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Fantasy Battles

The 9​ Age
th​

Saurian Ancients
Army Rules
Version 0.11.0 Beta

Army Special Rules Lords


Armoury Heroes
Magical items Core
Quick Reference Sheet Special
Changelog 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 isn’t. 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

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Magical items
Magical Weapons Arcane Items
Sword of the Dawn Ages​(45 / 35 pts) Black Cube ​ (50 pts)
Type: Hand Weapon. Attacks made with this weapon The player may remove 1 Power Dice from the
have Armour Piercing (1) and​

Multiple Wounds (2). opponent’s pool of Power Dice at the start of each of the
opponent’s magic phases.
Spear of the Stampede​(40 pts)
Type: Lance. The mount of the wearer has Impact Hits Ancient Plaque​(60 / 40 pts)
(D6) or (+D6) if it already has Impact Hits, resolved at Once per magic phase, the bearer may reroll one Power
the mounts strength. Dice that was used for a casting roll. This ability cannot
be used when the bearer is casting with one dice and
Serpent Bow​(40 pts) cannot reroll a dice which shows a natural ‘6’.
Type: Short Bow. ​ Range 18". The Serpent Bow can be
shot using the rules for Bolt Thrower Artillery Weapons: Magical Standards
Strength 6,​Armour Piercing (6),​
​ ​
Multiple Wounds (D3). Totem of Mixoatl​ (​
35​pts)
All non-character models in bearer’s unit with the Born
Magical Armour Predator special rule may also reroll to-hit-rolls of ‘2’ in
Taurosaur Helm ​ (35 pts) close combat.
Type: None (6+ armour save). Grants wearer +1
Toughness and Impact Hits (1).

Talismans
Starfall Shard ​
(45 / 30 pts)
Bearer’s model gains Fireborn. All attacks made against
the bearer’s 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).

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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​
: Options: pts
Innate Defence (5+) May take Magical Items up to 100
May take any of the following
Shield 5
Predator Special Rules​
:
Light Armour 20
Cold-blooded, Born Predator
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 ​


1​
75​
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​
: Options: pts
Innate Defence (6+) May become a Level 4 wizard 35
May take Magical Items up to 100
Skink Special Rules​
: May take a mount (one choice only)
Cold-blooded, Strider (Water) Alpha Pteradon 30
Skink Palanquin 35
Special Rules​
:
Taurosaur 160
Telepathic Link

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

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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​
: Options: pts
Cold-blooded May be the Battle Standard Bearer 50
May take Magical Items up to 100
Special Rules​
: May take Cuatl Lord Disciplines 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) Shielded Soul​(30 pts )
Choose one combination at the start of the game: The When the Cuatl Lord rolls on the ​
miscast table, you
Cuatl Lord gives you an additional +4 bonus when may add or subtract one from the result.
rolling to channel in your magic phase and +1 to cast,
OR a +4 bonus when rolling to channel in your Higher State of Mind​ (30 pts)
opponent’s magic phase and +1 to dispel. The Cuatl Lord gains Ethereal but cannot be the
army’s General nor the Battle Standard Bearer.
Unconquerable Will​ (60 pts )
The Cuatl Lord may reroll the first failed dispel Veteran of the Cataclysm​ (50 pts)
attempt in each ​ magic phase. At the end of the The Cuatl Lord knows the ​ spells Luminous Bolts
opponent’s ​
magic phase, the player may store a single (Path of White Magic) and Moraec’s Fury (Path of
unused dispel dice and add this dice to the power pool Black Magic) in addition to its normal spells.
of the next​

magic phase.
Wandering Path ​ (75 pts)
Master of Magic​ (85 pts) The Cuatl Lord knows the signature spell from each
When rolling for ​Magic Flux in your own ​
magic phase, of the eight Paths of Battle Magic but does not
roll an additional D6 and discard the lowest D6 rolled. generate ​
spells normally. Cannot be combined with
Cannot be combined with Wellspring of Power or Ancient Knowledge.
Unconquerable Will in the same army.
Contemplations​ ​(​
55​
pts)
Telepathic Control​ (40 pts) The Cuatl Lord knows one additional spell ​ and has
The Cuatl Lord may cast any kind of spell through a to generate all his spells from Path of White Magic.
Telepathic Link (and is not limited to just "Damage" When he successfully casts a White Magic spell, he
spells). If the Cuatl Lord is the General and alive, all may choose to forget that spell and generate a new
spell from a lore that he has access to at the end of
Telepathic Links in the army gain Inspiring Presence
the magic phase. If the model has Path Master, it
and Leadership 7. ​ However, the range of the cannot use this to choose its new spells, but must
Telepathic Link’s​ Inspiring Presence is limited to 6". randomize as normal.

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HEROES

Skink Priest ​
6​
5​
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​
: Options: pts
Innate Defence (6+) May become a Level 2 wizard 25
May take Magical Items up to 50
Skink Special Rules​
: May take a mount (one choice only)
Cold-blooded, Strider (Water) Alpha Pteradon 30
Taurosaur 160
Special Rules​
:
Telepathic Link

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

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​
: Options: pts
Innate Defence (6+) May be the Battle Standard Bearer 25
May take Magical Items up to 50
Skink Special Rules​
: May take any of the following
Cold-blooded, Strider (Water) 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

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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​
: Options: pts
Innate Defence (5+) May be the Battle Standard Bearer 25
May take Magical Items up to 50
May take any of the following
Predator Special Rules​
:
Shield 5
Cold-blooded, Born Predator
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​
: Options: pts
Great Weapon May be the Battle Standard Bearer 25
May take Magical Items up to 50
Armour​
: May replace Great Weapon with Halberd 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.

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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​
: Options: pts
Innate Defence (​
5+​
), Shield May take Spear 2 / model
May upgrade one model to each of the following:
Predator Special Rules​
: Champion 10
Cold-blooded, Born Predator 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.

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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​
: Options: pts
Javelins May add Caimans* 50 / model
*Max one for every 8 Skinks in the unit
Armour​
: Skinks may:
Innate Defence (6+), Shield gain Poisoned Attacks (Close Combat) 1 / model
replace Javelins with Short Bow free
Skink Special Rules​
:
Cold-blooded, Strider (Water) 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​
: Options: pts
Javelins May exchange ​
Javelins for Blowpipe free
May exchange Shield for ​
Skirmish 3​/ model
Armour​
: May upgrade one model to each of the following:
Innate Defence (6+), ​
Shields Champion 10
Musician 10
Skink Special Rules​
:
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 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 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 S T W I A Ld

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


Weapons​
: Options: pts
Halberd May gain Weapon Master 1 / model
May upgrade one model to each of the following:
Armour​
: Champion 10
Light Armour, Innate Defence (5+), Shields Musician 10
Standard Bearer 10
Predator Special Rules​
:
Cold-blooded, Born Predator - One unit may take a Magical Standard 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 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​
: Options: pts
Lance May upgrade one model to each of the following:
Champion 10
Armour Rules​
: Musician 10
Mount’s Protection (5​
+​
),​

Innate Defence (5+), Standard Bearer 10
Shields - One unit may take a Magical Standard 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 S T W I A Ld

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


Weapons​
: Options: pts
Blowpipe 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 S T W I A Ld

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


Weapons​
: Options: pts
Great Weapon May replace Great Weapons with Halberds free
May upgrade one model to each of the following:
Armour​
: Champion 10
Innate Defence (4+) Musician 10
Standard Bearer 10
Caiman Special Rules​
:
Cold-blooded, Born Predator, Strider (Water) 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​
: Options: pts
Mount’s Protection (6+) May take Shield 5 / model
May upgrade one model to Champion 10
Weapons​
: May replace Javelins with Fire Bolas 1 / model
Light Lance, Javelins

Reptilian Special Rules​


: Fire Bola: ​
Range 8”, Strength 4, Flaming Attacks, Quick to
Cold-blooded fire.

Must choose a single mount:


Pteradon ​
(free) Rhamphodon ​
(5 pts / model)
Armour​
: Armour​
:
Mount’s Protection (6+), Innate Defence (6+) Mount’s Protection (5+), 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 Prey Scent: ​ After Deployment, if you have a unit of
enemy unit. Nominate one enemy unit which the unit Rhamphodon Riders or a Skink Captain on a Alpha
moved over this turn. This unit suffers D3 Strength 4 hits Rhamphodon, you may mark 2 of the enemies’ units with
per Pteranodon in the unit. This is a Special Shooting a counter. Against a marked unit the Rhamphodons (not
Attack. 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) Sun Engine​ (130 pts)
Friendly units within 6” of one or more models with this All friendly units within 6” of one or more models with
special rule have Poisoned Attacks in Close Combat. If this Special Rule have +1 Weapon Skill. The Sun Engine
the unit already has Poisoned Attacks in Close Combat contains the bound spell Burning Brightness from Path
then they gain +1 to their Poisoned Attacks instead (e.g. of Light (Power level 3).
6+ becomes 5+). The Altar of the Snake God contains the
bound spell Putrefying Touch from the Path of Disease
(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​
: Options: pts
Shoot Spikes: ​Shooting Weapon with the following May upgrade to (one choice only):
profile: Pteradon Hunter Spikes 5 / model
Range 18”, Strength 4, Quick to Fire, Armour Razor Sharp Spikes 7 / model
Piercing (1) Multiple shots (2D6).

Armour​
: Razor Sharp Spikes​ : When shooting at short range replace
Innate Defence (4​
+​
) Armour Piercing (1) with Armour Piercing (2)

Reptilian Special Rules​


: Pteradon Hunter Spikes​ : When shooting a Spearback with
Cold-blooded 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 don’t 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 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​) Spout Venom​ (free)
This is a ​
Flame Thrower Artillery Weapon​with This is a​
Catapult (3”) Artillery weapon​with
Range 8”, Strength 4, Flaming Attacks. 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​
: Options: pts
Javelin (Crew only), Great Bow (Taurosaur only) May take Sharp Horns 25
May be upgraded to ​A​
ncient Taurosaur 40
Armour:​
: May replace Great Bow with
Innate Defence (3+) two Giant Blowpipes 10
Engine of the Ancients* 40
Reptilian Special Rules​
:
Cold-blooded *One of a Kind. This upgrade may only be taken by Ancient
Taurosaur
Special Rules​
:
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 In owner’s Shooting phase pick an All friendly units within 12" gain
casting spells from this Path have enemy unit within 9" that is not in Ward Save (6+) against close
their casting value decreased by 2. close combat. That unit suffers D3 combat attacks and ​
Ward Save (5+)
All friendly units within 6” of an Metalshifting Hits. All friendly units against ranged attacks. Units that
Engine of the Ancients have a Ward within 6” of an Engine of the already have a ​
ward save gain +1 to
Save (6+). Ancients have a Ward Save (6+). their ward save instead (up to a
maximum of 5+).

17
Stygiosaur ​
1​
1​
0 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: Options: pts
Javelin (crew only) May gain Predatory Roar 35
The Skink Rider may be upgraded to Champion 60
Armour
Innate Defence (​
4​
+)​
, Mounts Protection (6+) Magic:
if upgraded to a champion, Skink Rider gains Wizard Conclave
Predator Special Rules​
: (Redwood Shaft, The Beast Within)
Cold-blooded, Born Predator (Stygiosaur only)

Special Rules​
: Predatory Roar: ​ One Use only. At the start of any close
Magic Beacon, Poisoned Attacks (Stygiosaur only), combat phase pick an enemy unit within 18”. That unit has to
Stomp (D3), Terror, Large Target 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 This is a shooting attack with the following profile:
rule. 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​
:
Mount’s 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​
:
Mount’s 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​
:
Mount’s 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​
: ​ptions:
O pts
Mount’s Protection (6+) May switch Base Size to 40x40mm free
May takePlaque of the Snake God 30
Special Rules​
:
Skink Palanquin​ : A model with this special rule
loses the ​
Front Rank rule when it is in a unit of Plaque of the Snake God: ​
The bearer’s unit gains Hatred.
Saurian Warriors or Skink Braves that don’t have
any Caimans in them.

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​
: Options: pts
Javelins (Crew only), Innate Defence (3+), ​
Great May take Sharp Horns 25
Bow May be upgraded to​ ​
Ancient Taurosaur 40
May replace Great Bow with
Reptilian Special Rules​
: two Giant Blowpipes 10
Cold-blooded Engine of the Ancients* 40

Special Rules​
:
*One of a Kind. This upgrade may only be taken by Ancient
Immune to Psychology, Stubborn, Impact Hits
Taurosaur
(D6+1)

(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 WAR BEASTS M WS BS S T W I A Ld


L Cuatl Lord 4 2 3 3 4 4 2 1 9 M Raptor 7 3 - 4 4 1 2 2 2
Saurian Warlord 4 6 - 5 5 3 3 5 9
Skink High Priest 6 2 3 3 3 3 4 1 7 MONSTROUS BEASTS

Skink Priest 6 2 3 3 2 2 4 1 6 S Spearback 6 3 4 5 4 3 4 3 6


H
Skink Captain 6 4 5 4 3 2 1 3 6 R Salamander 6 3 4 5 4 3 4 3 6

Saurian Veteran 4 5 - 5 5 2 3 4 8 M Carnosaur 7 3 - 6 5 4 2 4 5

Caiman Ancient 6 4 - 5 5 4 3 3 8 Alpha Pteradon 2 3 - 4 4 3 2 1 3


Alpha Rhamphodon 2 3 - 4 4 3 4 2 3
INFANTRY
C Saurian Warrior 4 3 - 4 4 1 2 2 8 CAVALRY

Skink Brave 6 2 3 3 2 1 4 1 5 S Raptor Rider 4 4 - 4 4 1 2 2 8

Skink Hunter 6 2 3 3 2 1 4 1 5 - Raptor 7 3 - 4 4 1 2 2 2

S Temple Guard 4 4 - 4 4 1 2 2 8
MONSTROUS CAVALRY
Chameleon 6 2 4 3 2 1 4 1 5
S Sky-Rider 6 2 3 3 2 1 4 1 5
M Skink Palanquin
- Pteradon 2 3 - 4 3 2 2 1 3
- Rhamphodon 2 3 - 4 3 2 4 2 3
MONSTROUS INFANTRY
S Caiman 6 3 0 5 4 3 2 3 7
RIDDEN MONSTERS
S Thyroscutus 4 3 0 4 5 4 1 3 6
SWARMS
Snake Swarm 5 3 0 2 2 5 1 5 10 - Crew (4) - 2 3 3 - - 4 1 6
S
R Taurosaur 6 3 - 6 6 5 2 4 -
MONSTERS - Crew (5)[4] - 2 3 3 - - 4 1 7
M Alpha Carnosaur 7 5 - 7 6 6 3 6 5 (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

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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