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Amazons

Amazons
Constructed and compiled by Mike Cubbin from information in various Games Workshop publications (mainly the “Temple
of Rigg” scenario in the old Second Citadel Compendium) added to “real world”, historical and legendary data, the various
Amazon figures that have been available, plus a fair amount of common sense, imagination and game balance.

Background
Surviving against the odds on an estuarine island on the coast of Lustria, the Amazons are a
female-dominated human nation who worship the Great Goddess Rigg. Though
predominately human, they do carry a trace of the blood of Elves in their veins, the legacy of
times when Lustria was a laboratory for the Old Slann, but only a close connection with the
jungle and magic remains to show of it.

Amazon society is split between the nobles and the tribes. The tribes live in scattered villages
surrounding the main city, the nobles living mostly in the city itself. Architecture is very
similar to that of the Lizardmen, another hangover from the Old Slann. Even the stepped
ziggurats used in the worship of Rigg closely resemble those of the Lizardmen.

Overseeing all aspects of Amazon life are the priestesses who serve the Goddess Rigg and
interpret her wishes. Although not really an evil religion, worship of Rigg sometimes involves
the sacrifice of prisoners to avert great natural disasters. These prisoners are treated like
kings for a week before the ritual; almost nothing is denied them (except their freedom and
an escape from their fate).

The Amazons live under the magical protection and observance of their Goddess, Rigg. She
is able to manipulate the genes of the race so that the vast majority of children born to native
Amazons are female. Keeping the race alive by “using” shipwrecked sailors, captured
explorers and their own small native male population, the Amazons are a curious mix of
Elven and Human customs with a tiny smattering of Lizardman and ancient Slann technology.

Of particular note are the Koka-kalim, fanatical warrior-priestesses with more than a hint of
the Wood-Elf Wardancers in them. This similarity may be simple coincidence or it may point
to their common ancestry. The Koka-kalim use the drug Koka to enhance their perceptions,
reactions and spiritual power. Sadly, the drug causes excessive aggression, madness and a
premature death. This does not seem to worry the Koka-kalim (possibly because they are
already mad…).

Champions, Musicians and Standard Bearers


Units of Guard (including Guard archers), Tribeswomen, Tribal archers and Koka-kalim may
have standard bearers and Champions at +10 points, and a musician at +5 points. Note that
the standard bearer model may actually be a Novice (see below). Jungle Riders may have
Champions at +15 points and a musician at +10 points (but not a standard). The Guard (but
not Guard archers) may carry a magical standard worth up to 50 points.

Novices of the Goddess Rigg: Amazons do not generally like to use normal standards, as
they are entirely impractical in the dense Lustrian jungle. They do, however, frequently have
Novices of the priestesshood along with the regiment to exhort it to greater efforts. The
effects of having the Novice within the regiment are identical to having a normal standard
and so they are treated in the same way. Opponents may even capture the Novice!

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Amazons

Special Rules
The following special rules apply to the Amazon army:

• Amazon foot troops move at normal speed through woods.

• Amazons use the same venom on their javelins as the skinks of the Lizardman army.
Therefore, Amazon javelins follow the same rules (on a roll to Hit of “6“, no Wound roll is
required).

• High Priestesses may use any of the spell lists from the Warhammer book. Priestesses
may only use the Lore of Life or Lore of Beasts.

Amazons have access to Old Slann technology and magic.

• Amazon wizards (actually Priestesses of Rigg) have +1 to their dispel roll in the same
way as High Elves.

• A few old bolt pistols still survive from the days of the Old Slann. Unfortunately decay,
misuse and a lack of proper tools for maintenance means that the old bolt pistols are now
only equal in effect to the black powder repeater pistols used by the Empire (3 shots/rnd,
S4).

THE ARMY LIST.


Lords
HIGH MATRIARCH 85
HIGH PRIESTESS 180

The Lords of the Amazons tend to be the civil and political leaders and are thus always
nobles. As the race is almost always training for, or engaged in, conflict (the Lizardmen like to
raid them, passing ships like to raid them, Old World expeditionary parties like to raid them…),
these civil leaders generally make good generals.

More rarely, one of the High Priestesses will decide to lead the army herself.

M WS BS S T W I A Ld
High Matriarch 4 5 5 4 4 3 6 4 9
High Priestess 4 3 3 3 4 3 3 1 9

Equipment: Hand weapon. High Priestesses may not have any other equipment. High
Matriarchs may have an additional hand weapon (+6 pts), Great weapon (+6 pts) or spear (+6
pts). She may also carry a bow (+10 pts) or bolt pistol (+ 15). She may wear light armour (+3
pts) and may carry a shield (+3 pts). Amazon Lords may ride in a Big cat or Light chariot (buy
the chariot as normal) in which case they replace an existing crew-woman. No points are
recovered.

Special Rules: A High Priestess is a level 3 wizard. This may be increased to level 4 at a
cost of +35 pts.

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Amazons

Heroines
MATRIARCH 50
PRIESTESS 65

With the race as a whole in a state of conflict, inspirational war leaders are easy to find.
These are almost exclusively drawn from the nobility, though very rarely a promising
tribeswoman will be promoted to a position of power. Priestesses wield a great deal of
influence within Amazon society and therefore make good leaders in times of crisis.

M WS BS S T W I A Ld
Matriarch 4 5 5 4 4 2 5 3 8
Priestess 4 3 3 3 3 3 3 1 8

Equipment: Hand weapon. Priestesses may not have any other equipment. Matriarchs may
have an additional hand weapon (+4 pts), Great weapon (+4 pts) or spear (+4 pts). She may
also carry a bow (+6 pts) or bolt pistol (+ 10). She may wear light armour (+2 pts) and may
carry a shield (+2 pts). Amazon Heroines may ride in a Big cat or Light chariot (buy the
chariot as normal) in which case they replace an existing crew-woman. No points are
recovered.

Special Rules: A Priestess is a level 1 wizard. This may be increased to level 2 at a cost of
+35 pts.

Core Units
The Royal Guard trains all their adult lives in the arts of war. They are usually found as the
bodyguard for the army’s leaders. Having sworn powerful oaths to protect the nobility, the
Guard are notorious difficult to defeat when a noble or priestess accompanies them.

0-1 ROYAL GUARD 9 points per model

M WS BS S T W I A Ld
Guard Champion 4 4 3 3 3 1 3 2 8
Guards-woman 4 4 3 3 3 1 3 1 8

Equipment: Hand weapon, heavy armour and shield.

Special rules: If accompanied by a Character model the Guard is stubborn.

0-1 ROYAL GUARD ARCHERS 9 points per model

M WS BS S T W I A Ld
Guard Champion 4 3 5 3 3 1 3 1 8
Guard Archer 4 3 4 3 3 1 3 1 8

Equipment: Hand weapon and bow, light armour.

Special rules: If accompanied by a Character model the Guard is stubborn.

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Amazons

TRIBESWOMEN 5 points per model

The bulk of the army is made up of the tribal Amazons who are poorly equipped and not
formally trained, but are nonetheless enthusiastic fighters.

M WS BS S T W I A Ld
Tribal Champion 4 3 3 3 3 1 3 2 7
Tribeswoman 4 3 3 3 3 1 3 1 7

Equipment: Hand weapon and shield. May have poisoned javelins (+3 pts).

Special Rules: Amazon javelins count as poisoned attacks.

TRIBAL ARCHERS 7 points per model

M WS BS S T W I A Ld
Tribal Champion 4 3 4 3 3 1 3 1 7
Tribeswoman 4 3 3 3 3 1 3 1 7

Equipment: Hand weapon and bow.

Special Rules: Skirmish.

SLAVES 5 points per model

Captured human males deemed unsuitable for breeding purposes are used in slave units led
by Amazon slave mistresses (yes, they may wear leather and carry whips…). Slaves who
fight well are eligible for special treatment or even freedom so most are willing to do so; the
alternative to fighting is usually a sudden and terminal religious experience….

M WS BS S T W I A Ld
Slave Mistress 4 3 3 3 3 1 3 2 7
Slave 4 3 3 3 3 1 3 1 7

Equipment: Hand weapon and shield.

Special Rules: The Slave Mistress must be taken (15 points).

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Amazons

Special Units
KOKA_KALIM 12 points per model

The Koka-kalim are religious fanatics who are sworn to fight for their Goddess. By taking the
drug Koka (made from local plants) these women are almost supernaturally dangerous under
most circumstances. Even the imperturbable Lizardmen are wary of taking on the Koka-kalim.

M WS BS S T W I A Ld
Devout 4 4 3 3 3 1 4 2 7
Koka-kalim 4 4 3 3 3 1 4 1 7

Unit Size: 5-10

Equipment: Various, counts as two hand weapons.

Special Rules: Koka-kalim skirmish, are immune to psychology, and have a 6+ Ward save.
Their holy fervour and religious warpaint and tattoos give them an additional dice to dispel
any spell that affects them. Each turn in close combat they may choose a special war dance
with one of the following effects, you cannot choose the same dance in two consecutive
moves:
• Rigg’s Rage (+1A),
• Serpent Dance (enemy takes Ld test or needs 6s to hit the Koka-kalim),
• Feathered Serpent (the Koka-kalim don’t attack and may not be attacked, and the combat
is automatically considered to be a draw),
• The Serpent Strike (all Koka-kalim in the unit fight a single enemy model in contact with
any one of them, the enemy fights back normally).

0-1 JUNGLE RIDERS 15 points per model

Although horses are both rare and impractical in the deep Lustrian jungle, the few that have
been bred from stock captured from Old World expeditions are useful in the clearings and on
the plains. The riders are useful scouts and fast raiders, but because the horses tend to be
small and incapable of carrying a heavily armoured rider or wearing barding, they are not
really suitable for use in an Old World-style cavalry charge.

M WS BS S T W I A Ld
Champion 4 3 3 3 3 1 3 2 7
Rider 4 3 3 3 3 1 3 1 7
Warhorse 8 3 - 3 3 1 3 1 5

Unit Size: 5-15

Equipment: Hand weapon and spear, light armour and shield. Amazon riders ride warhorses.
May also carry poisoned javelins (+5 pts).

Special Rules: Fast cavalry. Amazon javelins are poisoned attacks.

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Amazons

LIGHT CHARIOTS 50 points per model

If the warhorses of the Jungle riders are impractical in the jungle, the chariots are even more
so. Nevertheless, with the riding horses incapable of charging home, chariots are the best
shock troops the Amazons have.

M WS BS S T W I A Ld
Light chariot - - - 4 4 3 - - -
Crew-woman - 3 3 3 3 1 3 1 7
Horse 8 2 - 3 - - 3 1 -

Unit Size: 2-5 Light chariots drawn by two horses and with a single fighting crew-woman.

Equipment: One light chariot with a 6+ armour save, driven by a single fighting crew-woman
Crew-women may have a bow (+4) or javelins (+3).

Special Rules: The Amazon javelins count as poisoned attacks. Light chariots may operate
in units.

0-1 UNITS OF SERPENT SWARMS 50 points per model

Rigg is closely connected with the jungle and its denizens, and snakes feature heavily in
Amazon life and religion. The priestesses are able to persuade great masses of poisonous
reptiles to accompany an Amazon army.

M WS BS S T W I A Ld
Serpent Swarm 3 3 0 2 2 5 1 5 10

Unit Size: 1-6.

Special Rules: Unbreakable. Serpent Swarms make poisoned attacks. May only be taken if
the army includes at least one Priestess or High Priestess.

Rare Units
BIG CAT CHARIOTS 85 points per model

An unusual and dangerous attempt to develop shock troops to compliment the light foot
troops, the big cats are bred from kittens to pull the large chariots. It takes a skilled driver to
control the beasts and her attentions are fully taken up with stopping her charges from ripping
each other apart, hence the chariot needs to be large and heavy enough to carry three crew
so that two may fight.

M WS BS S T W I A Ld
Big cat chariot - - - 5 4 4 - - -
Crew-woman - 3 3 3 3 1 3 1 7
Big cat 8 3 - 4 - - 3 1 -

Unit Size: 1 Big cat chariot with three Amazon crew, only two of whom may fight, pulled by 2
big cats. Big cat chariots never fight together in a unit.

Equipment: The big cats have a particularly powerful attack when they charge, the chariot
therefore counts as being scythed (real scythes being completely impractical in the jungle).
Amazon chariots have a 4+ armour save, and 2 of the crew carry hand weapons and javelins
(the third is fully engaged trying to control the unruly cats).

Special Rules: The Amazon javelins count as poisoned attacks.


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Amazons

0-1 AVATAR OF RIGG 400 points per model

When the race may be in real trouble, the High Priestesses are forced to call upon the
Goddess herself to aid them. Long ceremonies (involving rituals best glossed over, but
requiring a captive or two…) are performed and Rigg may respond by sending down an
Avatar, a physical manifestation of her will and power.

M WS BS S T W I A Ld
Avatar 6 6 0 5 5 4 8 4 10

Equipment: The Avatar carries a huge obsidian sword, which counts as a magic weapon.
Wounds inflicted by the obsidian sword may not be saved except through Wards or magic
armour.

Special Rules: The Avatar may only be taken if you field at least one High Priestess. When
the Avatar is taken in an army, is counts as the Army General. Avatars cause terror and are
large targets. Avatars roll an extra 2 dice against spells that would affect them. Avatars have
a Ward save of 4+ (in the same way as Demons). Avatars are level 3 wizards.

MAGIC ITEMS
You may choose magic items for your characters and units from the common magic item list
and/or the Lizardman army list. Note that in this case, the Cloak of Feathers item will affect a
human on foot rather than a skink!

Version 1.2
Mike Cubbin.
14 March 2001

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