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Fantasy Battles

The 9​th​ Age

Saurian Ancients
Army Rules
Version 1.3.4 - 27 January 2017

Army Special Rules Characters


Armoury Skink Mounts
Magical Items Core
Quick Reference Sheet Special
Jungle Guerillas
Thunder Lizards

Fantasy Battles: The 9th Age is a community-made miniatures wargame.


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Army Special Rules
Cold-Blooded
If more than half of a unit’s models has this special rule, when taking Leadership Tests, roll one additional D6 and
remove the highest D6 rolled.

Born Predator
A model part with this special rule may reroll all natural to-hit rolls of ‘1’ in Close Combat.

Telepathic Link
A Cuatl Lord may cast spells of type “Damage” through a model with this special rule if it is within 24" of the Cuatl Lord .
When casting through the Telepathic Link, measure the Range for the spell from the Telepathic Link and use its Front
Arc and Line of Sight. The Range of the spell is reduced by half. The Cuatl Lord may cast spells of type “Missile” even if it
is Engaged in Combat as long as the Telepathic Link is not. If the spell is miscast, the Cuatl Lord rolls on the Miscast
Table as normal and the Telepathic Link suffers a Strength MDU+1 hit. If the Cuatl Lord casts a spell through a
Telepathic Link, the attribute gets cast through it as well (measure Range and use Front Arc and Line of Sight from the
Telepathic Link ). The “caster” is still considered to be Cuatl Lord.

Armoury
Blowpipe: Giant Blowpipes
Shooting Weapon. Range 12", Strength 3, Multiple Shots This is a ​Volley Gun (8) Artillery Weapon​ with:
(2), Poisoned Attacks, +1 to hit against units consisting Range 12", Strength 3, Quick to Fire, Poisoned Attacks, .
entirely of Towering Presence.
Great Bow:
Poisoned Javelin: This is a ​Bolt Thrower Artillery Weapon​ with:
Shooting Weapon. Range 12", Strength as user, Poisoned Range 36", Strength 3[5], [Multiple Wounds (D3)],
Attacks, Quick to Fire. Armour Piercing (6), Quick to fire.

Engine of the Ancients:


0-1 Choice per Army.
The model gains Telepathic Link. At the beginning of each friendly Player Turn, choose one of the following
configurations. The effects last until the beginning of the next friendly Player Turn:

- Choose a Magic Path. Friendly Wizards casting spells from this Path have the casting values decreased by 1.
- During the owner’s Shooting Phase, pick an enemy unit that is not engaged in Close Combat and within 9" of
the Engine of the Ancients. That unit suffers D3​ ​Metalshifting hits.
- All friendly units within 6" of the Engine of the Ancients gain a Ward Save (5+), which can only be used against
Ranged Attacks.

The last configuration is active starting from before the battle (after moving Vanguarding units) until the first friendly
Player Turn.

Special Rules 2 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Magical Items
Magical Weapons Enchanted Items
Sword of the Dawn Ages​ (120 pts) Egg of the Quetzal​ (50 pts)
Type: Hand Weapon. Attacks made with this weapon The bearer gains a​ ​Breath Weapon (Strength D3+2,
gain +1 Strength and​ ​Multiple Wounds (2). Magical Attacks).

Spear of the Stampede​ (80 pts) Jade Staff​ (40 pts)


Type: Lance. The wielder’s mount gains Impact Hits The bearer can cast ​Healing Waters from Druidism as a
(+D6). Bound Spell (Power Level 3).

Serpent Bow​ (60 pts)


Type: Bow.​ ​The wielder may elect to replace its normal Arcane Items
Shooting Attack and instead use the rules for Bolt Ancient Plaque​ (90 pts)
Thrower Artillery Weapons with the following profile: Once per friendly Magic Phase, the bearer may reroll one
Range 18", Strength 3[6],​ ​Armour Piercing (6),​ ​[Multiple Magic Dice that was used for a casting attempt. This
Wounds (D3)]. ability cannot be used when the bearer is casting with
only one Magic Dice, and cannot reroll a dice which was a
natural ‘6’.
Magical Armour
Taurosaur Helm ​ (60 pts) - models on foot only Black Cube ​ (40 pts)
Type: None (6+ Armour Save). The wearer gains +1 One use only. The bearer may activate this item in the
Toughness and Impact Hits (1). opponent’s Magic Phase, after Magic Flux and
Channelling have been rolled. When activated, remove 1
Magic Dice from the opponent’s Magic Dice Pool, and add
Talismans 1 Magic Dice to the owner’s Magic Dice Pool.
Starfall Shard ​ (70 pts)
The bearer’s model gains Fireborn and Hard Target.
Magical Standards
Totem of Mixoatl​ (100 pts)
R&F model parts with Born Predator in bearer’s unit
gain Hatred.

Army Organisation

Characters Core Special Jungle Guerillas Thunder Lizards


Max 40% At least 20% No limit Max 30% Max 35%

Special Rules 3 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Army List
CHARACTERS ​(max 40%)
Firstborn
single model

M WS BS S T W I A Ld

Warlord 4 6 - 5 5 3 4 5 8 Infantry 25x25mm base

Veteran 4 5 - 5 5 3 3 4 8 Infantry 25x25mm base


Armour:
Innate Defence (5+) Must become one of the following:

Predator Special Rules: Warlord Veteran


Cold-Blooded (260 pts) (180 pts)
Born Predator
Warlord Veteran
Options: pts pts
May be the Battle Standard Bearer 50
May take Magical Items up to 200 up to 100
May take any of the following:
Shield 10 10
Light Armour 40 30
Heavy Armour (only if on foot) 50 40
May take a weapon (one choice only):
Halberd 20 20
Paired Weapons 30 10
Lance 30 30
Spear 40 20
Great Weapon 50 40
May take a mount (one choice only):
Raptor 90 90
Carnosaur 260 260
Alpha Carnosaur 520

Raptor
M WS BS S T W I A Ld

7 3 - 4 4 1 2 2 2 Alpha Carnosaur
War Beast, 25x50mm base
This mount and its rider count towards Characters.
Mount’s Protection (5+)
Stupidity Additionally, this mount counts towards Thunder
Lizards.
M WS BS S T W I A Ld

Carnosaur 7 4 - 7 6 6 3 5 5
Monster, 50x100mm base
This mount and its rider count towards Characters. Innate Defence (3+)
Additionally, this mount counts towards Thunder Born Predator
Lizards. Multiple Wounds (D3)
M WS BS S T W I A Ld Ld Swiftstride
Apex Predator: ​When charging a single model with
7 3 - 6 5 4 2 4 5 5
Towering Presence or a single model with the Fly
Monstrous Beast, 50x100mm base special rule, the Apex Predator gains a +2" modifier to
Born Predator its Charge Range.
Frenzy
Towering Presence
Fear

Special Rules 4 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Cuatl Lord ​500 pts
single model

M WS BS S T W I A Ld

4 2 3 3 4 4 2 1 8 Infantry 50x50mm base


Reptilian Special Rules: Magic Options:
Cold-Blooded Must generate spells from (choose one):

Magic:
Wizard Master
Alchemy Divination Evocation Pyromancy
Knows ​4 Learned Spells

Special Rules:
Options: pts
Ward Save (4+)
May be the Battle Standard Bearer 100
May take Magical Items up to 200
May take Cuatl Lord Disciplines up to 200

Palanquin: ​When a Cuatl Lord is in a unit with 5 or more models with the Bodyguard special rule, it can be placed
anywhere in its unit; it does not have to be placed as far forward as possible. Other models with the Front Rank rule
have priority for being as far forward as possible. A model with this special rule can be the General even if it is also
the Battle Standard Bearer, and it cannot be chosen by the enemy as the model that refuses a Challenge.

Cuatl Lord Disciplines​: Disciplines cannot be duplicated within an army. Maximum 200 pts of Disciplines may
be spent per army. In a Grand Army a maximum of 400 pts may be spent instead, but the “Master of Magic”
Discipline cannot be combined with “Wellspring of Power” or with “Unconquerable Will”.

Master of Magic​ (160 pts) Higher State of Mind​ (70 pts)


When rolling for Magic Flux in your own​ ​Magic Phases, At the end of the opponent's Magic Phase you may
roll an additional D6 and discard the lowest D6 rolled. store a single unused Magic Dice from your pool and
add this dice to the pool of Magic Dice the next Magic
Wellspring of Power​ (120 pts) Phase.
The Cuatl Lord gains a +1 modifier to cast and gives its
side an additional +2 modifier when rolling to channel Unconquerable Will​ (70 pts )
in friendly Magic Phases. The Cuatl Lord may reroll the first failed Dispel
Attempt in each Magic Phase.
Ancient Knowledge ​ (80 pts)
The Cuatl Lord gains Pathmaster (Divination). All Wisdom of the Ancients ​(70 pts)
friendly Wizards within 12" count as having spells from The Cuatl Lord knows 1 additional Learned Spell.
Divination for the purpose of ​The Conclave.
Shielded Soul​ (50 pts)
Wandering Path ​ (80 pts) When the Cuatl Lord rolls on the​ ​Miscast Table, you
The Cuatl Lord knows the Trait Spell from Evocation may reroll the Miscast Roll.
and may choose to generate spells from more than one
path. The chosen paths and the number of spells from
each path must be noted in the Army List. This cannot
be combined with Essence of a Free Mind.

Special Rules 5 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Skink Captain ​80 pts
single model
0-5 units per amy

M WS BS S T W I A Ld

6 4 4 4 3 2 6 3 6 Infantry 20x20mm base


Armour: Options: pts
Innate Defence (6+) May be the Battle Standard Bearer 50
Light Armour May take Magical Items up to 100
May take a Shield 4
Weapons: May replace Blowpipe with Poisoned Javelin free
Blowpipe May take a weapon (one choice only):
Paired Weapons 6
Skink Special Rules:
Cold-Blooded Light Lance 6
Strider (Water) May take a mount (one choice only):
Alpha Pteradon * 100
Alpha Rhamphodon * 100
Taurosaur ** 450

*Characters mounted on Alpha Pteradons or Alpha


Rhamphodons additionally count towards Jungle Guerillas.
** Taurosaurs their riders count towards Characters.
Additionally, these mounts count towards Thunder Lizards.

Skink Priest ​130 pts 0-5 units per amy


single model

M WS BS S T W I A Ld

6 2 3 3 2 2 4 1 5 Infantry 20x20mm base


Armour: Magic Options:
Innate Defence (6+) Must generate spells from (choose one):

Skink Special Rules:


Cold-Blooded
Strider (Water) Druidism Shamanism
Must take learned spells (choose one):
Special Rules: 1 spell 2 spells 3 spells
Telepathic Link free 50 pts 100 pts

Magic:
Wizard Apprentice Options: pts
May take Magical Items up to 100
May take a mount (one choice only):
Skink Palanquin 50
Taurosaur * 450

* Taurosaurs their riders count towards Characters.


Additionally, these mounts count towards Thunder Lizards​.

Special Rules 6 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


SKINK MOUNTS

Alpha Pteradon Alpha Rhamphodon

This mount and its rider additionally count towards This mount and its rider additionally count towards
Jungle Guerillas. Jungle Guerillas.
M WS BS S T W I A Ld M WS BS S T W I A Ld

2 (9) 3 - 4 3 3 2 1 3 2 (8) 3 - 4 3 3 4 2 3
Monstrous Beast, 40x40mm base Monstrous Beast, 40x40mm base
Mount’s Protection (6+) Mount’s Protection (6+)
Fly (9) Fly (8)
Fast Cavalry Strider (Forest)
Strider (Forest) Fast Cavalry
Release Rocks (see Pteradon Sentries unit entry) Armour Piercing (1)
Frenzy
Lethal Strike
Prey Scent (see Rhamphodon Riders unit entry)

Taurosaur
0-1 Mount per Army
This mount and its rider count towards Characters. Skink Palanquin
Additionally, this mount counts towards Thunder M WS BS S T W I A Ld

Lizards. 6 - - 3 3 3 2 - 2
M WS BS S T W I A Ld
Infantry, 50x50mm base
Taurosaur 6 3 - 6 6 6 2 4 - Mount’s Protection (6+)
Skink Crew (4) - 2 3 3 - - 4 1 6 Skink Palanquin​: A model with this special rule loses
the Front Rank rule when it is in a unit of Saurian
Ridden Monster, 50x100mm base
Warriors or Skink Braves that does not contain any
Armour:
Innate Defence (3+) Caiman models.

Options: pts
Taurosaur
Weapons: May switch Base Size to 40x40mm free
Giant Blowpipe May take Plaque of the Snake God 60

Special Rules:
Plaque of the Snake God: ​All Skink* model parts in
Immune to Psychology
the same unit as the Plaque of the Snake God gain
Stubborn
Impact Hits (D6+1) Hatred.
Sharp Horns*
Crew *The following models are considered “skinks”:,
Weapons: Skink Captains, Skink Priests, Skink Braves, Skink
Poisoned Javelins (Crew only) Hunters, Chameleons, Skink Palanquins, Pteradon
*Sharp Horns: ​The model may reroll the dice for Sentries - rider only, Rhamphodon Riders - rider
number of Impact Hits it causes. only.

Options: pts
May replace Giant Blowpipes with:
Great Bow 20
Engine of the Ancients 80

Special Rules 7 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Caiman Ancient ​245 pts
single model

M WS BS S T W I A Ld

6 5 - 5 5 4 3 4 7 Monstrous Infantry 40x40mm base


Weapons: Options: pts
Halberd May take Magical Items up to 100
May replace Halberd with Great Weapon 10
Armour:
Innate Defence (4+)

Caiman Special Rules:


Cold-Blooded
Born Predator
Strider (Water)

Special Rules:
Fear

Pack Leader: ​Caimans in the same unit as a Caiman Ancient gain Weapon Skill 4. This effect cannot be combined
with the Weapon Skill modifier from a Sun Engine.

Special Rules 8 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


CORE​ (at least 20%)
Saurian Warriors ​170 pts
10 ​models, may add up to​ 25 ​models 21 pts/model

M WS BS S T W I A Ld

4 3 - 4 4 1 2 2 8 Infantry 25x25mm base


Armour: Options: pts
Innate Defence (5+), Shield May take a Spear 1 / model
May upgrade one model to each of the following:
Predator Special Rules: Champion 20
Cold-Blooded Musician 20
Born Predator Standard Bearer 20
- may become the Veteran Standard Bearer
Special Rules:
May take a single Totem Animal 2 / model
Scoring

Saurian Warriors may take one of the following Totem Animals. If a Saurian
Warriors unit selects this option, then all Saurian Warriors in the army must
be upgraded with the same Totem Animal.

Piranha The model gains Fear.

Serpent The model gains Fight in Extra Rank.

Jaguar The model gains +1 Movement.

Crocodile Attacks against the model have the value of their Armour
Piercing special rule reduced by 1.

Special Rules 9 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Skink Braves ​150 pts
15 ​Skink Braves, may add up to​ 25 ​Skink Braves 8 pts/model 0-4 Units per Army

M WS BS S T W I A Ld

6 2 3 3 2 1 4 1 5 Infantry 20x20mm base


Armour: Options: pts
Innate Defence (6+), Shield May add one Caiman for every 10 Skinks 90 / model
May take (one choice only):
Weapon: Poisoned Javelin* 6 / model
Javelin Replace Shield with Bow** 2 / model
May upgrade one Skink to each of the following:
Skink Special Rules:
Cold-Blooded Champion 20
Strider (Water) Musician 20
Standard Bearer 20
Special Rules: - may become the Veteran Standard Bearer
Scoring * A unit with Poisoned Javelins additionally counts towards the
Jungle Guerilla Category. Caimans in such unit do not count
towards Jungle Guerilla.
** 0-40 Models per Army

Caiman Caimans in the same unit do not share a common


M WS BS S T W I A Ld wound pool even though they are both R&F models.
Instead each type have their own wound pool (wounds
6 3 - 5 4 3 2 3 7
are never passed between the types, and any excess
Monstrous Infantry, 40x40mm base
wounds are lost)
Weapons:
- Distributing Hits: ​When distributing hits (i.e. for
Halberd
attacks towards the unit as a whole) to the unit, first
Armour: distribute hits between R&F models, champion and/or
Innate Defence (4+) character(s). Then randomize all hits distributed onto
R&F models. Roll a D6 for each hit: ​1-4 hits a Skink
Caiman Special Rules: Brave, ​5-6​ hits a Caiman.
Cold-Blooded
Born Predator - Stomps: ​When distributing hits from Stomps, ignore
Strider (Water) all models in the unit that are not Infantry. Hits
distributed onto Skink Braves are not randomized.
Special Rules:
Scoring
- Allocating Attacks: ​In close combat, attacks can be
Combined Strength: ​Skink Braves may add Caimans to
allocated as normal towards different wound pools in
their unit. Caimans are R&F models of a different Troop
base contact; Skink Braves, Caimans, Champion,
Type (Monstrous Infantry). Follow the normal rules for
Character(s).
determining if the type of the ​unit is considered to be an
Infantry or Monstrous Infantry unit (See Troop Types).
- Swirling Melee: ​Any enemy allocating attacks using
Caimans follow the rules for matching bases (see Front
the Swirling Melee rule (i.e. attacking Rank-and-File
Rank), except that they do not have to be placed as far
models not in base contact) may choose to do this either
forward as possible. Instead, they can be placed
against Skink Braves or against Caimans. If this is used
anywhere in the unit. Skink Braves and
to attack Caimans, the attacks suffer a -1 to-hit modifier.

Special Rules 10 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


SPECIAL ​(no limit)
Temple Guard ​360 pts
15 ​models, may add up to​ 15 ​models 29 pts/model

M WS BS S T W I A Ld

4 4 - 4 4 1 2 2 8 Infantry 25x25mm base


Weapons: Options: pts
Halberd May upgrade one model to each of the following:
Champion 20
Armour: Musician 20
Light Armour, Innate Defence (5+), Shield Standard Bearer 20
- one unit may take a Magical Standard up to 100
Predator Special Rules:
Cold-Blooded
Born Predator

Special Rules:
Bodyguard (General)
Immune to Psychology
Scoring

Raptor Riders ​280 pts


5 ​models, may add up to​ 7 ​models 60 pts/model 0-4 Units per Army

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
Armour Rules: Options: pts
Mount’s Protection (5+),​ Innate Defence (5+), May upgrade one model to each of the following:
Shield Champion 20
Musician 20
Rider Standard Bearer 20
Weapons: - one unit may take a Magical Standard up to 100
Lance

Predator Special Rules:


Cold-Blooded
Born Predator

Raptor
Predator Special Rules:
Cold-Blooded

Special Rules:
Stupidity
Scoring

Special Rules 11 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Caimans ​210 pts
3 ​models, may add up to​ 7 ​models 90 pts/model 0-5 Units per Army

M WS BS S T W I A Ld

6 3 - 5 4 3 2 3 7 Monstrous Infantry 40x40mm base


Armour: Options: pts
Innate Defence (4+) May replace Halberd with Great Weapon 8 / model
May upgrade one model to each of the following:
Weapons: Champion 20
Halberd Musician 20
Standard Bearer 20
Caiman Special Rules:
Cold-Blooded
Born Predator
Strider (Water)

Special Rules:
Scoring

Snake Swarms ​110 pts 0-3 Units per Army


2 ​models, may add up to ​2 ​models 40 pts/model

M WS BS S T W I A Ld

5 3 - 2 2 5 1 5 10 Swarm 40x40mm base


Reptilian Special Rules: Options: pts
Cold-Blooded May gain Scout 10 / model

Special Rules:
Venomous Tide: ​If an enemy unit is in base contact with a model with this rule, all attacks made against that unit
gain Poisoned Attacks.

Special Rules 12 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


JUNGLE GUERILLAS​ (max 30%)

Skink Hunters ​110 pts 0-2 Units per Army


5 ​models, may add up to ​10 ​models 14 pts/model

M WS BS S T W I A Ld

6 2 4 3 2 1 4 1 6 Infantry 20x20mm base


Armour: Options: pts
Innate Defence (6+) Replace Poisoned Javelin and Shield for Blowpipe free
Shield May gain Vanguard 20
May upgrade one model to a Champion 20
Weapons:
Poisoned Javelin

Skink Special Rules:


Cold-Blooded
Strider (Water)

Special Rules:
Skirmishers

Chameleons ​140 pts 0-2 Units per Army


5 ​models, may add up to ​10 ​models 20 pts/model

M WS BS S T W I A Ld

6 2 4 3 2 1 4 1 6 Infantry 20x20mm base


Armour: Options: pts
Innate Defence (6+) May upgrade one model to a Champion 20

Weapons:
Blowpipe

Skink Special Rules:


Cold-Blooded
Strider (Water)

Special Rules:
Scout
Skirmishers
Hard Target

Special Rules 13 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Weapon Beasts ​120 pts 0-3 Units per Army
1 ​model, may add up to​ 1 ​model 120 pts/model

M WS BS S T W I A Ld

6 3 4 4 4 3 4 3 6 Monstrous Beast 40x40mm base


Armour:
Innate Defence (4+)

Reptilian Special Rules:


Cold-Blooded

Special Rules:
Light Troops
Strider (Water)
Must become one of the following:
Spearback ​(free) Salamander​ (30 pts/model)
0-2 Units of Spearbacks per Army 0-2 Units of Salamanders per Army
Weapons: Weapons:
Shoot Spikes Spout Flames
Shooting Weapon with: Flame Thrower Artillery Weapon​ with
Range 18", Strength 4, Multiple Shots (2D6), Armour Range 12", Strength 4, Flaming Attacks.
Piercing (1) , Quick to Fire.
This weapon may not be used if the model performed a
This weapon may not be used if the model performed March Move in this Player Turn. If a Misfire is rolled,
a March Move in this Player Turn. Spearbacks must the Salamander always counts as rolling the 5+
declare Stand & Shoot as a Charge Reaction if possible, Malfunction result.
but they do not suffer the -1 to-hit modifier for it.

Special Rules 14 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Pteradon Sentries ​210 pts 0-2 Units per Army
3 ​models, may add up to​ 2 ​models 50 pts/model

M WS BS S T W I A Ld

Rider 6 2 3 3 2 1 4 1 5
Pteradon 2 (9) 3 - 4 3 2 2 1 3 Monstrous Cavalry 40x40mm base
Armour: Options: pts
Mount’s Protection (6+) May take a Shield 10 / model
Innate Defence (6+) May replace Poisoned Javelin with Fire Bola 2 / model
May upgrade one model to a Champion 20
Rider
Weapons:
Light Lance Fire Bola: ​Shooting Weapon. Range 8", Strength 4, Flaming
Poisoned Javelin Attacks, Quick to fire.

Reptilian Special Rules:


Cold-Blooded

Special Rules:
Fast Cavalry
Skirmishers
Strider (Forest)

Pteradon
Special Rules:
Fly (9)
Release Rocks*

*Release Rocks: ​Sweeping Attack which can be used once per game. The enemy unit suffers D3 Strength 4 hits for
each Pteradon in the unit.

Special Rules 15 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Rhamphodon Riders ​235 pts 0-2 Units per Army
3 ​models, may add up to​ 2 ​models 70 pts/model

M WS BS S T W I A Ld

Rider 6 2 3 3 2 1 4 1 5
Rhamphodon 2 (8) 3 - 4 3 2 4 2 3 Monstrous Cavalry 40x40mm base
Armour: Options: pts
Mount’s Protection (6+) May take a Shield 10 / model
Innate Defence (6+) May upgrade one model to a Champion 20
Light Armour

Rider
Weapons:
Light Lance
Poisoned Javelin

Reptilian Special Rules:


Cold-Blooded

Special Rules:
Fast Cavalry
Skirmishers
Strider (Forest)

Rhamphodon
Special Rules:
Fly (8)
Frenzy
Armour Piercing (1)
Lethal Strike
Prey Scent*

*Prey Scent: ​Before the battle, if you have one or more units of Rhamphodon Riders or a Skink Captain on an Alpha
Rhamphodon, you may mark 2 of the enemy’s units with a counter. When attacking a marked unit, Rhamphodons
(not their riders) may reroll to hit and gain an additional D3 attacks/model, which must be allocated towards a
marked unit.

Special Rules 16 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


THUNDER LIZARDS ​(max 35%)
Taurosaur ​450​ ​pts 0-3 Units per Army
single model

M WS BS S T W I A Ld

Taurosaur 6 3 - 6 6 6 2 4 -
Skink Crew (5) - 2 3 3 - - 4 1 6 Ridden Monster 50x100mm base
Armour: Options: pts
Innate Defence (3+) May replace Giant Blowpipe with:
Great Bow 20
Taurosaur Engine of the Ancients 80
Weapons:
Giant Blowpipe

Reptilian Special Rules:


Cold-Blooded

Special Rules:
Immune to Psychology
Stubborn
Impact Hits (D6+1)
Sharp Horns *

Crew
Weapons:
Poisoned Javelins (Crew only)

Reptilian Special Rules:


Cold-Blooded

*Sharp Horns: ​The model may reroll the dice for


number of Impact Hits it causes.

Special Rules 17 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Stygiosaur ​330 pts 0-3 Units per Army
single model

M WS BS S T W I A Ld

Skink Rider 6 4 3 3 2 1 4 1 6
Stygiosaur 7 4 4 5 5 5 2 4 5 Monstrous Cavalry 50x100mm base
Armour Options: pts
Innate Defence (4+) The Skink Rider may be upgraded to a Champion 120
Mounts Protection (6+)
Magic:
Wizard Conclave​: ​Swarm of Insects, Awaken the Beast
Skink Rider
Weapons: (Shamanism)
Poisoned Javelin

Predator Special Rules:


Cold-Blooded

Special Rules:
Telepathic Link

Stygiosaur
Predator Special Rules:
Cold-Blooded
Born Predator

Special Rules:
Poisoned Attacks
Stomp (D3)
Terror
Towering Presence
Breath Weapon (Toxic Attacks)
Predatory Roar*

*Predatory Roar: ​One use only. Activate this at the start of any Close Combat Phase. When activated choose one
friendly unit within 12" of the Stygiosaur. All model parts with Born Predator gain Hatred for the duration of the
phase.

Special Rules 18 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Thyroscutus ​250 pts 0-3 Units per Army
single model

M WS BS S T W I A Ld

Thyroscutus 5 3 - 4 5 4 1 3 6
Skink Crew (4) - 2 3 3 - - 4 1 6 Ridden Monster 50x100mm base
Armour:
Innate Defence (2+)

Thyroscutus
Reptilian Special Rules:
Cold-Blooded

Special Rules:
Crush Attack

Crew
Weapons:
Poisoned Javelins

Reptilian Special Rules:


Cold-Blooded

Must take one of the following:


Altar of the Snake-God ​ (30 pts) Sun Engine​ (free)

Friendly units within 6" of one or more models with an All friendly units within 6" of one or more models
Altar of the Snake-God gain Poisoned Attacks in Close with a Sun Engine gain +1 Weapon Skill.
Combat. If the unit already has Poisoned Attacks in Close The Sun Engine can cast ​Pyroclastic Flow from
Combat, the Poisoned Attacks wound automatically on Pyromancy as a Bound Spell (Power Level 3).
successful to-hit rolls of 5+ (instead of 6+).
The Altar of the Snake God can cast The Stars Align from
Divination as a Bound Spell (Power Level 5).

Special Rules 19 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL


Quick Reference Sheet
CHARACTERS M WS BS S T W I A Ld WAR BEASTS M WS BS S T W I A Ld
Cuatl Lord 4 2 3 3 4 4 2 1 8 Raptor 7 3 - 4 4 1 2 2 2
Saurian Warlord 4 6 - 5 5 3 4 5 8
Skink Captain 6 4 4 4 3 2 6 3 6 MONSTROUS BEASTS
Saurian Veteran 4 5 - 5 5 3 3 4 8 Weapon Beasts 6 3 4 4 4 3 4 3 6
Caiman Ancient 6 5 - 5 5 4 3 4 7 Carnosaur 7 3 - 6 5 4 2 4 5
Skink Priest 6 2 3 3 2 2 4 1 5 Alpha Pteradon 2(9) 3 - 4 3 3 2 1 3
Alpha 2(8) 3 - 4 3 3 4 2 3
INFANTRY Rhamphodon

Saurian Warrior 4 3 - 4 4 1 2 2 8
CAVALRY
Skink Brave 6 2 3 3 2 1 4 1 5
Raptor Rider 4 4 - 4 4 1 2 2 8
Skink Hunter 6 2 4 3 2 1 4 1 6
- Raptor 7 3 - 4 4 1 2 2 2
Temple Guard 4 4 - 4 4 1 2 2 8
Skink Palanquin 6 - - 3 3 3 2 - 2
MONSTROUS CAVALRY
Pteradon Rider 6 2 3 3 2 1 4 1 5
MONSTROUS INFANTRY
- Pteradon 2(9) 3 - 4 3 2 2 1 3
Caiman 6 3 0 5 4 3 2 3 7
Rhamphodon 6 2 3 3 2 1 4 1 5
Rider
SWARMS
- Rhamphodon 2(8) 3 - 4 3 2 4 2 3
Snake Swarm 5 3 0 2 2 5 1 5 10
Stygiosaur rider 6 4 2 3 2 1 4 1 6
- Stygiosaur 7 4 4 5 5 5 2 4 5
MONSTERS
Alpha Carnosaur 7 4 - 7 6 6 3 5 5
RIDDEN MONSTERS
Thyroscutus 5 3 - 4 5 4 1 3 6
- Crew (4) - 2 3 3 - - 4 1 6
Taurosaur 6 3 - 6 6 6 2 4 -
- Crew (5)[4] - 2 3 3 - - 4 1 6
(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 Multiple Wounds Armour Piercing


Shots

-common- Blowpipe - 12 3 2 - -

-common- Javelin - 12 as user - - -

-common- Giant Blowpipes Volley Gun (8) 12 3 8 - -

-common- Great Bow Bolt Thrower 36 3[5] - [D3] 6

Pteradon Rider Fire Bola - 8 4 - - -

Weapon Beasts Shoot Spikes - 18 4 2D6 - 1

Spout Flames​ Flame Thrower 8 4 - - -

Special Rules 20 Ch​ ​M​ ​Co ​S​ ​JG​ ​TL

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