| Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
Cp |
Dp |
US |
Cost |
| Slann Mage-Priest |
1 |
4 |
4 |
3 |
3 |
5 |
8 |
2 |
1 |
9 |
|
4+ |
4 |
2 |
5 |
545 |
|
Lord. Cold Blooded. Large Target. Palanquin. Contemplation. Telepathy.; General; Units within 12" may use General's Leadership; Second; +1D6 to power of each cast spell (this is free, does not come from Lz dice pool, and can cause IF or Miscast like normal magic dice). +100 bonus VPs to opponent if Slann dies (so +200VP bonus total for 2nd Gen Slann).; Third; Slann gains the Drain Magic spell in addition to rolled spells. +100 bonus VPs to opponent if Slann dies.; Fourth; When Miscast is rolled, spell fails but no other effects occur.; Fifth; Slann may roll for spells from more than one Lore. +1 to cast and dispel.; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Lore of Fire; Lore of Metal; Lore of Death; Battle Standard; Units w/in 12" may re-roll break tests
|
| Diadem of Power |
Bearer may store 2 Power or Dispel dice until the next magic phase. |
[35] |
| War Banner |
+1 to Combat Resolution |
[25] |
| #1: Dark Hand of Death |
5+ to cast, Range 24"; Magic missile, D6 S4 hits. Death Lore. |
[0] |
| #2: Steal Soul |
8+ to cast, Range 12"; Target enemy models loses 1 Wo, no armour save. Caster gains 1 Wo. Death Lore. |
[0] |
| #3: Wind of Death |
8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. Death Lore. |
[0] |
| #4: Walking Death |
9+ to cast, Range 12", RIP, HtH; Friendly unit causes Fear. If already causing Fear, it causes Terror instead. Death Lore. |
[0] |
| #5: Doom and Darkness |
9+ to cast, Range 24", HtH; Enemy unit not Immune to Psychology suffers -3 Ld. Must pass Ld test at start of their next turn or be affected until end of that turn. Death Lore. |
[0] |
| #6: Drain Life |
10+ to cast, HtH; All enemy units in 12" suffer D6 S3 hits, no armour save. Death Lore. |
[0] |
| #1: Fire Ball |
5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. Fire Lore |
[0] |
| #2: Flaming Sword of Rhuin |
5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. Fire Lore. |
[0] |
| #3: Burning Head |
8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. Fire Lore. |
[0] |
| #4: Fiery Blast |
8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Fire Lore. |
[0] |
| #5: Conflagration of Doom |
11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. Fire Lore. |
[0] |
| #6: Wall of Fire |
12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. Fire Lore. |
[0] |
| #1: Rule of Burning Iron |
5+ to cast, Range 24", LOS; Pick a model, it suffers a hit of S8 - target's armour save (1+sv = S7, no save = S1, etc.). No armour save. Metal Lore. |
[0] |
| #2: Commandment of Brass |
6+ to cast, Range 24", LOS; One enemy war machine or chariot cannot move (except flee) or shoot. Lasts until the end of the unit's following turn or if unit flees. Metal Lore. |
[0] |
| #3: Transmutation of Lead |
8+ to cast, Range 24", HtH; Enemy unit suffers a -1 penalty on rolls to hit, to wound and armour saves in next HtH phase. Metal Lore. |
[0] |
| #4: Distillation of Silver |
8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Metal Lore. |
[0] |
| #5: Law of Gold |
8+ to cast, Range 24"; Opponent chooses one magic item in target enemy unit. Roll a D6, on 1-3 can't be used until end of his next turn, on 4+ destroyed. Metal Lore. |
[0] |
| #6: Spirit of the Forge |
12+ to cast, range 24", LOS; 2D6 hits at S7 - target's armour save (1+sv = S7, no save = S1). No armour save. Metal Lore. |
[0] |
| Drain Magic |
Cast 5/7/9+; Rng 24"; Can be cast into HtH; Enemy mage discards dice rolls of 6, 5-6, or 4-6, when casting spells |
[0] |
| Saurus Scar-Veteran |
1 |
9 |
5 |
|
5/7 |
4 |
2 |
3 |
4 |
8 |
3+ |
5+ |
|
|
1 |
176 |
|
Cold Blooded. Scaly Skin (5+); Great Weapon; +2S (+1 if mounted). Strikes last in HtH unless charging; Light Armour; Sotek; +1A on Charge.; Quetzl; +1 to Scaly Skin save.
|
| Charm of the Jaguar Warrior |
Movement increased to 9". |
[20] |
| Glyph Necklace |
Bearer gains a 5+ Ward Save. |
[30] |
| Saurus Warriors |
22 |
4 |
3 |
|
4 |
4 |
1 |
1 |
2 |
8 |
5+ |
|
|
|
1 |
306 |
|
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
| Champion |
1 |
4 |
3 |
|
4 |
4 |
1 |
1 |
3 |
8 |
5+ |
|
|
|
1 |
[12] |
| Saurus Warriors |
21 |
4 |
3 |
|
4 |
4 |
1 |
1 |
2 |
8 |
5+ |
|
|
|
1 |
294 |
|
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
| Champion |
1 |
4 |
3 |
|
4 |
4 |
1 |
1 |
3 |
8 |
5+ |
|
|
|
1 |
[12] |
| Skink Skirmishers |
10 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
|
|
|
|
1 |
60 |
|
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Blowpipe; 12" Range, S3, 2x Multiple Shot, Poisoned.
|
| Skink Skirmishers |
10 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
|
|
|
|
1 |
60 |
|
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Blowpipe; 12" Range, S3, 2x Multiple Shot, Poisoned.
|
| Skink Skirmishers |
10 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
6+ |
|
|
|
1 |
60 |
|
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.; Shield; +1Sv w/ handweapon in HtH
|
| Stegadon |
1 |
6 |
3 |
|
5 |
6 |
5 |
2 |
4 |
5 |
4+ |
|
|
|
8 |
235 |
|
Cold Blooded, Ridden Monster, Scaly Skin (4+), Cause Terror, Large Target, D6+1 Impact Hits, Howdah, Mixed Weapon, Stubborn, Immune to Panic.; Giant Bow; As Bolt Thrower, but S5 and can move and fire. Requires 2 skink crew to fire.
|
| Skink Crew |
5 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
2+ |
|
|
|
|
[0] |
|
Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.
|
| Kroxigors |
3 |
6 |
3 |
|
5/7 |
4 |
3 |
1 |
3 |
7 |
4+ |
|
|
|
3 |
174 |
|
Cold Blooded, Scaly Skin (4+), Cause Fear, Aquatic, Skink Skirmish Screen.; Great Weapon; +2S (+1 if mounted). Strikes last in HtH unless charging
|
| Skink Priest |
1 |
6 |
2 |
3 |
3 |
2 |
2 |
4 |
1 |
5 |
|
|
1 |
1 |
1 |
90 |
|
Cold Blooded, Aquatic.; Magic Level 1; +1 dice to casting and dispel pool. Has 1 spell.; Lore of Heaven
|
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| #1: Portent of Far |
5+ to cast, Range 12", HtH; One friendly unit re-rolls all 1s to hit or to wound when shooting or in close combat. Heaven Lore. |
[0] |
| #2: Second Sign of Amul |
5+ to cast; Player may re-roll D3 dice used to hit, wound or save until end of turn. Heaven Lore. |
[0] |
| #3: Celestial Shield |
7+ to cast, Range 24", LOS; Friendly unit gets 4+ Ward Save versus missiles. Heaven Lore. |
[0] |
| #4: Forked Lightning |
6+ to cast, LOS; Enemy unit suffers D6 S4 hits, distributed as for shooting. Heaven Lore. |
[0] |
| #5: Uranon's Thunder Bolt |
9+ to cast, LOS; Enemy unit suffers D6 S4 hits, no armour save, distributed as for shooting. Heaven Lore. |
[0] |
| #6: Comet of Casandora |
12+ to cast, RIP; Place a marker on the table. Roll a D6 at start of every turn, on 1-3 place another marker on top of the first, on 4-6 a comet strikes. All units within D6" times the number of markers take 2D6 S4 hits. Heaven Lore. |
[0] |
| Option Footnotes: |
|
|
| Death1: Dark Hand of Death |
5+ to cast, Range 24"; Magic missile, D6 S4 hits. |
|
| Death2: Steal Soul |
8+ to cast, Range 12"; Target enemy models loses 1 Wo, no armour save. Caster gains 1 Wo. |
|
| Death3: Wind of Death |
8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. |
|
| Death4: Walking Death |
9+ to cast, Range 12", RIP, HtH; Friendly unit causes Fear. If already causing Fear, it causes Terror instead. |
|
| Death5: Doom and Darkness |
9+ to cast, Range 24", HtH; Enemy unit not Immune to Psychology suffers -3 Ld. Must pass Ld test at start of their next turn or be affected until end of that turn. |
|
| Death6: Drain Life |
10+ to cast, HtH; All enemy units in 12" suffer D6 S3 hits, no armour save. |
|
| Fire1: Fire Ball |
5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. |
|
| Fire2: Flaming Sword of Rhuin |
5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. |
|
| Fire3: Burning Head |
8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. |
|
| Fire4: Fiery Blast |
8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. |
|
| Fire5: Conflagration of Doom |
11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. |
|
| Fire6: Wall of Fire |
12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. |
|
| Metal1: Rule of Burning Iron |
5+ to cast, Range 24", LOS; Pick a model, it suffers a hit of S8 - target's armour save (1+sv = S7, no save = S1, etc.). No armour save. |
|
| Metal2: Commandment of Brass |
6+ to cast, Range 24", LOS; One enemy war machine or chariot cannot move (except flee) or shoot. Lasts until the end of the unit's following turn or if unit flees. |
|
| Metal3: Transmutation of Lead |
8+ to cast, Range 24", HtH; Enemy unit suffers a -1 penalty on rolls to hit, to wound and armour saves in next HtH phase. |
|
| Metal4: Distillation of Silver |
8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. |
|
| Metal5: Law of Gold |
8+ to cast, Range 24"; Opponent chooses one magic item in target enemy unit. Roll a D6, on 1-3 can't be used until end of his next turn, on 4+ destroyed. |
|
| Metal6: Spirit of the Forge |
12+ to cast, range 24", LOS; 2D6 hits at S7 - target's armour save (1+sv = S7, no save = S1). No armour save. |
|