Name |
# |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
US |
Mgc |
Cast |
Disp |
Option Summary |
Cost |
Saurus Scar-Veteran (1#, 137 Pts) |
Saurus Scar-Veteran |
1 |
4 |
5 |
- |
5 |
4 |
2 |
3 |
4 |
8 |
2+ |
6+ |
1 |
|
|
|
Gen HW Lt |
137 |
Composition: Hero General; Hand Weapon; Light Armor; Scaly Skin |
Burning Blade of Chotec |
1 |
Extra -2 to armor saves. All attacks count as Flaming. |
[25] |
Enchanted Shield |
1 |
+2 Armor Save. |
[10] |
Talisman of Protection |
1 |
6+ Ward Save. |
[15] |
Ash'emn (1#, 135 Pts) |
Skink Priest |
1 |
6 |
2 |
3 |
3 |
2 |
2 |
4 |
1 |
5 |
- |
|
1 |
2 |
2 |
1 |
Lev2 HW |
135 |
Composition: Hero Javelins and Darts count as Poisoned Attacks; Level 2 Upgrade; Hand Weapon; Aquatic |
Staff of the Lost Sun |
1 |
16" Range, Strength 5, Multiple Shots (x3) |
[35] |
1. Portent of Far |
1 |
5+ Cast. Cast on a friendly unit within 12". That unit re-rolls all 1s to hit and to wound this turn. |
[0] |
2. Second Sign of Amul |
1 |
6+ Cast. You gain D3 re-rolls to use this turn. |
[0] |
3. Celestial Shield |
1 |
7+ Cast. Remains in Play. Cast on visible unit within 24". Gives 4+ Ward Save against normal and magic missiles. |
[0] |
4. Forked Lightning |
1 |
6+ Cast. One unit in LOS takes D6 S4 hits. |
[0] |
5. Uranon's Thunder Bolt |
1 |
9+ Cast. One unit in LOS takes D6 S4 hits with no armor save. |
[0] |
6. Comet of Casandora |
1 |
12+ Cast. Remains in play. Place a token over a fixed point on the tabletop. At the start of each player's turn, roll a D6. On a 1-3 place another token. On a 4-6, ALL units within D6" multiplied by the number of tokens take 2D6 Strength 4 hits. If the spell is dispelled, remove all markers. A wizard can only have one Comet in play at once. |
[0] |
Skink Priest (1#, 115 Pts) |
Skink Priest |
1 |
6 |
2 |
3 |
3 |
2 |
2 |
4 |
1 |
5 |
- |
|
1 |
2 |
2 |
1 |
Lev2 HW |
115 |
Composition: Hero Javelins and Darts count as Poisoned Attacks; Level 2 Upgrade; Hand Weapon; Aquatic |
Bane Head |
1 |
Nominate an enemy character at the start of the battle. All unsaved wounds caused by the bearer on this character are doubled. |
[15] |
Saurus Warriors (16#, 222 Pts) |
Saurus Warriors |
15 |
4 |
3 |
- |
4 |
4 |
1 |
1 |
2 |
8 |
5+/4+ |
|
1 |
|
|
|
Mus Std HW Shl |
222 |
Composition: Core Predatory Fighters: May only make one attack from the second rank with spears; Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Scaly Skin |
Spawning Champion |
1 |
4 |
3 |
- |
4 |
4 |
1 |
1 |
3 |
8 |
5+/4+ |
|
1 |
|
|
|
HW Shl |
[24] |
Hand Weapon; Shield |
Saurus Warriors (16#, 254 Pts) |
Saurus Warriors |
15 |
4 |
3 |
- |
4 |
4 |
1 |
1 |
2 |
8 |
5+/4+ |
|
1 |
|
|
|
Mus Std HW Spr Shl |
254 |
Composition: Core Predatory Fighters: May only make one attack from the second rank with spears; Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield; Scaly Skin |
Spawning Champion |
1 |
4 |
3 |
- |
4 |
4 |
1 |
1 |
3 |
8 |
5+/4+ |
|
1 |
|
|
|
HW Spr Shl |
[26] |
Hand Weapon; Spear; Shield |
Skink Skirmishers (11#, 71 Pts) |
Skink Skirmishers |
10 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
- |
|
1 |
|
|
|
HW Blow |
71 |
Composition: Core Javelins and Darts count as Poisoned Attacks; Hand Weapon; Blowpipe; Aquatic; Skirmishers |
Skink Brave |
1 |
6 |
2 |
4 |
3 |
2 |
1 |
4 |
1 |
5 |
- |
|
1 |
|
|
|
HW Blow |
[11] |
Hand Weapon; Blowpipe |
Salamander (4#, 65 Pts) |
Salamander |
1 |
6 |
3 |
3 |
5 |
4 |
3 |
4 |
2 |
5 |
5+ |
|
5 |
|
|
|
|
65 |
Composition: Rare Controlled Creature: Any shooting hits the Salamander on 1-4 and the Skinks on 5-6. If all Skinks are slain, the Salamander must make a Ld test or roll on the monster reaction table; Spout Flames: 15" Range. Roll an Artillery dice for each Salamander. This is the number of hits the target suffers, at Strength -3 and -1 armor save. (Salamanders cannot stand and shoot, but may move and shoot.) On a misfire, D3 Skink Handlers are eaten instead of shooting; Causes Fear; Scaly Skin; Skirmishers |
Skink Handlers |
3 |
6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
- |
|
1 |
|
|
|
HW |
[0] |
Hand Weapon; Aquatic; Skirmishers |
Total Cost: |
999 |