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Expanded Lizardmen

Character Options 4e
Credits
Saurus Characteristics and Career Table
By doctorsimon4

Tempe Guard Advance Scheme and New Trappings


By JustAnotherRandomFan

Saurus Character Options


The Saurus were created solely for combat and possess an innate ability to fight and strategize. They lack interest in
contemplation or spirituality, but remain unwaveringly devoted to the Old Ones through ritualized adherence as
loyal soldiers.

In the absence of battle, the Saurus receive directives from Skink Priests. However, during times of war, they are led
by their own battle-tested warchiefs, the Oldbloods and Scar Veterans, who were spawned many years ago and have
honed their skills through centuries of warfare. These experienced leaders command entire armies on behalf of their
temple-cities under command of the Slann Mage-Priests.

Saurus are spawned in groups, in underground pools beneath Lizardman settlements, forming a new regiment with
a shared temperament. Having no set lifespan, they live as long as necessary to serve, though most die in battle
within a few centuries due to the perilous nature of Lustria.

The Saurus are formidable both in battle and in stature. They stand at an impressive height of six to eight feet,
possessing a muscular and broad frame. Their combat prowess is a result of the Old Ones' will, which has honed
their abilities for warfare. Their tough scales and dense hide serve as natural armor, providing protection against
attacks. Furthermore, they have bony crests to shield their head and neck from harm. As they age, their scales
become even harder, and some even grow spurs and spikes that can deflect incoming blows.

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Saurus Characteristics
Saurus

Weapon Skill 2d10+25

Ballistic Skill 2d10

Strength 2d10+25

Toughness 2d10+25

Initiative 2d10+5

Agility 2d10+10

Dexterity 2d10+5

Intelligence 2d10+15

Willpower 2d10+45

Fellowship 2d10+10

Wounds SB+(2 × TB)+WPB

Fate 0

Resilience 1

Extra 2

Movement 4

Starting Skills, Talents, and Creature Traits


You may choose 2 Skills in which to gain 5 Advances each, and 2 Skills to gain 3 Advances each. You may select 2
Talents from the choices listed. You begin with all the listed Creature Traits.

Saurus Skills and Talents


Skills: Athletics, Cool, Dodge, Endurance, Intimidate, Leadership, Melee (Basic), Melee (Polearm), Outdoor
Survival, Perception.
Talents: Coolheaded, Lightning Reflexes, Savvy, Sharp, Very Resilient, Very Strong, Warrior Born
Creature Traits: Armour 2 (Scaly Skin), Cold Blooded, Night Vision, Bite (SB), Tail Attack (3+SB)

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Saurus Career Table
Career Role Saurus

Guard1 Temple guard of the Slann mage-priests. 1-2

Pit Fighter Few Saurus soldiers are known to hone in to their more natural instincts while 3-5
fighting, these are represented by the Pit Fighter Career.

Soldier The Saurus equivalent to the regular career. 6-80

Light Cavalryman Saurus spawned with the mark of Itzl have an innate aptitude for mounted 80-90
warfare, and ride atop Cold Ones.

Outlaw To be outside the law has little meaning to Saurus, though there may be those 91-92
who are spawned beyond the knowledge of the Slann, and whose feral lives bear
some equivalence to Human bandits.

Hunter? During times of peace, Saurus are known to work alongside skinks as hunters. 99-100
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The Guard career can be substituted for the Temple Guard career below.

Marked Saurus
Saurus may be marked by an Old One when spawned. This provides additional Traits, Talents, and Characteristics. However,
having such a mark also comes at a cost, in that the two extra points the Saurus would otherwise be able to invest into Fate or
Resilience must be given up in order to obtain the mark. Details on marks can be found on page 135 of Warhammer
Fantasy Roleplay 4th Edition - Lustria.

Temple Guard Career


“Things were going well right up until Klaus didn’t like the deal we were getting and decided to mouth off at the toad
fellow. The big lug standing there proceeded to chop his head off before we even knew what happened.” - Heydrich
Friesen, Middenlander Mercenary

Defenders of the Slann, these great warriors are among the most exalted of Lizardmen society. Wielding Obsinite
Halberds and bone armour, these Saurus are prepared to lay down their lives in defence of their charges. The role of
Temple Guard and the ceremonial positions they keep are outlined in detail on page 145 of Warhammer Fantasy
Roleplay 4th Edition - Lustria.

GM NOTE: Temple Guard are rare within Lizardmen society, and very rarely leave their positions with the Slann
Mage-Priests. A Temple Guard player should not be allowed lightly, and should only be considered if the Slann are
aware of the players’ presence in Lustria, and if the Party goal or ambitions align with that of the Lizardmen. This is
easiest achieved using the Call of the Old Ones adventure framework, detailed on page 190 of Warhammer
Fantasy Roleplay 4th Edition - Lustria.

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TEMPLE GUARD ADVANCE SCHEMES

WS BS S T I Agi Dex Int WP Fel

Initiate Warden - Silver 3


Skills: Melee (Polearm), Language (Battle), Endurance, Intimidate, Athletics, Cool, Outdoor Survival, Perception,
Dodge, Perform (Parade)
Talents: Warrior Born, Drilled, Very Strong, Strong Back
Trappings: Obsinite Halberd, Lustrian Armor, Bone Helm

Temple Guard - Gold 1


Skills: Leadership, Lore (Lizardmen), Lore (Warfare), Intuition, Secret Signs (Temple Guard), Navigation
Talents: Enclosed Fighter, Strike Mighty Blow, Fearless (Any), Stout-Hearted
Trappings: Quality Obsinite Halberd

Revered Guardian - Gold 3


Skills: Track, Set Trap, Charm Animal, Ride (Cold One)
Talents: Warleader, Unshakeable, Very Resilient, Combat Aware
Trappings: Unit of Temple Guard, Star-Metal Helm

Eternity Warden - Gold 5


Skills: Heal, Lore (Old Ones)
Talents: Commanding Presence, Combat Master, Combat Reflexes, Implacable
Trappings: Best Quality Obsinite Halberd, Quality Star-Metal Helm, Quality Star-Metal Armor

New Trappings
Name ENC Availability Reach Category Damage Qualities and Flaws

Obsinite 3 Exotic Long Polearm SB + 4 Defensive, Hack or Impale, Pummel


Halberd

Name ENC Availability Penalty Locations AP Qualities and


Flaws

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Bone 2 Exotic -10 Perception Head 1 Bulky
Helm

Star-Metal 2 Exotic -10 Stealth Arms, 2 Impenetrable


Armor Body, Legs

Star Metal 2 Exotic -10 Perception Head 2 Impenetrable


Helm

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