqueror starts with 24 Experience


● Saurus Slayer starts with 20 Experience
● Beastmaster starts with 20 Experience
● Jungle Shadow starts with 20 Experience
● Trapmaster starts with 17 Experience
● Henchmen start with 0 Experience
Prospects: Your warband may include up to five Prospects.

Reaver Skill Tables


Conqueror Combat/Strength
Saurus Slayer Combat/Speed/Strength
Beastmaster Shooting/Strength
Jungle Shadow Shooting/Speed/Academic
Trapmaster Combat/Shooting/Academic

REAVER EQUIPMENT LIST


Note that many of the Reavers already start with special equipment not listed below.
This equipment cannot be replaced if lost.

Hand-to-hand combat weapons


Dagger 2 gc
Sword 10 gc
Mace 3 gc
Misericordia 10 gc
Double-handed weapon 15 gc
Lance 40 gc (Mounted models only)

Missile Weapons
Javelin 10 gc
Throwing Knives 15 gc
Blowpipe 15 gc
Pistol 15 gc
(30 gc for a brace)

Armour
Light Armour 20 gc
Shield 10 gc
Helmet 10 gc
Buckler 10 gc

Miscallenous Equipment
Rope & Hook 5 gc
Crimson Shade 35 gc
Dark Venom 30 gc
Net 5 gc
Warhorse 80 gc

PROSPECT EQUIPMENT LIST


Hand-to-hand combat weapons
Dagger 2 gc
Sword 10 gc
Mace 3 gc
Spear 10 gc

Missile Weapons
Short Bow 5 gc

Armour
Light Armour 20 gc
Shield 10 gc
Helmet 10 gc

HEROES

0-1 Conqueror 150 Gold Crowns


Conquerors are behemoths of men, unstoppable giants wearing the nigh-impenetrable Estalian
Masterwork armour and wielding the dreaded Bec de Corbin. They are incredibly tough to take
out in battle, but their dedication to the skills at arms means they are often sullen and morose
loners who do not work well with others, and despise newcomers to their warbands.

M:4 WS:4 BS:3 S:4 T:4 W:2 I:3 A: 2 Ld: 7


Starting Equipment: Masterwork Heavy Armor (4+ save, -1 movement), Bec de Corbin,
helmet. Further weapons, armour and equipment can be bought from the Reavers Equipment
list.

SPECIAL RULES
Survivor: Cannot be taken out of Action unless the model is already Knocked Down or
Stunned. Treat Out of Action as Stunned if the Conqueror is standing when receiving the
Wound.

In addition, the first time a Conqueror suffers a Dead result on the Serious Injury Chart, treat it
as Multiple Injuries instead. This ability can save the Conqueror only one time.
0-1 Sarus Slayer 135 Gold Crowns
Saurus-slayers act as the champions of the Reavers, warriors who have survived where
hundreds have fallen. They specialize in dueling Saurus warriors. All Lizardmen are deadly and
ferocious opponents and only the mightiest of human warriors can best them in a single combat.
Saurus-Slayers are men who have become accustomed to taking on and defeating these
mighty guardians of Lustria, and adorn themselves with grisly trophies of their victories. These
spoils of war often offer additional benefits and mystical protection to these supreme champions
of Reaver Warbands.

M:4 WS:4 BS:3 S:4 T:3 W:1 I:4 A: 2 Ld: 8


Starting Equipment: Heavy Armor, Misericordia, 2 swords, helmet. Further weapons, armour
and equipment can be bought from the Reavers Equipment list.

SPECIAL RULES
Duellist: If the Saurus slayer is engaged with only a single opponent in melee, they can re-roll
missed hits on the first turn whether they charged the enemy or were charged.

Saurus-Slayers may purchase the following special equipment:


● Lizardmen skin cloak (Grants 6+ Ward save, separate from Armour Save) 10 gc
● Skull Mask (Causes fear) 15 gc
● Upgrade any sword to Lizardman Sword (+1 to wound rolls due Poison) 30 gc
● Trophy Slann Holy headdress: +2 bonus to armour saves. 35 gc
0-1 Reaver Beastmaster 90 gc
Beastmasters are warriors who train and command fierce attack dogs and other beasts bred for
war. Estalians are especially famous for their skills at raising beasts of the forest to serve them
on the battlefield. Great slavering Tilean bloodhounds are the most common, but hunting hawks
and even trained Barbary monkeys can be made into ferocious beasts of war by these expert
animal handlers.

M: 4 WS: 4 BS: 4 S: 4 T: 3 W: 1 I: 4 A: 1 Ld: 8


Starting Equipment: Heavy Armor, spear, sword. Further weapons, armour and equipment can
be bought from the Reavers Equipment list.

SPECIAL RULES
War Beasts: If your Warband includes a Beastmaster, you may include up to 2 War Beasts from
the list below. These count towards the maximum size of the Warband. They must be bought
when the Warband is created but can be replaced if killed. The War Beasts can use the Ld of
the Beastmaster if they are within 6” of the Beastmaster.

0-2 Estalian Warhound 25 gc


M:6 WS: 4 BS: 0 S: 4 T: 3 W: 1 I: 4 A: 1 Ld: 5
5+ armour save
Beastmasters raise savage Estalian warhounds: giant beasts trained to bring down any
prey or enemy, and protected by padded armour to ward off arrows and iron collars
against blades.

0-1 Barbary Monkey 40 gc


M:6 WS: 4 BS: 0 S: 3 T: 3 W: 1 I: 5 A: 2 Ld: 6
Nimble: Can climb any sheer surfaces without taking Initiative tests. Can re-roll all failed
Diving Charge tests. The Monkey can enter buildings unlike other animals. Due it’s
agility, the Monkey also has a 5+ Ward Armour save which it can take against any and
all wounds it suffers in Melee combat or from shootign.

0-1 Tilean Hunting Hawk 30 gc


M:12 WS: 4 BS: 0 S: 4 T: 3 W: - I: 5 A: 1 Ld: -
Part of the Equipment. Acts at the same time as the Beastmaster. Can attack any enemy
within 12” as a melee attack, even those out of line of sight (unless Hidden), and return
to the Beastmaster immediately. The hawk cannot be targeted separately by any attack
or spell. The Hawk does not attack if the Beastmaster is engaged in hand-to-hand
combat, being too busy to command the hawk!

All the War Beasts are subject to the rules of Animals and may not gain experience. They suffer
injuries exactly as Henchmen (if taken out of action they are dead on a roll of 1-2 on D6).
0-1 Jungle Shadow 90 gc
Jungle Shadows are survivors of desperate Jungle Warfare against skinks. Where their
comrades died, the Shadows survived through woodscraft, cunning, ruthlessness and stealth.
They are the hunted who have become hunters. Many of them were mystics that escaped the
persecution of the religious authorities in the Old World.

M: 4 WS: 4 BS: 4 S: 4 T: 3 W: 1 I: 4 A: 1 Ld: 8


Starting Equipment: Javelins, light armour, two daggers. Further weapons, armour and
equipment can be bought from the Reavers Equipment list.

At the cost of +30 Gold Crowns you can make Jungle Shadow a Wizard. Jungle Shadow uses
the Lesser Magic list. Generate a single Spell as standard for a wizard. If you make the Jungle
Shadow a Wizard, remove the Light Armour from the equipment list when starting out.

SPECIAL RULES
Silent Hunter: Jungle Shadow is always considered to be Hidden if the model is touching any
piece of terrain of 1” high. Shooting or casting spells does not reveal Jungle Shadow’s position.
Surprise attack: If the Shadow attacks an enemy that has its back turned to the Jungle
Shadow, the Shadow can re-roll missed to hit rolls.
Canopy Walker: Jungle Shadow automatically passes all climbing, jumping and falling off
ledges tests.
0-1 Trapmaster 140 gc
Combining the hunting skills of the Old World trappers with the fiendish skills of their skink
enemies, the Trapmasters are essential for the Reaver warbands in controlling the battlefield,
sniping at enemies form distance, and

M:4 WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 8


Starting Equipment: Heavy Armor, sword, Tilean Hunting Rifle (Treat as Hochland Long Rifle),
Firepots, Leaf coat (counts as an Elven Cloak). Further weapons, armour and equipment can be
bought from the Reavers Equipment list.

SPECIAL RULES
Deadeye: Trapmaster suffers no penalties for shooting at long range.
Traps: The Trapmaster starts each game with 1 Trap and can buy up to 5 further of the
following Traps before the start of the game at the cost of 5 GC each. Each trap is one use only.
Traps are used in the Shooting Phase instead of shooting, 1 trap at a time, and cannot be used
in Melee combat. When you use a trap, put 2 1” diameter Trap counters (one false, one real)
anywhere within 3” of the Trapmaster, but at least 3” away from any other models. Any model
that moves within 2” of the counter must flip it over. If it is a false one, nothing happens. If it is a
real one, the model suffers D3 S5 Hits immediately. Traps do not cause Criticals. Remove the
counters when the trap is sprung.
HENCHMEN

0-5 Prospects 35 gc
Your warband may include up to 5 Prospects -newly-arrived hopefuls who seek a chance to join
the Reavers by serving them as guards, porters and menial labourers, as well as cannon fodder
in their savage jungle fights.

M: 4 WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7


Equipment: Purchased from the Prospects Equipment List

SPECIAL RULES:
Promotion Only: Re-roll any Lad’s Got Talent results on Henchmen Advancement table.

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