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Hazards

By Robert Lowery

"The teeming landscape of Lustria whispers of dangers, only the foolhardy would brave."
—Roberto Fortuna, Pathfinder

Before the start of a game, a D6 is rolled to determine the number of hazards plaguing the area. Once play begins, each player will roll a D6 for the Heroes and Henchmen groups in the Warband. This roll is made before any movement occurs, and will therefore exclude any model unable to move.

If a ‘1’ is rolled, the model or models have stumbled into harm’s way! Now roll 3D6 and consult the table below.

3D6 Hazard Table

3D6 RollHazard
3Tar Pit
4Reptile Swarm
5Giant Spider
6Coatl
7Cold Ones
8River Troll
9Quicksand
10Giant Constrictor
11Giant Frog
12Swamp Flies
13Pygmies
14Salamander Nest
15Vampire Bats
16Sabre-toothed Tiger
17Amazon Scouts
18Man-eating Plant

Hazard Descriptions

3. Tar Pit

The unfortunate Warband member has fallen into a tar pit, and will sink until submerged completely.
He must be rescued by another model in D3 turns or else he will drown, taking him out-of-action permanently! Any rescuer must pass a Strength test in order to pull the model free.

4. Reptile Swarm

A deadly nest of vipers or lizards has been awoken by the warrior’s careless misstep.
Roll D6+2 for the number of cold-blooded menaces.

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5. Giant Spider

Stumbling into the rope-like strands of web has alerted the deadly occupant.
The giant arachnid will attack any models within 3" of its lair as well as the initial offender.

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Special Rules:

  • Causes Fear
  • Natural armour save 4+
  • Venomous – Any wounds of 5 or 6 are treated as critical.

6. Coatl

The warrior has surprised one of Lustria’s most enigmatic inhabitants, the Coatl.
Possessing a snake-like body measuring up to ten feet in length and brightly colored feathery wings, Coatl are often worshiped by the Lizardmen as a living embodiment of Sotek.

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Special Rules:

  • Causes Fear
  • Venomous – Any wounds of 5 or 6 are treated as critical.
  • Flight – As flying creatures, Coatl are able to traverse the jungles with ease.
  • Magic Aura – Being part magical, the Coatl has a natural save against hostile magic of 4+.

7. Cold Ones

A dreadful pair of the reptilian beasts have set their bloodthirsty sights on the warriors.

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Special Rules:

  • Scaly Skin – Natural armour save 5+
  • Causes Fear

8. River Troll

Attracted by the promise of fresh meat, a loathsome Troll has attacked the hapless warrior.
Consider the Troll having charged for the purpose of combat.

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Special Rules:

  • Causes Fear
  • Regeneration – Any wound suffered is automatically ignored on a 4+. Only fire-based attacks cannot be regenerated.
  • Vomit Attack – A single Strength 5 hit may be used in place of the Troll’s other attacks. This hits automatically and is subject to Stupidity.

9. Quicksand

The jungle floor is full of surprises, but none as subtle as quicksand.
The same rules govern this hazard as the tar pit, except that the model has D6 turns in which to be saved.

10. Giant Constrictor

Tales of snakes reaching gargantuan proportions have not been exaggerated!
This predator will attack any additional models within 2" of the victim using its constricting coils.

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Special Rules:

  • Causes Fear
  • Constricting Coils – The snake may sacrifice its normal attacks in an attempt to engulf its prey within its massive coils. Though its attack has a -1 ‘to hit’, it gains +1S, and may wrap up to 3 models consecutively. Anyone so held by the snake is unable to move and suffers a -2 ‘to hit’ in close combat.

11. Giant Frog

A most unusual carnivorous predator, the giant frog possesses razor-sharp teeth and can grow as long as five feet.

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Special Rules:

  • Causes Fear
  • Tongue Strike – The Giant Frog may lash out at a model up to 6" away with its tongue for a single Strength 3 hit.

12. Swamp Flies

A cloud of Lustria’s most common inhabitants has found its mark.
The unfortunate warrior is immobilized for one turn and thereafter suffers a -1 to any rolls involving combat and initiative for the rest of the game.

13. Pygmies

The diminutive jungle tribesmen have taken a sudden and unhealthy interest in the warriors!
Roll D3+1 to determine the number.

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Equipment: Blowpipe, spear, dagger, and shield.

14. Salamander Nest

The warband has regrettably disturbed the nest of a giant Salamander who sees all models within 8" as a potential meal.

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Special Rules:

  • Causes Fear
  • Venom Spray – The creature may issue forth a cone of poison mist up to 6" away, hitting all models within 2" of target area with Strength 4.

15. Vampire Bats

A swarm of ravenous bats has set upon the warrior from out of nowhere.
D6+2 bats will attack.

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Special Rules:

  • Fly
  • Erratic – Due to their strange pattern of flight, bats are a challenging target. All rolls to hit them suffer -1.

16. Sabre-toothed Tiger

As the warband stalks the jungle, so too does the jungle stalk the warband. The primeval predator has found its prey!
Consider the sabre-tooth charging for the purpose of combat.

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Special Rules:

  • Causes Fear
  • Ferocious Bite – One of the attacks of the Sabre-toothed tiger comes in the form of a flesh-rending bite, which adds +1 to the injury roll with no armour save.

17. Amazon Scouts

Lithe, athletic, and mesmerisingly beautiful, Amazons do not take kindly to intruders – especially male ones!
D3+1 scouts are encountered.

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Equipment: Spear, dagger, sling/bow, and light armour.

18 Carnivorous Plant

The jungle does indeed come alive, often in the strangest of forms! (See page 18 of Town Cryer 10 for the rules.)