Starożytni Saurianie

Starożytni Saurianie

Correspondence of translations with another language

Rules and Equipments used by the army

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Halberd
Halberd
Apex Predator
When charging a ​single model with Towering Presence ​or a single model with the Fly special rule, the Apex Predator ​gains a +2” modifier​ to its Charge Range.
Apex Predator
When charging a ​single model with Towering Presence ​or a single model with the Fly special rule, the Apex Predator ​gains a +2” modifier​ to its Charge Range.
Light Armour
Light Armour
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. ​ Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. ​ Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Blowpipe
Shooting Weapon. Range 12", Strength 3, Multiple Shots (2), Poisoned Attacks, +1 to hit against units consisting entirely of Towering Presence.
Blowpipe
Shooting Weapon. Range 12", Strength 3, Multiple Shots (2), Poisoned Attacks, +1 to hit against units consisting entirely of Towering Presence.
Bodyguard (General)
Bodyguard (General)
Born Predator
A model part with this special rule may reroll all natural to-hit rolls of ‘1’ in Close Combat.
Born Predator
A model part with this special rule may reroll all natural to-hit rolls of ‘1’ in Close Combat.
Shield
Shield
Breath Weapon (Toxic Attacks)
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Breath Weapon (Toxic Attacks)
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Pack Leader
Caimans in the same unit as a Caiman Ancient gain Weapon Skill 4. This effect cannot be combined with the Weapon Skill modifier from a Sun Engine.
Pack Leader
Caimans in the same unit as a Caiman Ancient gain Weapon Skill 4. This effect cannot be combined with the Weapon Skill modifier from a Sun Engine.
Giant Blowpipes
This is a Volley Gun (8) Artillery Weapon​ with: Range 12", Strength 3, Quick to Fire, Poisoned Attacks.
Giant Blowpipes
This is a Volley Gun (8) Artillery Weapon​ with: Range 12", Strength 3, Quick to Fire, Poisoned Attacks.
Cold-Blooded
If more than half of a unit’s models has this special rule, when taking Leadership Tests, roll one additional D6 and remove the highest D6 rolled.
Cold-Blooded
If more than half of a unit’s models has this special rule, when taking Leadership Tests, roll one additional D6 and remove the highest D6 rolled.
Impact Hits (D6+1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D6+1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Sharp Horns
The model may reroll the dice for number of impact hits.
Sharp Horns
The model may reroll the dice for number of impact hits.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Innate Defence (2+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (2+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (6+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (6+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds. If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds. If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
Prey Scent
Before the battle, if you have one or more units of Rhamphodon Riders or a Skink Captain on an Alpha Rhamphodon, you may mark 2 of the enemy’s units with a counter. When attacking a marked unit, Rhamphodons (not their riders) may reroll to hit and gain an additional D3 attacks/model, which must be allocated towards a marked unit.
Prey Scent
Before the battle, if you have one or more units of Rhamphodon Riders or a Skink Captain on an Alpha Rhamphodon, you may mark 2 of the enemy’s units with a counter. When attacking a marked unit, Rhamphodons (not their riders) may reroll to hit and gain an additional D3 attacks/model, which must be allocated towards a marked unit.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Poisoned Javelin
Shooting Weapon. Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
Poisoned Javelin
Shooting Weapon. Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Lance
Lance
Light Lance
Light Lance
Telepathic Link
A Cuatl Lord may cast spells oftype “Damage”through a model with this special rule if itis within 24" ofthe Cuatl Lord. When casting through the Telepathic Link, measure the Range for the spell from the Telepathic Link and use its Front Arc and Line of Sight. The Range ofthe spell is reduced by half. The Cuatl Lord may cast spells oftype “Missile” even if it is Engaged in Combat as long as the Telepathic Link is not. If the spell is miscast, the Cuatl Lord rolls on the Miscast Table as normal and the Telepathic Link suffers a Strength MDU+1 hit. If the Cuatl Lord casts a spell through a Telepathic Link, the attribute gets cast through it as well (measure Range and use Front Arc and Line of Sightfrom the Telepathic Link ). The “caster” is still considered to be Cuatl Lord.
Telepathic Link
A Cuatl Lord may cast spells oftype “Damage”through a model with this special rule if itis within 24" ofthe Cuatl Lord. When casting through the Telepathic Link, measure the Range for the spell from the Telepathic Link and use its Front Arc and Line of Sight. The Range ofthe spell is reduced by half. The Cuatl Lord may cast spells oftype “Missile” even if it is Engaged in Combat as long as the Telepathic Link is not. If the spell is miscast, the Cuatl Lord rolls on the Miscast Table as normal and the Telepathic Link suffers a Strength MDU+1 hit. If the Cuatl Lord casts a spell through a Telepathic Link, the attribute gets cast through it as well (measure Range and use Front Arc and Line of Sightfrom the Telepathic Link ). The “caster” is still considered to be Cuatl Lord.
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Mount’s Protection (5+)
Mount’s Protection (5+)
Mount’s Protection (6+)
Mount’s Protection (6+)
Venomous Tide
If an enemy unit is in base contact with a model with this rule, all attacks made against that unit gain Poisoned Attacks.
Venomous Tide
If an enemy unit is in base contact with a model with this rule, all attacks made against that unit gain Poisoned Attacks.
Palanquin
When a Cuatl Lord is in a unit with 5 or more models with the Bodyguard special rule, it can be placed anywhere in its unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible. A model with this special rule can be the General even if it is also the Battle Standard Bearer and it cannot be chosen by the enemy as the model that refuses a Challenge.
Palanquin
When a Cuatl Lord is in a unit with 5 or more models with the Bodyguard special rule, it can be placed anywhere in its unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible. A model with this special rule can be the General even if it is also the Battle Standard Bearer and it cannot be chosen by the enemy as the model that refuses a Challenge.
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 does not contain any Caiman model.
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 does not contain any Caiman model.
Poisoned Attacks
Poisoned Attacks
Predatory Roar
One use only. Activate this at the start of any Close Combat Phase. When activated choose one friendly unit within 12” of the Stygiosaur. All model parts with Born Predator gain Hatred for the duration of the phase.
Predatory Roar
One use only. Activate this at the start of any Close Combat Phase. When activated choose one friendly unit within 12” of the Stygiosaur. All model parts with Born Predator gain Hatred for the duration of the phase.
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Release Rocks
Sweeping Attack which can be used once per game. The enemy unit suffers D3 Strength 4 hits for each Pteradon in the unit.
Release Rocks
Sweeping Attack which can be used once per game. The enemy unit suffers D3 Strength 4 hits for each Pteradon in the unit.
Release Rocks (see Pteradon Sentries unit entry)
Release Rocks (see Pteradon Sentries unit entry)
Shoot Spikes
Shooting Weapon with: Range 18", Strength 4, Multiple Shots (2D6), Armour Piercing (1) , Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. Spearbacks must declare Stand & Shoot as a Charge Reaction if possible, but they do not suffer the -1 to-hit modifier for it.
Shoot Spikes
Shooting Weapon with: Range 18", Strength 4, Multiple Shots (2D6), Armour Piercing (1) , Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. Spearbacks must declare Stand & Shoot as a Charge Reaction if possible, but they do not suffer the -1 to-hit modifier for it.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Spout Flames
Flame Thrower Artillery Weapon with Range 12", Strength 4, Flaming Attacks. This weapon may not be used if the model performed a March Move in this Player Turn. If a Misfire is rolled, the Salamander always counts as rolling the 5+ Malfunction result.
Spout Flames
Flame Thrower Artillery Weapon with Range 12", Strength 4, Flaming Attacks. This weapon may not be used if the model performed a March Move in this Player Turn. If a Misfire is rolled, the Salamander always counts as rolling the 5+ Malfunction result.
Stomp (D3)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (D3)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Strider (Forest)
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Strider (Forest)
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Wizard Apprentice with 1 learned spell
Wizard Apprentice with 1 learned spell
Wizard Master with 4 learned spells
Wizard Master with 4 learned spells

Magic Items usable by the army

PL EN
Ancient Plaque
Once per friendly Magic Phase, the bearer may reroll one Magic Dice that was used for a casting attempt. This ability cannot be used when the bearer is casting with only one Magic Dice, and cannot reroll a dice which was a natural ‘6’.
Ancient Plaque
Once per friendly Magic Phase, the bearer may reroll one Magic Dice that was used for a casting attempt. This ability cannot be used when the bearer is casting with only one Magic Dice, and cannot reroll a dice which was a natural ‘6’.
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Jade Staff
The bearer can cast Healing Waters from Druidism as a Bound Spell (Power Level 3).
Jade Staff
The bearer can cast Healing Waters from Druidism as a Bound Spell (Power Level 3).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Black Cube
One use only. The bearer may activate this item in the opponent’s Magic Phase, after Magic Flux and Channelling have been rolled. When activated, remove 1 Magic Dice from the opponent’s Magic Dice Pool, and add 1 Magic Dice to the owner’s Magic Dice Pool.
Black Cube
One use only. The bearer may activate this item in the opponent’s Magic Phase, after Magic Flux and Channelling have been rolled. When activated, remove 1 Magic Dice from the opponent’s Magic Dice Pool, and add 1 Magic Dice to the owner’s Magic Dice Pool.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Egg of the Quetzal
The bearer gains a Breath Weapon (Strength D3+2, Magical Attacks).
Egg of the Quetzal
The bearer gains a Breath Weapon (Strength D3+2, Magical Attacks).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Starfall Shard
The bearer’s model gains Fireborn and Hard Target
Starfall Shard
The bearer’s model gains Fireborn and Hard Target
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Serpent Bow
Type: Bow. ​The wielder may elect to replace its normal Shooting Attack and instead use the rules for Bolt Thrower Artillery Weapons with the following profile: Range 18", Strength 3[color=#0000ff][6][/color], Armour Piercing (6), [color=#0000ff][Multiple Wounds (D3)][/color].
Serpent Bow
Type: Bow. ​The wielder may elect to replace its normal Shooting Attack and instead use the rules for Bolt Thrower Artillery Weapons with the following profile: Range 18", Strength 3[color=#0000ff][6][/color], Armour Piercing (6), [color=#0000ff][Multiple Wounds (D3)][/color].
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Spear of the Stampede
Type: Lance. The wielder’s mount gains Impact Hits (+D6).
Spear of the Stampede
Type: Lance. The wielder’s mount gains Impact Hits (+D6).
Sword of the Dawn Ages
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength and Multiple Wounds (2).
Sword of the Dawn Ages
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength and Multiple Wounds (2).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Taurosaur Helm
models on foot only Type: None (6+ Armour Save). The wearer gains +1 Toughness and Impact Hits (1).
Taurosaur Helm
models on foot only Type: None (6+ Armour Save). The wearer gains +1 Toughness and Impact Hits (1).

Magic Standards usable by the army

PL EN
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Totem of Mixoatl
R&F model parts with Born Predator in bearer’s unit gain Hatred.
Totem of Mixoatl
R&F model parts with Born Predator in bearer’s unit gain Hatred.

Units od the army

PL EN
Caiman Ancient
Caiman Ancient
Cuatl Lord
Cuatl Lord
Skink Priest
Skink Priest
Firstborn - Veteran
Firstborn - Veteran
Firstborn - Warlord
Firstborn - Warlord
Skink Captain
Skink Captain
Carnosaur
Carnosaur
Alpha Pteradon
Alpha Pteradon
Alpha Carnosaur
Alpha Carnosaur
Taurosaur
Taurosaur
Alpha Rhamphodon
Alpha Rhamphodon
Skink Palanquin
Skink Palanquin
Raptor
Raptor
Saurian Warriors
Saurian Warriors
Skink Braves
Skink Braves
Caimans
Caimans
Raptor Riders
Raptor Riders
Temple Guard
Temple Guard
Snake Swarms
Snake Swarms
Chameleons
Chameleons
Pteradon Sentries
Pteradon Sentries
Rhamphodon Riders
Rhamphodon Riders
Skink Hunters
Skink Hunters
Weapon Beasts - Salamander
Weapon Beasts - Salamander
Weapon Beasts - Spearback
Weapon Beasts - Spearback
Stygiosaur
Stygiosaur
Taurosaur
Taurosaur
Thyroscutus
Thyroscutus