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Characters
Notes
2. Artillery
Range 40cm, moves as normal artillery. Fires large crossbow style
bolts which can penetrate through several ranks so gets all
artillery bonuses for firing at multiple ranks.
3. Flamegun
Moves 40cm. Range 30cm. Can only fire every second turn as it has
to be reloaded and primed with oil. When firing, the flamegun has
an effective fire area of 1cm to either side of the unit (total
frontage of 10cm for 2 bases side by side) and out to the full
30cm range. Roll to hit against any unit caught in that area.
4. Flier
Pterosaur with mahout and howdah carrying troops. Moves 40cm, can
fire 30cm. Acts the same as a normal flier for distance and height
rules.
SPECIAL RULES
Ambush
At the start of a game (if the scenario allows it), the lizardman
player can place any two of his units (except artillery or fliers) in
ambush within the opposing player’s half of the table. These forces
are marked on a map and must be placed in a terrain feature such as
jungle, ruined temple, etc. They only have to be revealed if they
move, shoot or if an enemy unit comes within 10cm of them.