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Warhammer 9th age Saurian army book

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  • Fantasy Battles The 9th Age

    Saurian Ancients Army Rules

    Version 0.11.0 Beta

    Army Special Rules Armoury Magical items Quick Reference Sheet Changelog

    Lords Heroes Core Special Rare Mounts

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

    All relevant rules, as well as feedback and suggestions, can be found/given here:

    http://www.the-ninth-age.com/

    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 isnt. 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 Weapon with the following profile: Range 36, Strength 6, Multiple Wounds (D3), Armour Piercing (6), Quick to fire

    2

  • Magical items

    Magical Weapons Sword of the Dawn Ages (45 / 35 pts) Type: Hand Weapon. Attacks made with this weapon have Armour Piercing (1) and Multiple Wounds (2). Spear of the Stampede (40 pts) Type: Lance. The mount of the wearer has Impact Hits (D6) or (+D6) if it already has Impact Hits, resolved at the mounts strength. Serpent Bow (40 pts) Type: Short Bow. Range 18". The Serpent Bow can be shot using the rules for Bolt Thrower Artillery Weapons: Strength 6, Armour Piercing (6), Multiple Wounds (D3). Magical Armour Taurosaur Helm (35 pts) Type: None (6+ armour save). Grants wearer +1 Toughness and Impact Hits (1). Talismans Starfall Shard (45 / 30 pts) Bearers model gains Fireborn. All attacks made against the bearers 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). Egg of the Quetzal (35 pts) The bearer gains a Breath Weapon (Strength D3+2, Magical Attacks).

    Arcane Items Black Cube (50 pts) The player may remove 1 Power Dice from the opponents pool of Power Dice at the start of each of the opponents magic phases. Ancient Plaque (60 / 40 pts) Once per magic phase, the bearer may reroll one Power Dice that was used for a casting roll. This ability cannot be used when the bearer is casting with one dice and cannot reroll a dice which shows a natural 6. Magical Standards Totem of Mixoatl (35 pts) All non-character models in bearers unit with the Born Predator special rule may also reroll to-hit-rolls of 2 in close combat.

    3

  • Army List LORDS

    Saurian Warlord 145 pts single model

    M WS BS S T W I A Ld

    4 6 - 5 5 3 4 5 9 Infantry 25x25mm base

    Armour: Innate Defence (5+) Predator Special Rules: Cold-blooded, Born Predator

    Options: pts May take Magical Items up to 100 May take any of the following

    Shield 5 Light Armour 20

    Heavy Armour (only if on foot) 30 May take a weapon (one choice only)

    Additional Hand Weapon 10 Lance 20 Halberd 15 Great Weapon 20

    May take a mount (one choice only) Raptor 50 Alpha Carnosaur 230

    Skink High Priest 175 pts single model

    M WS BS S T W I A Ld

    6 2 3 3 3 3 4 1 7 Infantry 20x20mm base

    Armour: Innate Defence (6+) Skink Special Rules: Cold-blooded, Strider (Water) Special Rules: Telepathic Link Magic: Level 3 Wizard Master. Generate spells from Path of Wilderness, Heavens, Light or Nature.

    Options: pts May become a Level 4 wizard 35 May take Magical Items up to 100 May take a mount (one choice only)

    Alpha Pteradon 30 Skink Palanquin 35 Taurosaur 160

    4

  • Cuatl Lord 270 pts single model

    M WS BS S T W I A Ld

    4 2 3 3 4 4 2 1 9 Infantry 50x50mm base

    Reptilian Special Rules: Cold-blooded Special Rules: Palanquin, Ward Save (4+) Magic: Level 4 Wizard Master. Generate spells from the Path of White Magic or any of the Battle Magic Paths

    Options: pts May be the Battle Standard Bearer 50 May take Magical Items up to 100 May take Cuatl Lord Disciplines up to 150

    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) Choose one combination at the start of the game: The Cuatl Lord gives you an additional +4 bonus when rolling to channel in your magic phase and +1 to cast, OR a +4 bonus when rolling to channel in your opponents magic phase and +1 to dispel. Unconquerable Will (60 pts ) The Cuatl Lord may reroll the first failed dispel attempt in each magic phase. At the end of the opponents magic phase, the player may store a single unused dispel dice and add this dice to the power pool of the next magic phase. Master of Magic (85 pts) When rolling for Magic Flux in your ownmagic phase, roll an additional D6 and discard the lowest D6 rolled. Cannot be combined with Wellspring of Power or Unconquerable Will in the same army. Telepathic Control (40 pts) The Cuatl Lord may cast any kind of spell through a Telepathic Link (and is not limited to just "Damage" spells). If the Cuatl Lord is the General and alive, all Telepathic Links in the army gain Inspiring Presence and Leadership 7. However, the range of the Telepathic Links Inspiring Presence is limited to 6".

    Shielded Soul (30 pts ) When the Cuatl Lord rolls on themiscast table, you may add or subtract one from the result. Higher State of Mind (30 pts) The Cuatl Lord gains Ethereal but cannot be the armys General nor the Battle Standard Bearer. Veteran of the Cataclysm (50 pts) The Cuatl Lord knows the spells Luminous Bolts (Path of White Magic) and Moraecs Fury (Path of Black Magic) in addition to its normal spells. Wandering Path (75 pts) The Cuatl Lord knows the signature spell from each of the eight Paths of Battle Magic but does not generate spells normally. Cannot be combined with Ancient Knowledge. Contemplations (55 pts) The Cuatl Lord knows one additional spell and has to generate all his spells from Path of White Magic. When he successfully casts a White Magic spell, he may choose to forget that spell and generate a new spell from a lore that he has access to at the end of the magic phase. If the model has Path Master, it cannot use this to choose its new spells, but must randomize as normal.

    5

  • HEROES

    Skink Priest 65 pts single model

    M WS BS S T W I A Ld

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

    Armour: Innate Defence (6+) Skink Special Rules: Cold-blooded, Strider (Water) Special Rules: Telepathic Link Magic: Level 1 Wizard Apprentice. Generate spells from Path of Wilderness or Heavens.

    Options: pts May become a Level 2 wizard 25 May take Magical Items up to 50 May take a mount (one choice only)

    Alpha Pteradon 30 Taurosaur 160

    Skink Captain 40 pts single model

    M WS BS S T W I A Ld

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

    Armour: Innate Defence (6+) Skink Special Rules: Cold-blooded, Strider (Water)

    Options: pts May be the Battle Standard Bearer 25 May take Magical Items up to 50 May take any of the following

    Light Armour 2 Shield 2

    May take a weapon (one choice only) Additional Hand Weapon 3 Lance 6

    May take a ranged weapon (one choice only) Blowpipe 4 Javelin 4

    May take a mount (one choice only) Alpha Pteradon 40 Alpha Rhamphodon 45 Taurosaur 160

    6

  • Saurian Veteran 90 pts single model

    M WS BS S T W I A Ld

    4 5 - 5 5 2 3 4 8 Infantry 25x25mm base

    Armour: Innate Defence (5+) Predator Special Rules: Cold-blooded, Born Predator

    Options: pts May be the Battle Standard Bearer 25 May take Magical Items up to 50 May take any of the following

    Shield 5 Light Armour 15 Heavy Armour (only if on foot) 25

    May take a weapon (one choice only) Halberd 10 Additional Hand Weapon 5 Great Weapon 15 Lance 15

    May take a mount (one choice only) Raptor 40 Carnosaur 140

    Caiman Ancient 130 pts single model

    M WS BS S T W I A Ld

    6 4 - 5 5 4 3 3 8 Monstrous Infantry 40x40mm base

    Weapons: Great Weapon Armour: Innate Defence (4+) Caiman Special Rules: Cold-blooded, Born Predator, Strider (Water) Special Rules: Fear

    Options: pts May be the Battle Standard Bearer 25 May take Magical Items up to 50 May replace Great Weapon with Halberd free

    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

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

    Armour: Innate Defence (5+), Shield Predator Special Rules: Cold-blooded, Born Predator

    Options: pts May take Spear 2 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - May become Veteran Standard Bearer*

    May take a single Totem Animal see below *A Veteran Standard Bearer is One of a Kind and may take a Magical Standard worth up to 25 pts.

    Piranha Warriors (1 pt / model) The model gains Fear. Serpent Warriors (1 pt / model) The model gains Fight in Extra Rank. Jaguar Warriors (1 pt / model) The model gains +1 Movement. Crocodile Warriors (2 pts / model) The model gains Innate Defence (4+) and may not pursue or overrun.

    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

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

    Weapons: Javelins Armour: Innate Defence (6+), Shield Skink Special Rules: Cold-blooded, Strider (Water)

    Options: pts May add Caimans* 50 / model

    *Max one for every 8 Skinks in the unit Skinks may:

    gain Poisoned Attacks (Close Combat) 1 / model replace Javelins with Short Bow free replace Shield with

    Additional Hand Weapon free May upgrade one Skink to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - May become Veteran Standard Bearer

    Caiman This model is a part of Skink Braves unit

    M WS BS S T W I A Ld

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

    Weapons: Great Weapon Armour: Innate Defence (4+) Caiman Special Rules: Cold-blooded, Born Predator, Strider (Water)

    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

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

    Weapons: Javelins Armour: Innate Defence (6+), Shields Skink Special Rules: Cold-blooded, Strider (Water) Special Rules: Skirmishers

    Options: pts May exchange Javelins for Blowpipe free May exchange Shield for Skirmish 3 / model May upgrade one model to each of the following:

    Champion 10 Musician 10

    Snake Swarms 55 pts 2 models, may add up to 4 models 20 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: Cold-blooded 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.

    Options: pts May gain Scout 5 / model

    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

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

    Weapons: Halberd Armour: Light Armour, Innate Defence (5+), Shields Predator Special Rules: Cold-blooded, Born Predator Special Rules: Bodyguard (General), Immune to Psychology

    Options: pts May gain Weapon Master 1 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - One unit may take a Magical Standard up to 50

    Raptor Riders 160 pts 5 models, may add up to 7 models 34 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: Lance Armour Rules: Mounts Protection (5+), Innate Defence (5+), Shields Predator Special Rules: Cold-blooded, Born Predator (riders only) Special Rules: Stupidity

    Options: pts May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - One unit may take a Magical Standard up to 50

    11

  • Chameleons 60 pts 5 models, may add up to 10 models 10 pts/model

    M WS BS S T W I A Ld

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

    Weapons: Blowpipe Armour: Innate Defence (6+), Skink Special Rules: Cold-blooded, Strider (Water) Special Rules: Skirmishers, Hard Target, Scouts

    Options: pts May upgrade one model to a Champion 10

    Caimans 120 pts 3 models, may add up to 7 models 40 pts/model

    M WS BS S T W I A Ld

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

    Weapons: Great Weapon Armour: Innate Defence (4+) Caiman Special Rules: Cold-blooded, Born Predator, Strider (Water)

    Options: pts May replace Great Weapons with Halberds free May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10

    May gain Hardened Scales 10 / model

    Hardened Scales: A model with Hardened Scales gains +1 Toughness.

    12

  • Skink Sky-Riders 100 pts 3 models, may add up to 2 models 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: Mounts Protection (6+) Weapons: Light Lance, Javelins Reptilian Special Rules: Cold-blooded

    Options: pts May take Shield 5 / model May upgrade one model to Champion 10 May replace Javelins with Fire Bolas 1 / model

    Fire Bola: Range 8, Strength 4, Flaming Attacks, Quick to fire.

    Must choose a single mount:

    Pteradon (free) Armour: Mounts Protection (6+), Innate Defence (6+)

    Special Rules: Strider (Forest), Fast Cavalry, Skirmishers, Fly (9) Release Rocks: During the Remaining Moves sub-phase you can once per game Release Rocks on an unengaged enemy unit. Nominate one enemy unit which the unit moved over this turn. This unit suffers D3 Strength 4 hits per Pteranodon in the unit. This is a Special Shooting Attack.

    Rhamphodon (5 pts / model) Armour: Mounts Protection (5+), Innate Defence (6+) Special Rules: Strider (Forest), Fast Cavalry, Skirmishers, Frenzy, Armour Piercing (1), Fly (8), Lethal Strike Prey Scent: After Deployment, if you have a unit of Rhamphodon Riders or a Skink Captain on a Alpha Rhamphodon, you may mark 2 of the enemies units with a counter. Against a marked unit the Rhamphodons (not 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+) Reptilian Special Rules: Cold-blooded Special Rules: Crush Attack (Thyroscutus only)

    Must take one of the following:

    Altar of the Snake-God (110 pts) Friendly units within 6 of one or more models with this special rule have Poisoned Attacks in Close Combat. If the unit already has Poisoned Attacks in Close Combat then they gain +1 to their Poisoned Attacks instead (e.g. 6+ becomes 5+). The Altar of the Snake God contains the bound spell Putrefying Touch from the Path of Disease (Power level 3).

    Sun Engine (130 pts) All friendly units within 6 of one or more models with this Special Rule have +1 Weapon Skill. The Sun Engine contains the bound spell Burning Brightness from Path of Light (Power level 3).

    14

  • Spearback 58 pts 1 model, may add up to 2 models 58 pts/model

    M WS BS S T W I A Ld

    6 3 4 5 4 3 4 3 6 Monstrous Beast 40x40mm base

    Weapons: Shoot Spikes: Shooting Weapon with the following profile: Range 18, Strength 4, Quick to Fire, Armour Piercing (1) Multiple shots (2D6). Armour: Innate Defence (4+) Reptilian Special Rules: Cold-blooded Special Rules: Skirmishers, Strider (Water) Living Weapon: The Spearback can move and fire, but not march and fire. If they can, Spike Lizards must declare Stand & Shoot as a charge reaction, but they dont suffer the -1 to hit penalty for it.

    Options: pts May upgrade to (one choice only):

    Pteradon Hunter Spikes 5 / model Razor Sharp Spikes 7 / model

    Razor Sharp Spikes: When shooting at short range replace Armour Piercing (1) with Armour Piercing (2) Pteradon Hunter Spikes: When shooting a Spearback with this upgrade has +1 to hit and +1 to wound against flying units.

    15

  • RARE

    Salamander 70 pts 1 model, may add up to 1 model 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+) Reptilian Special Rules: Cold-blooded 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.

    Must take one of the following:

    Spout Flames (5 pts) This is a Flame Thrower Artillery Weapon with Range 8, Strength 4, Flaming Attacks.

    Spout Venom (free) This is a Catapult (3) Artillery weapon with Range 18, Strength 1, +1 to wound, Armour Piercing (6).

    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: Javelin (Crew only), Great Bow (Taurosaur only) Armour:: Innate Defence (3+) Reptilian Special Rules: Cold-blooded Special Rules: Immune to Psychology, Stubborn, Impact Hits (D6+1)

    Options: pts May take Sharp Horns 25 May be upgraded to Ancient Taurosaur 40 May replace Great Bow with

    two Giant Blowpipes 10 Engine of the Ancients* 40

    *One of a Kind. This upgrade may only be taken by Ancient Taurosaur

    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.

    Power of Tezqatl Choose a Path. All friendly wizards casting spells from this Path have their casting value decreased by 2. All friendly units within 6 of an Engine of the Ancients have a Ward Save (6+).

    Flames of Xiteqli In owners Shooting phase pick an enemy unit within 9" that is not in close combat. That unit suffers D3 Metalshifting Hits. All friendly units within 6 of an Engine of the Ancients have a Ward Save (6+).

    Shield of Tlaloq All friendly units within 12" gain Ward Save (6+) against close combat attacks andWard Save (5+) against ranged attacks. Units that already have award save gain +1 to their ward save instead (up to a maximum of 5+).

    17

  • Stygiosaur 110 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: Javelin (crew only) Armour Innate Defence (4+), Mounts Protection (6+) Predator Special Rules: Cold-blooded, Born Predator (Stygiosaur only) Special Rules: Magic Beacon, Poisoned Attacks (Stygiosaur only), Stomp (D3), Terror, Large Target

    Options: pts May gain Predatory Roar 35 The Skink Rider may be upgraded to Champion 60 Magic: if upgraded to a champion, Skink Rider gains Wizard Conclave (Redwood Shaft, The Beast Within)

    Predatory Roar: One Use only. At the start of any close combat phase pick an enemy unit within 18. That unit has to reroll successful to hit rolls for the remainder of the phase.

    May take one Shooting Weapon:

    Poisonous Breath (30 pts)

    This is a Breath Weapon with the Toxic Attacks special rule.

    Spit Poison (30 pts)

    This is a shooting attack with the following profile: 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

    7 3 - 6 5 4 2 4 5 Monstrous Beast 50x100mm base

    Predator Special Rules: Cold-blooded, Born Predator Special Rules: Frenzy, Large Target, Multiple Wounds (D3), Fear

    Alpha Carnosaur M WS BS S T W I A Ld

    7 5 - 7 6 6 3 6 5 Monster 50x100mm base

    Armour: Innate Defence (3+) Predator Special Rules: Cold-blooded, Born Predator Special Rules: Multiple Wounds (D3), Swiftstride Apex Predator:When charging a Large Target or a single model with the Fly special rule, the Apex Predator adds +2 to his charging distance roll.

    Raptor M WS BS S T W I A Ld

    7 3 - 4 4 1 2 2 2 War Beast 25x50mm base

    Armour Rules: Mounts Protection (5+) Special Rules: Stupidity

    19

  • Alpha Pteradon M WS BS S T W I A Ld

    2 3 - 4 4 3 2 1 3 Monstrous Beast 40x40mm base

    Armour Rules: Mounts Protection (6+) Reptilian Special Rules: Cold-blooded 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

    2 3 - 4 4 3 4 2 3 Monstrous Beast 40x40mm base

    Armour Rules: Mounts Protection (5+) Reptilian Special Rules: Cold-blooded 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

    6 - - 3 3 3 2 - 2 Infantry 50x50mm base

    Armour Rules: Mounts Protection (6+) Special Rules: Skink Palanquin: A model with this special rule loses the Front Rank rule when it is in a unit of Saurian Warriors or Skink Braves that dont have any Caimans in them.

    Options: pts May switch Base Size to 40x40mm free May takePlaque of the Snake God 30

    Plaque of the Snake God: The bearers unit gains Hatred.

    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: Javelins (Crew only), Innate Defence (3+), Great Bow Reptilian Special Rules: Cold-blooded Special Rules: Immune to Psychology, Stubborn, Impact Hits (D6+1)

    Options: pts May take Sharp Horns 25 May be upgraded to Ancient Taurosaur 40 May replace Great Bow with

    two Giant Blowpipes 10 Engine of the Ancients* 40

    *One of a Kind. This upgrade may only be taken by Ancient Taurosaur (For the weapon and upgrades, see Taurosaur rare unit)

    21

  • Quick Reference Sheet L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

    CHARACTERS M WS BS S T W I A Ld

    L Cuatl Lord 4 2 3 3 4 4 2 1 9

    Saurian Warlord 4 6 - 5 5 3 3 5 9

    Skink High Priest 6 2 3 3 3 3 4 1 7

    H Skink Priest 6 2 3 3 2 2 4 1 6

    Skink Captain 6 4 5 4 3 2 1 3 6

    Saurian Veteran 4 5 - 5 5 2 3 4 8

    Caiman Ancient 6 4 - 5 5 4 3 3 8

    INFANTRY

    C Saurian Warrior 4 3 - 4 4 1 2 2 8

    Skink Brave 6 2 3 3 2 1 4 1 5

    Skink Hunter 6 2 3 3 2 1 4 1 5

    S Temple Guard 4 4 - 4 4 1 2 2 8

    Chameleon 6 2 4 3 2 1 4 1 5

    M Skink Palanquin

    MONSTROUS INFANTRY

    S Caiman 6 3 0 5 4 3 2 3 7

    SWARMS

    S Snake Swarm 5 3 0 2 2 5 1 5 10 MONSTERS

    M Alpha Carnosaur 7 5 - 7 6 6 3 6 5

    WAR BEASTS M WS BS S T W I A Ld

    M Raptor 7 3 - 4 4 1 2 2 2

    MONSTROUS BEASTS

    S Spearback 6 3 4 5 4 3 4 3 6

    R Salamander 6 3 4 5 4 3 4 3 6

    M Carnosaur 7 3 - 6 5 4 2 4 5

    Alpha Pteradon 2 3 - 4 4 3 2 1 3

    Alpha Rhamphodon 2 3 - 4 4 3 4 2 3

    CAVALRY

    S Raptor Rider 4 4 - 4 4 1 2 2 8

    - Raptor 7 3 - 4 4 1 2 2 2

    MONSTROUS CAVALRY

    S Sky-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

    RIDDEN MONSTERS

    S Thyroscutus 4 3 0 4 5 4 1 3 6

    - Crew (4) - 2 3 3 - - 4 1 6

    R Taurosaur 6 3 - 6 6 5 2 4 -

    - Crew (5)[4] - 2 3 3 - - 4 1 7 (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

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  • 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)

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  • 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