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Fantasy Battles

th
The 9
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

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).

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.

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.

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.

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 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.

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).

Army List
LORDS
Saurian Warlord
145
pts
single model

WS

BS

Ld

Armour
:

Innate Defence (5+)

Predator Special Rules


:

Cold-blooded, Born Predator

Infantry 25x25mm base

Options:

pts

May take Magical Items


May take any of the following
Shield
Light Armour
Heavy Armour (only if on foot)
May take a weapon (one choice only)
Additional Hand Weapon
Lance
Halberd
Great Weapon
May take a mount (one choice only)
Raptor
Alpha Carnosaur

up to 100
5
20
30
10
20
15
20
50
230

Skink High Priest


1
75
pts
single model

WS

BS

Ld

Armour
:

Innate Defence (6+)


Skink Special Rules
:

Cold-blooded, Strider (Water)


Special Rules
:

Telepathic Link

Infantry 20x20mm base

Options:

pts

May become a Level 4 wizard


May take Magical Items
May take a mount (one choice only)
Alpha Pteradon
Skink Palanquin
Taurosaur

35
up to 100

Magic:

Level 3 Wizard
Master
. Generate spells from Path
of Wilderness, Heavens, Light or Nature.

30
35
160

Cuatl Lord
270 pts
single model

WS

BS

Ld

Reptilian Special Rules


:

Cold-blooded
Special Rules
:

Infantry 50x50mm base

Options:

pts

May be the Battle Standard Bearer


May take Magical Items
May take Cuatl Lord Disciplines

50
up to 100
up to 150

Palanquin, Ward Save (4+)


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)
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.

Shielded Soul
(30 pts )
When the Cuatl Lord rolls on the
miscast 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.

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.

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.

Master of Magic
(85 pts)
When rolling for
Magic Flux in your own
magic 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.

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.

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".

HEROES
Skink Priest
6
5
pts
single model

WS

BS

Ld

Armour
:

Innate Defence (6+)


Skink Special Rules
:

Cold-blooded, Strider (Water)


Special Rules
:

Infantry 20x20mm base

Options:

pts

May become a Level 2 wizard


May take Magical Items
May take a mount (one choice only)
Alpha Pteradon
Taurosaur

25
up to 50
30
160

Telepathic Link
Magic:

Level 1 Wizard
Apprentice
. Generate spells from
Path of Wilderness or Heavens.

Skink Captain
40 pts
single model

WS

BS

Ld

Armour
:

Innate Defence (6+)


Skink Special Rules
:

Cold-blooded, Strider (Water)

Infantry 20x20mm base

Options:

pts

May be the Battle Standard Bearer


May take Magical Items
May take any of the following
Light Armour
Shield
May take a weapon (one choice only)
Additional Hand Weapon
Lance
May take a ranged weapon (one choice only)
Blowpipe
Javelin
May take a mount (one choice only)
Alpha Pteradon
Alpha Rhamphodon
Taurosaur

25
up to 50

2
2
3
6
4
4
40
45
160

Saurian Veteran
90 pts
single model

WS

BS

Ld

Armour
:

Innate Defence (5+)

Predator Special Rules


:

Cold-blooded, Born Predator

Infantry 25x25mm base

Options:

pts

May be the Battle Standard Bearer


May take Magical Items
May take any of the following
Shield
Light Armour
Heavy Armour (only if on foot)
May take a weapon (one choice only)
Halberd
Additional Hand Weapon
Great Weapon
Lance
May take a mount (one choice only)
Raptor
Carnosaur

25
up to 50
5
15
25
10
5
15
15
40
140

Caiman Ancient
130 pts
single model

WS

BS

Ld

Weapons
:

Great Weapon
Armour
:

Monstrous Infantry 40x40mm base

Options:

pts

May be the Battle Standard Bearer


May take Magical Items
May replace Great Weapon with Halberd

25
up to 50
free

Innate Defence (4+)


Caiman Special Rules
:

Cold-blooded, Born Predator, Strider (Water)


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.

CORE
Saurian Warriors
100 pts

10
models, may add up to
25
models 11 pts/model
M

WS

BS

Ld

Armour
:

Innate Defence (
5+
), Shield
Predator Special Rules
:

Cold-blooded, Born Predator

Infantry 25x25mm base

Options:

pts

May take Spear


May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- May become Veteran Standard Bearer*
May take a single
Totem Animal

2 / model
10
10
10
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.

Skink Braves
125
pts

25
Skink Braves, may add up to

15

Skink Braves 5 pts/model

Skink Brave

WS

BS

Ld

Weapons
:

Javelins

Armour
:

Innate Defence (6+), Shield


Skink Special Rules
:

Cold-blooded, Strider (Water)

Infantry 20x20mm base

Options:

pts

May add Caimans*


*Max one for every 8 Skinks in the unit
Skinks may:
gain Poisoned Attacks (Close Combat)
replace Javelins with Short Bow
replace Shield with
Additional Hand Weapon
May upgrade one
Skink
to each of the following:
Champion
Musician
Standard Bearer
- May become Veteran Standard Bearer

50 / model

1 / model
free
free
10
10
10

Caiman
This model is a part of Skink Braves unit
M

WS

BS

Ld

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.)

Skink Hunters
50
pts

10
models, may add up to

10
models
5
pts/model
M

WS

BS

Ld

Weapons
:

Javelins

Armour
:

Innate Defence (6+),


Shields
Skink Special Rules
:

Infantry 20x20mm base

Options:

pts

May exchange
Javelins for Blowpipe
May exchange Shield for
Skirmish
May upgrade one model to each of the following:
Champion
Musician

free
3
/ model
10
10

Cold-blooded, Strider (Water)


Special Rules
:

Skirmishers

Snake Swarms
55
pts

2
models, may add up to
4
models 2
0
pts/model
M

WS

BS

Ld

10

Reptilian Special Rules


:

Cold-blooded

Swarm 40x40mm base

Options:

pts

May gain Scout

5 / 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 are Poisoned Attacks.

10

SPECIAL
Temple Guard
130 pts

10
models, may add up to
20
models 13 pts/model
M

WS

BS

Ld

Weapons
:

Halberd

Armour
:

Light Armour, Innate Defence (5+), Shields


Predator Special Rules
:

Cold-blooded, Born Predator

Infantry 25x25mm base

Options:

pts

May gain Weapon Master


May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- One unit may take a Magical Standard

1 / model
10
10
10
up to 50

Special Rules
:

Bodyguard (General), Immune to Psychology

Raptor Riders
160 pts

5
models, may add up to
7
models 3
4
pts/model
M

WS

BS

Ld

Rider

Raptor

Weapons
:

Lance

Armour Rules
:

Mounts Protection (5
+
),
Innate Defence (5+),

Shields

Cavalry 25x50mm base

Options:

pts

May upgrade one model to each of the following:


Champion
Musician
Standard Bearer
- One unit may take a Magical Standard

10
10
10
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

Ld

Weapons
:

Blowpipe

Infantry 20x20mm base

Options:

pts

May upgrade one model to a Champion

10

Armour
:

Innate Defence (6+),


Skink Special Rules
:

Cold-blooded, Strider (Water)


Special Rules
:

Skirmishers,
Hard Target
, Scouts

Caimans
120 pts

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

WS

BS

Ld

Weapons
:

Great Weapon
Armour
:

Innate Defence (4+)


Caiman Special Rules
:

Cold-blooded, Born Predator, Strider (Water)

Monstrous Infantry 40x40mm base

Options:

pts

May replace Great Weapons with Halberds free


May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
May gain Hardened Scales

10
10
10
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

Ld

Rider

Pteradon

Rhamphodon

Armour Rules
:

Mounts Protection (6+)


Weapons
:

Light Lance, Javelins

Monstrous Cavalry 40x40mm base

Options:

pts

May take Shield


May upgrade one model to Champion
May replace Javelins with Fire Bolas

5 / model
10
1 / model

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

Reptilian Special Rules


:

Cold-blooded

Must choose a single mount:


Armour
:

Pteradon
(free)

Armour
:

Rhamphodon
(5 pts / model)

Mounts Protection (5+), Innate Defence (


6+
)

Mounts Protection (6+), Innate Defence (6+)


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
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.

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

WS

BS

Ld

Thyroscutus

Skink Crew (4)

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

Ld

Weapons
:

Monstrous Beast 40x40mm base

Options:

Shoot Spikes:
Shooting Weapon with the following May upgrade to (one choice only):
profile:
Pteradon Hunter Spikes
Range 18, Strength 4, Quick to Fire, Armour
Razor Sharp Spikes
Piercing (1) Multiple shots (2D6).
Armour
:

Innate Defence (4
+
)
Reptilian Special Rules
:

Cold-blooded

pts

5 / model
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.

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.

15

RARE
Salamander
70 pts

1
model, may add up to
1
model 70 pts/model
M

WS

BS

Ld

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

WS

BS

Ld

Taurosaur

Skink Crew (5)

Weapons
:

Javelin (Crew only), Great Bow (Taurosaur only)


Armour:
:

Innate Defence (3+)


Reptilian Special Rules
:

Cold-blooded
Special Rules
:

Ridden Monster 50x100mm base

Options:

pts

May take Sharp Horns


May be upgraded to
A
ncient Taurosaur
May replace Great Bow with
two Giant Blowpipes
Engine of the Ancients*

25
40
10
40

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


Taurosaur

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.
Power of Tezqatl

Flames of Xiteqli

Shield of Tlaloq

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+).

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+).

All friendly units within 12" gain


Ward Save (6+) against close
combat attacks and
Ward Save (5+)
against ranged attacks. Units that
already have a
ward save gain +1 to
their ward save instead (up to a
maximum of 5+).

17

Stygiosaur
1
1
0 pts
single model

WS

BS

Ld

Stygiosaur

Skink Rider (1)

Monstrous Cavalry 50x100mm base

Weapons:

Options:

pts

Javelin (crew only)

May gain Predatory Roar


The Skink Rider may be upgraded to Champion

35
60

Armour

Innate Defence (
4
+)
, Mounts Protection (6+)

Magic:

Predator Special Rules


:

if upgraded to a champion, Skink Rider gains Wizard Conclave


(Redwood Shaft, The Beast Within)

Cold-blooded, Born Predator (Stygiosaur only)


Special Rules
:

Magic Beacon, Poisoned Attacks (Stygiosaur only),


Stomp (D3), Terror, Large Target

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)

Spit Poison
(30 pts)

This is a Breath Weapon with the Toxic Attacks special


rule.

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

Ld

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

Ld

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

Ld

Armour Rules
:

Mounts Protection (5+)


Special Rules
:

Stupidity

19

War Beast 25x50mm base

Alpha Pteradon
M

WS

BS

Ld

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

Ld

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

Ld

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.

Infantry 50x50mm base

ptions:
O
May switch Base Size to 40x40mm
May takePlaque of the Snake God

pts

free
30

Plaque of the Snake God:


The bearers unit gains Hatred.

20

Taurosaur
M

WS

BS

Ld

Taurosaur

Skink Crew (4)

Weapons
:

Javelins (Crew only), Innate Defence (3+),


Great
Bow
Reptilian Special Rules
:

Cold-blooded
Special Rules
:

Immune to Psychology, Stubborn, Impact Hits


(D6+1)

Ridden Monster 50x100mm base

Options:

pts

May take Sharp Horns


May be upgraded to
Ancient Taurosaur

May replace Great Bow with


two Giant Blowpipes
Engine of the Ancients*

25
40
10
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

Cuatl Lord

Saurian Warlord

Skink High Priest

WS BS

WAR BEASTS

Raptor

Spearback

Salamander

Carnosaur

Alpha Pteradon

Alpha Rhamphodon

Raptor Rider

- Raptor

Ld

Skink Priest

Skink Captain

Saurian Veteran

Caiman Ancient

WS BS

Ld

MONSTROUS BEASTS

INFANTRY
C

Saurian Warrior

Skink Brave

Skink Hunter

Temple Guard

Chameleon

CAVALRY
S

MONSTROUS CAVALRY
S

Skink Palanquin
MONSTROUS INFANTRY

Caiman

- Pteradon

- Rhamphodon

Thyroscutus

- Crew (4)

Taurosaur

- Crew (5)[4]

RIDDEN MONSTERS
S

Snake Swarm

10
R

MONSTERS
M

SWARMS
S

Sky-Rider

Alpha Carnosaur

SPECIAL SHOOTING WEAPON

(5) - number of crew members when taken as a separate unit


[4] - number of crew members when taken as a mount

Range

Multiple Shots

Multiple Wounds

Armour Piercing

-common-

Blowpipe

12

-common-

Javelin

12

as
user

-common-

Giant Blowpipe

18

2D6

-common-

GreatBow

Bolt Thrower

36

D3

Skink Sky-Rider

Fire Bola

Spearback

Shoot Spikes

18

2D6

Salamander

Spout Flames

Flame Thrower

Spout Venom

Catapult (3)

18

+1 to wound

Ordnance

Stygiosaur

Spit Poison

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

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