| 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 |
|
4/2+ |
4 |
2 |
5 |
590 |
|
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 Death; Lore of Light; Battle Standard; Units w/in 12" may re-roll break tests
|
| Bane Head |
Nominate an enemy character at the start of battle. All unsaved wounds caused by bearer on the nominated character are doubled |
[15] |
| Plaque of Tepok |
Slann knows 1 more spell than normal. |
[15] |
| Divine Plaque of Protection |
Slann's Ward Save increases to 2+(except from hand to hand combat attacks) |
[50] |
| 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: Shem's Burning Gaze |
5+ to cast, Range 24"; Magic missile, D6 S4 hits, S6 vs Daemons & Undead. Light Lore. |
[0] |
| #2: Pha's Illumination |
5+ to cast, LOS, HtH; US 1 has S5, 3A and cannot use a weapon. Magic weapons used against him count as mundane. Light Lore. |
[0] |
| #3: Ulzah's Healing Hand |
5+ to cast. One friendly model regains 1 lost Wo. No effect on Daemons, Undead, chariots and war machines. Light Lore. |
[0] |
| #4: Urru's Dazzling Brightness |
6+ to cast, Range 18", HtH; Enemy unit has WS 1 in next HtH phase. Light Lore. |
[0] |
| #5: Karu's Guardian Light |
8+ to cast, RIP; All friendly units within 12" are Immune to Psychology, and fleeing units automatically rally (even if below 25% starting strength). Light Lore. |
[0] |
| #6: Amshu's Cleansing Flare |
10+ to cast, HtH; All enemy units in 12" suffer D6 S5 hits. S6 vs Daemons & Undead. Light 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] |
| Skink Priest |
1 |
6 |
2 |
3 |
3 |
2 |
2 |
4 |
1 |
5 |
6+ |
|
2 |
1 |
1 |
140 |
|
Cold Blooded, Aquatic.; Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Death; Quetzl; +1 AS. Skinks now have an armour save of 6+
|
| Diadem of Power |
Bearer may store 2 Power or Dispel dice until the next magic phase. |
[35] |
| #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] |
| Skink Priest |
1 |
6 |
2 |
3 |
3 |
2 |
2 |
4 |
1 |
5 |
6+ |
|
2 |
1 |
1 |
155 |
|
Cold Blooded, Aquatic.; Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Death; Quetzl; +1 AS. Skinks now have an armour save of 6+
|
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Dispel Scroll |
Dispels one spell. One use only. |
[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] |
| Saurus Warriors |
25 |
4 |
3 |
|
4 |
4 |
1 |
1 |
2 |
8 |
4+ |
|
|
|
1 |
368 |
|
Cold Blooded, Scaly Skin (6+), Predatory Fighters (only get 1 attack with spears from the second rank).; Quetzl; +1 AS. Skinks now have an armour save of 6+; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Tlazcotl; Immune to Psychology (except Carnosaur's Blood Frenzy and Cold-One Stupidity).
|
| 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 Skirmishers |
10 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
5+ |
|
|
|
1 |
65 |
|
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Quetzl; +1 AS. Skinks now have an armour save of 6+; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.; Shield; +1Sv w/ handweapon in HtH
|
| Skink Skirmishers |
10 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
5+ |
|
|
|
1 |
65 |
|
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Quetzl; +1 AS. Skinks now have an armour save of 6+; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.; Shield; +1Sv w/ handweapon in HtH
|
| Skink Skirmishers |
10 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
5+ |
|
|
|
1 |
65 |
|
Cold Blooded, Aquatic, Skirmishers, Poisoned missile attacks.; Quetzl; +1 AS. Skinks now have an armour save of 6+; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.; Shield; +1Sv w/ handweapon in HtH
|
| Chameleon Skinks |
5 |
6 |
2 |
4 |
3 |
2 |
1 |
4 |
1 |
6 |
|
|
|
|
1 |
75 |
|
Cold Blooded, Aquatic, Skirmishers, Scouts, Expert Hunters, Chameleons, Poisoned missile attacks.; Blowpipe; 12" Range, S3, 2x Multiple Shot, Poisoned.
|
| Terradons |
3 |
2 |
3 |
3 |
4 |
3 |
2 |
4 |
3 |
5 |
6+ |
|
|
|
1 |
105 |
|
Cold Blooded, Flyers, Hit-and-Run Attack, Poisoned missile attacks.; Javelin; Poisoned Shot. Range 8". Strength as user. No movement or range penalties.
|
| Salamander Hunting Packs |
3 |
6 |
3 |
3 |
5 |
4 |
3 |
4 |
2 |
5 |
5+ |
|
|
|
3 |
195 |
|
Cold Blooded, Aquatic, Scaly Skin (5+), Skirmishers, Controlled Creature, Cause Fear;Spout Flames (15" range, 1 Artillery die per salamander = # hits, S3 -1save, may move and shoot but may not stand and shoot, Misfire result = D3 skinks die)
|
| Skink Handlers |
9 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
|
|
|
|
1 |
[0] |