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Income (Lustria)

During the exploration phase, the Warbands will find equipment, weapons and armour that they can use, and items that can be traded for gold. The items are supposed to be exchanged for supplies at the main base/ship or traded with other warbands for equipment. In the case of the Lizardmen, they ignore the decorative and useless items but instead receive aid for the amount of patrols they have carried out.

At the end of each battle, a Warband may roll on the Exploration chart. This is done using the rules from the Mordheim Rulebook, but you will use this Exploration chart instead of that one.

One difference is that while all Heroes, that were not taken out of action, may search the ruins, you have to nominate one of them to lead the search. There are some multiples that result in a trap or encountering a fearsome monster. The entry for the result will detail what happens. While the Hero runs a risk of being seriously injured, it is a good idea to choose a Hero with good characteristics as it improves his chances of surviving the encounter. In Lustria, the Warbands search for Valuables in the form of gems, gold, and exotic furs or stones, rather than Wyrdscone. However, this makes no difference as far as the rules go, where the rules read Wyrdstone treat it as Valuables. The only difference is with the skill Wyrdstone Hunter, which is detailed in the rules section.

Equipment is bought from the Lustrian Equipment List and follow all rules from page 144 in the Mordheim book. Equipment that is found can only be used by a warrior that can buy such items in his equipment list or who has the relevant skill to use such weapons.

Exploration Chart

If you roll several of a kind in your exploration phase, you have found additional items just as exploring the ruins of Mordheim.

Doubles

(1 1) Metal Axe

The hero has found a metal axe, a rare item among the Lizardmen but not very impressive to anyone else. The axe is decorated with Lizardmen glyphs and its handle is clad in Salamander skin and inlaid with a few valuable gems.

The axe is worth 10 gc and can be sold for half this price.

(2 2) Stone Mace

The hero has found an obsidian mace, slightly damaged on one side. Looks to have been put to good use. The mace head is shaped in the form of a bird with emeralds for eyes.

The mace can be sold for 1D6 gc.

(3 3) Sacrificial Dagger

This is one of the dreaded sacrificial daggers that the Lizardmen priests use to sacrifice captured enemies. The blade is dark brown in colour and the handle is inlaid with blood red gems. It will fetch a good price for the gems but wizards might be able to use the blood or life-force absorbed by the blade for their own uses.

It can be sold for 1D6 gc.

(4 4) Onyx Spear

This is a spear with an onyx tip and strips of exotic animal skin or fur tied around the spear haft. It is worth 20 gc and can be sold for half this price.

(5 5) Obsidian Shield

This is a round shield and is made from obsidian with gem and gold insets. It might have been made to fit a Saurus. The shield can be sold for 2D6 gc.

(6 6) Obsidiant Buckler

This is a small round shield and is made from obsidian with gem and gold insets. This might be a shield for the small Skinks but it will fit a human as a buckler.

It can be sold for 2D6 gc.

Triples

(1 1 1) Dart Trap

The hero finds a niche with a beautiful gold statuette. As he grabs it, a dart trap is set off.

1D6 S1 darts fly at him and will hit him on a 3+. On a to hit roll of 6, the darts will automatically wound. If the Hero has the Dodge skill, he may try to save against each dart that hits. The statuette can be sold for 2D6 gc.

(2 2 2) Stegadon Bone Armour

The hero finds a suit of armour made from a stegadon skeleton.

The Bones weigh so much that unless he is S4 they may not be worn. The armour is accompanied by a Stegadon bone helmet. The armour is a suit of heavy armour. It is so feavy that is confers a -1 movement penalty to the wearer and -2 if combined with a shield.

(3 3 3) Cranium Helmet

This is a helmet made from the cranium of a large beast, these are often worn by Saurus Totem Warriors or Skink Priests.

This counts as a helmet but can be sold for 2D6 gc.

(4 4 4) Exotic Fur

Your hero chances upon a Skink hunter, cleaning and preparing the fur of an exotic animal. The Skink is swiftly dispatched.

The fur can be sold for 2D6 gc.

(5 5 5) Beads

You find a string of exotic beads.

These are worth 2D6 gc.

(6 6 6) Marketplace

The hero finds what looks to be a Skink marketplace and among the broken tables.

You find the following items:

D6Result
1-2D3 Short bows
3D3 Daggers
4Blowpipe
5Spear
6Quiver of Hunting Arrows

Four of a Kind

(1 1 1 1) Gold Inlaid plate Armour

The hero finds an ornate suit of armour inlaid with gold.

The armour counts as heavy armour but can also be sold for 4D6 gc.

(2 2 2 2) Skink Corpse

The hero finds the body of a long since dead Skink.

The body has the following items that you take possession of: a short bow and D3 does of Dark Venom.

(3 3 3 3) Feather Cloak

You find a heavy cloak decorated with colourful feathers and gold threads. It was most likely worn by a Skink High Priest.

It counts as a Middenheimer Wolfcloak and can be sold for 3D6 gc.

(4 4 4 4) Artisan's Workshop

You find a Skink artisan's workshop and uncut gemstones within worth D6x5 gc.

(5 5 5 5) Human Corpse

The hero finds the body of a long since dead human mercenary.

Roll to see what you find that is still usable:

D6Result
1A duelling pistol
2-3A brace of pistols
4A handgun
5A blunderbuss
6A brace of duelling pistols

(6 6 6 6) Tunnel Entrance

You have found a tunnel that leads to the top level of one of the temple ruins.

You can use the tunnel you found in the next game you play. You may position up to three warriors (but no large warriors like a Rat Ogre of Ogre) anywhere on the battlefield as long as they are placed on the top floor of a temple ruin. Place the warriors at the end of your first turn but they cannot be placed within 8" of any enemy models. This represents the warriors sneaking forward and shooting the enemy from their elevated position.

Five of a Kind

(1 1 1 1 1) Map Room

The hero enters an oval room with a very high ceiling, the ceiling is set with gems that form a star constellation.

The hero manages to pluck the lower gems for a total value of D6x10 gold to add to your treasure.

(2 2 2 2 2) Snake Pit

As the hero is making his way around a hole in the floor, he notices that it's a nest of venomous snakes, obviously a Lizardmen sacrificial pit. There are several corpses in the pit and some of them still have their equipment with them.

You manage to get hold of the following items. Roll for every item separately (apart from the gold crowns) to see if you find it.

ItemD6 result needed
A purse with 2D5 gcauto
A duelling pistol5+
A sword4+
D3 valuables4+

(3 3 3 3 3) Boulder Race

As the hero prises a carved jade statue from its place in a temple wall, he suddenly realises that he's triggered a trap. At that moment, a giant boulder comes rolling down into the tunnel he's stood in!

The hero must roll under his Movement value to escape the boulder or suffer D3 rolls on the Serious Injury table. If the hero has the Sprint skill, he may roll two dice and choose one of them, (i.e. the one that rolled under his Movement value. Rmeember that a roll of 6 is always a failure no matter what the Hero's Movement value is). If the hero survives, he at least has the jade statue which will sell for 50 gold that you can add to your treasury.

(4 4 4 4 4) Maze-like Structure

On the way into the ruined temple the tunnel seemed fairly straight forward, now the hero is well and truly lost.

The hero will miss the next game and possibly others after that too. At the start of the second game, roll a D6 and on a 5+ your adventurer has found his way out and joins the battle. Each time you roll the dice you may add one to the roll as it is more likely that he will have found his way out by now. But after three rolls of the dice, if he still hasn't returned something has befallen him and he isn't coming back at all. However the hero will find 1 item per game that he misses.

1st game: must miss
2nd game: comes back on a 5+ 3rd game: comes back on a 4+ 4th game: comes back on a 3+ 5th game: won't come back at all.

(5 5 5 5 5) Cold One Nest

The hero stumbles upon a nest and finds a baby cold one. Unfortunately, the mother has just returned and it's not happy to see the intruder.

The hero must fight the beast to escape. It is a small Cold One. Place the hero and the Cold One 6" away from each other, the Cold One automatically gets the first turn and charges. If the hero wins the fight, the baby Cold One will attach himself to him. Treat it as a Warhound and mark this on the Hero's equipment. In addition, he earns +1 exp for the fight, and another +1 exp if he kills the Cold One.

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Special Rules

Cause Fear, in addition, the mother is subject to Frenzy.

(6 6 6 6 6) Hidden Door

You stumble upon a hidden door and learn how to recognise these in the tunnels.

You may always re-roll one die when you do Exploration rolls. Make a note of this in your Warband's roster sheet. Second and subsequent Hidden Doors you find do not grant you any additional re-rolls, but you may find further re-rolls from other sources.

Six of a Kind

(1 1 1 1 1 1) Pool of Insight

The hero enters a room with a pool set in the floor. The surface of the pool is moving slightly like clouds in a spring breeze. As the hero gazes into the pool, the clouds fade away and he is presented with images from the future.

The hero gains +D6 experience points, but he also gains the Old Battle Wound injury. Roll a D6 before a battle. On a roll of 1, the hero recognises this battle from the pool and refuses to take part in it as he is afraid that he will be killed. The insight from the pool is not always beneficial. The hero is likely to be driven insane. A decade of remembering haunting images of death and destruction of your friends will do that. In addition to the experience points, the hero can now learn from the Academic Skill list and may learn Lesser Magic if he is already a wizard or if he later learns the arcane lore skill.

(2 2 2 2 2 2) Gold Plaque

The hero stumbles upon one of the Lizardmen's sacred plaques. It is still on the body of a Tilean explorer that had been caught in a vicious trap.

The plaque is worth 100+D6x10gc. Word of the plaque will reach the Lizardmen, who will hate this Warband for eternity. If a Lizardmen Warband finds the Plaque they will earn 200gc worth of rewards by the high priests.

(3 3 3 3 3 3) Dagger of Sotek

The hero enters a room that has walls lined with rat skulls and severed rat tails. A dagger rests on a podium, surrounded by rat skulls. The hilt is in the shape of a twin tongued snake and the blade is serrated.

The dagger always wounds Skaven on a roll of 2+ and causes critical hits on the roll of 5+. The hero that wields this dagger is immune to all alone tests caused by Skaven. Giant Rats and Rat Ogres do count as being Skaven. A Skaven hero can wield the dagger and it is a potent weapon in fighting for higher positions in the Skaven society. But, on a roll of 1 to wound the Skaven hero takes a wound himself.

(4 4 4 4 4 4) Slaughtered Warband

You find the remains of an entire warband. Bodies lay scattered among the ruins, killed by stone tipped spears and poison tipped arrows.

You find the following items. Roll for every item separately (apart from the gold crowns and daggers) to see if you find it.

ItemD6 result needed
3D6x5gcauto
D3 light armour4+
Heavy armour5+
D6 daggersauto
D3 Halberds5+
D3 Swords3+
D3 Handguns5+
D3 Helmets2+
D6 Pistols4+

(5 5 5 5 5 5) Elven Explorer

Deep under the temple you are exploring you find the body of a long dead Elven explorer.

You find the following items. Roll for every item separately (apart from the gold crowns and sword) to see if you find it.

ItemD6 result needed
3D6x5 gcauto
Ithilmar armour4+
A Swordauto
A Holy Relic5+
An Elf Cloak4+
An Elf bow4+

(6 6 6 6 6 6) Egg

The hero finds a small room with a large egg places on a pillow. It has been left there for some unknown purpose.

It can be sold for 2D6x10 gc to a wizard or collector.