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The 9 Age
th
Saurian Ancients
Army Rules
Version 0.11.0 Beta
Rules changes between versions are colour coded in green. See change log at end of document.
Army Special Rules
Cold-Blooded
When a model with this special rule takes a Leadership test, roll one additional D6 and remove the highest rolled D6.
This usage of an extra D6 also affects opponents special abilities that roll against your leadership (like e.g. Wailing
Spirits: roll an additional D6 when determining damage and discard the highest rolled D6).
Born Predator
Part of Models with this special rule may reroll to hit rolls of '1' in close combat.
Palanquin
When a model with this special rule is in a unit with 5 or more models with the Bodyguard special rule, it loses the
Front Rank rule. A model with this special rule can be the General even if it is also the Battle Standard Bearer and
ignores all penalties when refusing a challenge.
Telepathic Link
A Cuatl Lord may cast spells of type “Damage” through a model with this special rule within 24”. When casting through
the vassal, measure range from the Telepathic Link and use its forward arc and Line of sight. The Cuatl Lord may cast
spells of type “missile” even if it is engaged in combat as long as the Telepathic Link isn’t. If the spell is miscast, the Cuatl
Lord rolls on the miscast table as normal and the Telepathic Link suffers a Strength PDU+1 hit. If you cast a spell
through a Telepathic Link, the attribute gets cast through it as well.
Armoury
Blowpipe:
Shooting Weapon. Range 12”, Strength 3, Multiple Shot (2), Poisoned Attacks, +1 to hit against Large Targets.
Javelin:
Shooting Weapon. Range 12”, Strength As User, Poisoned Attacks, Quick to Fire.
Giant Blowpipe
This is a is
Volley Gun Artillery Weapon with the following profile:
Range 18”, Strength 3, Quick to Fire, Poisoned Attacks, Multiple shots (2D6).
Great Bow:
This is a is
Bolt Thrower Artillery Weaponwith the following profile:
Range 36”, Strength 6, Multiple Wounds (D3), Armour Piercing (6), Quick to fire
2
Magical items
Magical Weapons Arcane Items
Sword of the Dawn Ages(45 / 35 pts) Black Cube (50 pts)
Type: Hand Weapon. Attacks made with this weapon The player may remove 1 Power Dice from the
have Armour Piercing (1) and
Multiple Wounds (2). opponent’s pool of Power Dice at the start of each of the
opponent’s magic phases.
Spear of the Stampede(40 pts)
Type: Lance. The mount of the wearer has Impact Hits Ancient Plaque(60 / 40 pts)
(D6) or (+D6) if it already has Impact Hits, resolved at Once per magic phase, the bearer may reroll one Power
the mounts strength. Dice that was used for a casting roll. This ability cannot
be used when the bearer is casting with one dice and
Serpent Bow(40 pts) cannot reroll a dice which shows a natural ‘6’.
Type: Short Bow. Range 18". The Serpent Bow can be
shot using the rules for Bolt Thrower Artillery Weapons: Magical Standards
Strength 6,Armour Piercing (6),
Multiple Wounds (D3). Totem of Mixoatl (
35pts)
All non-character models in bearer’s unit with the Born
Magical Armour Predator special rule may also reroll to-hit-rolls of ‘2’ in
Taurosaur Helm (35 pts) close combat.
Type: None (6+ armour save). Grants wearer +1
Toughness and Impact Hits (1).
Talismans
Starfall Shard
(45 / 30 pts)
Bearer’s model gains Fireborn. All attacks made against
the bearer’s model
suffer -1 to hit.
Enchanted Items
Jade Staff(20 pts)
The bearer of the Jade Staff may cast
The Phoenix Rises
from the path of White Magic as a bound spell (Power
level 3).
3
Army List
LORDS
Saurian Warlord
145
pts
single model
M WS BS S T W I A Ld
Magic:
Level 3 Wizard Master. Generate spells from Path
of Wilderness, Heavens, Light or Nature.
4
Cuatl Lord
270 pts
single model
M WS BS S T W I A Ld
Magic:
Level 4 Wizard
Master . Generate spells from the
Path of White Magic or any of the Battle Magic
Paths
Cuatl Lord Disciplines: Disciplines cannot be duplicated within an army. Maximum 150 points of disciplines per
army (300 in a grand army)
Wellspring of Power (
60
pts) Shielded Soul(30 pts )
Choose one combination at the start of the game: The When the Cuatl Lord rolls on the
miscast table, you
Cuatl Lord gives you an additional +4 bonus when may add or subtract one from the result.
rolling to channel in your magic phase and +1 to cast,
OR a +4 bonus when rolling to channel in your Higher State of Mind (30 pts)
opponent’s magic phase and +1 to dispel. The Cuatl Lord gains Ethereal but cannot be the
army’s General nor the Battle Standard Bearer.
Unconquerable Will (60 pts )
The Cuatl Lord may reroll the first failed dispel Veteran of the Cataclysm (50 pts)
attempt in each magic phase. At the end of the The Cuatl Lord knows the spells Luminous Bolts
opponent’s
magic phase, the player may store a single (Path of White Magic) and Moraec’s Fury (Path of
unused dispel dice and add this dice to the power pool Black Magic) in addition to its normal spells.
of the next
magic phase.
Wandering Path (75 pts)
Master of Magic (85 pts) The Cuatl Lord knows the signature spell from each
When rolling for Magic Flux in your own
magic phase, of the eight Paths of Battle Magic but does not
roll an additional D6 and discard the lowest D6 rolled. generate
spells normally. Cannot be combined with
Cannot be combined with Wellspring of Power or Ancient Knowledge.
Unconquerable Will in the same army.
Contemplations (
55
pts)
Telepathic Control (40 pts) The Cuatl Lord knows one additional spell and has
The Cuatl Lord may cast any kind of spell through a to generate all his spells from Path of White Magic.
Telepathic Link (and is not limited to just "Damage" When he successfully casts a White Magic spell, he
spells). If the Cuatl Lord is the General and alive, all may choose to forget that spell and generate a new
spell from a lore that he has access to at the end of
Telepathic Links in the army gain Inspiring Presence
the magic phase. If the model has Path Master, it
and Leadership 7. However, the range of the cannot use this to choose its new spells, but must
Telepathic Link’s Inspiring Presence is limited to 6". randomize as normal.
5
HEROES
Skink Priest
6
5
pts
single model
M WS BS S T W I A Ld
Magic:
Level 1 Wizard Apprentice. Generate spells from
Path of Wilderness or Heavens.
Skink Captain
40 pts
single model
M WS BS S T W I A Ld
6
Saurian Veteran
90 pts
single model
M WS BS S T W I A Ld
Caiman Ancient
130 pts
single model
M WS BS S T W I A Ld
Special Rules
:
Fear
Pack Leader: Any Caiman in the same unit as a Caiman Ancient may use his Weapon Skill (before any modifications
from e.g. Magical Items or the Sun Engine) instead of their own.
7
CORE
Saurian Warriors
100 pts
10
models, may add up to
25
models 11 pts/model
M WS BS S T W I A Ld
8
Skink Braves
125
pts
25
Skink Braves, may add up to
15
Skink Braves 5 pts/model
M WS BS S T W I A Ld
Caiman
This model is a part of Skink Braves unit
M WS BS S T W I A Ld
Armour
:
Innate Defence (4+)
Combined Strength: Skink Braves may add Caimans to their unit. These Caimans are Rank and File models of a
different unit type (Monstrous Infantry). The unit is considered Infantry if there are more Skinks than Caimans and
Monstrous Infantry if the number of Caimans are equal to or more than the number of Skinks. Caimans follow the rules
for matching bases (see
Front Rank), except that they do not have to be placed as far forwards as possible, but can be
placed anywhere in the unit.
Attacks towards the unit as a whole (such as most Ranged Attacks and Special Close Combat Attacks) that are
distributed to R&F models in the unit are randomized: roll a D6 for each hit: on a 1-4 it hits a Skink, on a 5-6 a Caiman.
After that roll to wound and saves as normal, using the Toughness and saves of the Skinks (for all attacks that get
allocated to Skinks) and the Toughness and saves of the Caiman (for all attacks that get allocated to Caiman). Close
Combat Attacks towards R&F models work the same way, randomize the attacks BEFORE rolling to hit, then roll to hit
as normal (comparing your WS with the WS of the Skinks for all attacks that get allocated to Skinks, and the same
procedure for the Caimans). As long as 5 or more Caiman models are part of the unit, any Caiman Ancient in the unit
cannot be distributed hits to and any template hit is transferred to a R&F Caiman instead. When casting a spell that
raises wounds on a combined unit distribute the raised wounds the same way as above (1-4 Skink, 5-6 Caiman.)
9
Skink Hunters
50
pts
10
models, may add up to
10
models
5
pts/model
M WS BS S T W I A Ld
Special Rules
:
Skirmishers
Snake Swarms
55
pts
2
models, may add up to
4
models 2
0
pts/model
M WS BS S T W I A Ld
Special Rules
:
Venomous Tide: If an enemy unit is in base
contact with a model with this rule, all attacks
made against that unit are Poisoned Attacks.
10
SPECIAL
Temple Guard
130 pts
10
models, may add up to
20
models 13 pts/model
M WS BS S T W I A Ld
Special Rules
:
Bodyguard (General), Immune to Psychology
Raptor Riders
160 pts
5
models, may add up to
7models 3
4
pts/model
M WS BS S T W I A Ld
Rider 4 4 - 4 4 1 2 2 8
Raptor 7 3 - 4 4 1 2 2 2 Cavalry 25x50mm base
Weapons
: Options: pts
Lance May upgrade one model to each of the following:
Champion 10
Armour Rules
: Musician 10
Mount’s Protection (5
+
),
Innate Defence (5+), Standard Bearer 10
Shields - One unit may take a Magical Standard up to 50
Predator Special Rules
:
Cold-blooded, Born Predator (riders only)
Special Rules
:
Stupidity
11
Chameleons
60 pts
5
models, may add up to
10
models 10 pts/model
M WS BS S T W I A Ld
Armour
:
Innate Defence (6+),
Special Rules
:
Skirmishers,
Hard Target
, Scouts
Caimans
120 pts
3
models, may add up to
7models 40 pts/model
M WS BS S T W I A Ld
Hardened Scales:
A model with Hardened Scales gains +1
Toughness.
12
Skink Sky-Riders
100
pts
3
models, may add up to
2models 35 pts/model
M WS BS S T W I A Ld
Rider 6 2 3 3 2 1 4 1 5
Pteradon 2 3 - 4 3 2 2 1 3
Rhamphodon 2 3 - 4 3 2 4 2 3 Monstrous Cavalry 40x40mm base
Armour Rules
: Options: pts
Mount’s Protection (6+) May take Shield 5 / model
May upgrade one model to Champion 10
Weapons
: May replace Javelins with Fire Bolas 1 / model
Light Lance, Javelins
Special Rules
: Special Rules
:
Strider (Forest), Fast Cavalry, Skirmishers, Fly (9) Strider (Forest), Fast Cavalry, Skirmishers, Frenzy,
Armour Piercing (1), Fly (8), Lethal Strike
Release Rocks: During the Remaining Moves sub-phase
you can once per game Release Rocks on an unengaged Prey Scent: After Deployment, if you have a unit of
enemy unit. Nominate one enemy unit which the unit Rhamphodon Riders or a Skink Captain on a Alpha
moved over this turn. This unit suffers D3 Strength 4 hits Rhamphodon, you may mark 2 of the enemies’ units with
per Pteranodon in the unit. This is a Special Shooting a counter. Against a marked unit the Rhamphodons (not
Attack. their riders) may re-roll to hit and gain an additional D3
attacks/model.
13
Thyroscutus
-
single model
M WS BS S T W I A Ld
Thyroscutus 4 3 - 4 5 4 1 3 6
Skink Crew (4) - 2 3 3 - - 4 1 6 Ridden Monster 50x100mm base
Weapons
:
Javelins (Crew only)
Armour
:
Innate Defence (2+)
Special Rules
:
Crush Attack (Thyroscutus only)
Must take one of the following:
Altar of the Snake-God (110 pts) Sun Engine (130 pts)
Friendly units within 6” of one or more models with this All friendly units within 6” of one or more models with
special rule have Poisoned Attacks in Close Combat. If this Special Rule have +1 Weapon Skill. The Sun Engine
the unit already has Poisoned Attacks in Close Combat contains the bound spell Burning Brightness from Path
then they gain +1 to their Poisoned Attacks instead (e.g. of Light (Power level 3).
6+ becomes 5+). The Altar of the Snake God contains the
bound spell Putrefying Touch from the Path of Disease
(Power level 3).
14
Spearback
58 pts
1
model, may add up to
2models 58 pts/model
M WS BS S T W I A Ld
Armour
: Razor Sharp Spikes : When shooting at short range replace
Innate Defence (4
+
) Armour Piercing (1) with Armour Piercing (2)
15
RARE
Salamander
70 pts
1
model, may add up to
1model 70 pts/model
M WS BS S T W I A Ld
6 3 4 5 4 3 4 3 6 Monstrous
Beast 40x40mm base
Armour
:
Innate Defence (4+)
Special Rules
:
Skirmishers, Strider (Water)
Living Artillery:
The Salamander can move and
fire, but not march and fire. If a misfire is rolled,
add +4 to the result rolled on the misfire chart.
16
Taurosaur
175
pts
single model
M WS BS S T W I A Ld
Taurosaur 6 3 - 5 6 5 2 4 -
Skink Crew (5) - 2 3 3 - - 4 1 7 Ridden Monster 50x100mm base
Weapons
: Options: pts
Javelin (Crew only), Great Bow (Taurosaur only) May take Sharp Horns 25
May be upgraded to A
ncient Taurosaur 40
Armour:
: May replace Great Bow with
Innate Defence (3+) two Giant Blowpipes 10
Engine of the Ancients* 40
Reptilian Special Rules
:
Cold-blooded *One of a Kind. This upgrade may only be taken by Ancient
Taurosaur
Special Rules
:
Immune to Psychology, Stubborn, Impact Hits
(D6+1)
Sharp Horns:
The model's Impact Hits have Multiple Wounds (D3).
Ancient Taurosaur:
An Ancient Taurosaur has +1 Strength and +1 Wound on its characteristic profile.
Engine of the Ancients: Telepathic Link. At the beginning of each Game Turn the owner chooses one of the 3
following effects to apply for the remainder of the game turn. The player may choose the same configuration
repeatedly, but only one configuration may be active at the same time.
Choose a Path. All friendly wizards In owner’s Shooting phase pick an All friendly units within 12" gain
casting spells from this Path have enemy unit within 9" that is not in Ward Save (6+) against close
their casting value decreased by 2. close combat. That unit suffers D3 combat attacks and
Ward Save (5+)
All friendly units within 6” of an Metalshifting Hits. All friendly units against ranged attacks. Units that
Engine of the Ancients have a Ward within 6” of an Engine of the already have a
ward save gain +1 to
Save (6+). Ancients have a Ward Save (6+). their ward save instead (up to a
maximum of 5+).
17
Stygiosaur
1
1
0 pts
single model
M WS BS S T W I A Ld
Stygiosaur 7 4 4 5 5 5 2 4 5
Skink Rider (1) - 4 2 3 - - 4 1 6 Monstrous Cavalry 50x100mm base
Weapons: Options: pts
Javelin (crew only) May gain Predatory Roar 35
The Skink Rider may be upgraded to Champion 60
Armour
Innate Defence (
4
+)
, Mounts Protection (6+) Magic:
if upgraded to a champion, Skink Rider gains Wizard Conclave
Predator Special Rules
: (Redwood Shaft, The Beast Within)
Cold-blooded, Born Predator (Stygiosaur only)
Special Rules
: Predatory Roar: One Use only. At the start of any close
Magic Beacon, Poisoned Attacks (Stygiosaur only), combat phase pick an enemy unit within 18”. That unit has to
Stomp (D3), Terror, Large Target reroll successful to hit rolls for the remainder of the phase.
Poisonous Breath
(30 pts) Spit Poison
(30 pts)
This is a Breath Weapon with the Toxic Attacks special This is a shooting attack with the following profile:
rule. Range 8”, Quick to fire, Poisoned Attacks, Strength 6,
Multiple Wounds (Ordnance), Armour Piercing (3).
18
MOUNTS
The Mounts section is for character mounts. Non-character mounts follow the rules given under their respective entries.
Carnosaur
M WS BS S T W I A Ld
Special Rules
:
Frenzy, Large Target, Multiple Wounds (D3), Fear
Alpha Carnosaur
M WS BS S T W I A Ld
Special Rules
:
Multiple Wounds (D3), Swiftstride
Raptor
M WS BS S T W I A Ld
Special Rules
:
Stupidity
19
Alpha Pteradon
M WS BS S T W I A Ld
Special Rules
:
Fly (9), Fast Cavalry, Strider (Forest), Release
Rocks (see Skink Sky-Riders riders Special unit)
Alpha Rhamphodon
M WS BS S T W I A Ld
Special Rules
:
Fly (8), Strider (Forest), Fast Cavalry, Armour
Piercing (1), Frenzy, Lethal Strike, Prey Scent (see
Skink Sky-Riders riders Special unit)
Skink Palanquin
M WS BS S T W I A Ld
20
Taurosaur
M WS BS S T W I A Ld
Taurosaur 6 3 - 5 6 5 2 4 -
Skink Crew (4) - 2 3 3 - - 4 1 7 Ridden Monster 50x100mm base
Weapons
: Options: pts
Javelins (Crew only), Innate Defence (3+),
Great May take Sharp Horns 25
Bow May be upgraded to
Ancient Taurosaur 40
May replace Great Bow with
Reptilian Special Rules
: two Giant Blowpipes 10
Cold-blooded Engine of the Ancients* 40
Special Rules
:
*One of a Kind. This upgrade may only be taken by Ancient
Immune to Psychology, Stubborn, Impact Hits
Taurosaur
(D6+1)
21
Quick Reference Sheet
L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only
S Temple Guard 4 4 - 4 4 1 2 2 8
MONSTROUS CAVALRY
Chameleon 6 2 4 3 2 1 4 1 5
S Sky-Rider 6 2 3 3 2 1 4 1 5
M Skink Palanquin
- Pteradon 2 3 - 4 3 2 2 1 3
- Rhamphodon 2 3 - 4 3 2 4 2 3
MONSTROUS INFANTRY
S Caiman 6 3 0 5 4 3 2 3 7
RIDDEN MONSTERS
S Thyroscutus 4 3 0 4 5 4 1 3 6
SWARMS
Snake Swarm 5 3 0 2 2 5 1 5 10 - Crew (4) - 2 3 3 - - 4 1 6
S
R Taurosaur 6 3 - 6 6 5 2 4 -
MONSTERS - Crew (5)[4] - 2 3 3 - - 4 1 7
M Alpha Carnosaur 7 5 - 7 6 6 3 6 5 (5) - number of crew members when taken as a separate unit
[4] - number of crew members when taken as a mount
SPECIAL SHOOTING WEAPON Range S Multiple Shots Multiple Wounds Armour Piercing
-common- Blowpipe - 12 3 2 - -
-common- Javelin - 12 as - - -
user
-common- Giant Blowpipe - 18 3 2D6 - -
-common- GreatBow Bolt Thrower 36 6 - D3 6
Skink Sky-Rider Fire Bola - 8 4 - - -
Spearback Shoot Spikes - 18 4 2D6 - 1
Salamander Spout Flames Flame Thrower 8 4 - - -
Spout Venom Catapult (3”) 18 1 - +1 to wound 6
Stygiosaur Spit Poison - 8 6 - Ordnance 4
22
Changelog
released version 0.9.0 beta
v0.9.1
Black Cube
Saurian Ancient and Saurian veteran, weapon cost
Croxisaurus Ancient, Leader of the Spawn
skink hunter points cost
Skink Sky-Riders, points
Maceosaurus, base points and upgrades
Spike Lizard, moved to special, reduced max unit size
Triceratops, godly engine ancient steg only
Protective Configuration
Alpha Pteranodon and Alpha Pterodactyl, blurry removed
Skink Palanquin
v0.9.2
Saurian Totem Warriors, innate defence (typo)
Alpha Pteranodon base size
v 0.10.0
Croxisaurus price inside Skink Braves increased to 50
Maceosaurus Altar version goes down to 110 points, Sune Engine stays at 130 pts (Upgrade = 20 pts)
Esoteric Egg useable out of combat
Saurus Ancient Raptor, Weapons and Shield price
Salamander = Monstrous Beast
Croxisaurus Ancient gets Fear, BSB, 3A, 4+ ID and option to buy magic armour
Salamander Stand & Shoot
Spawn kin clarification (raise wounds also gets distributed 1-4 vs 5-6)
Telepathic Control Change to LD7
Discipline limit changed to 150 points max per army
Skink Brave Poisoned Attacks upgrade to 1 pt/model
Skink Braves get Short Bow option, Hunters lose it
Spinosaurus Roar redesign
Javelins get Strength as User (was S3 before)
Shrine Guard Bodyguard rule changed to Bodyguard (General)
Maceosaurus Poisoned Attacks stacks now (close combat only)
Master of the Paths +10 pts
Spinosaurus price change
Unit Sizes: Skinks, Skyriders and Saurus
Spike Lizard several changes (no more Volley Gun, less wounds, 4+AS, , +1A, BS4, has to stand&shoot)
Salamnders, -1 wound, +1 save, +1A
Skink Hunter base unit size 12, base price 90
Standard of Reversed Realities, typo
v0.10.1
Names changes for a couple of forgotten units
Alpha Pteradon mount's protection (typo)
Carnosaur mount's protection (copy-paste error)
23
Skink Braves Combined Strength (update to be compatible with update in rulebook)
Additional name updates I previously missed
v0.11.0
Skink Braves poison typo (only Skinks may get it)
Snake Swarms price
Raptor prices for characters
Alternate Way of Thinking changed to Contemplations
Vanguard Saurus upgrade changed to +1M
Piranha Warriors
Altar of the Snake God clarification
Wizard price adjustments according to new wizard rules
skink brave and caimans, clarifications
Saurian Warlord Innate Defence, price and Saurian chars armour options
Predatory Roar
Spout Flames
Wellspring of Power
Alpha Carnosaur WS5
Predatory Banner
Skink Braves/Hunters design change (“Skink Cloud”)’
Starfall Shard
cost of mundane weapons for characters streamlined
Cost of Spear for saurus updated
24