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Pinktaco
Vessel of the Old Ones
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The following is still subject to change, but we're giving you an insight to how things will likely be.
Sneak Peak #1 Croxisaurus Ancient (hero)
Croxisaurus Ancient
M6/WS4/S5/T5/A4/I3/W4/Ld8
Special Rules:
It wasn't hard to add the following, but it was hard to ignore the other option we had. We all wanted the Skink Raptor Riders and this could especially be seen on your votes and the Votes on Lustria Online! But unfortunately circumstances dictates that they will not be part of this update. However, they're still very much on the minds of the Committee and various ways to add them in a future update have been suggested.
As a part of making Slann-less builds viable there was a greater need for a Skink High Priest. This in return allow us for a greater diversity when creating lists and give us something else than always auto-including the Slann because he used to be the only lvl 4 wizard.
Skink High Priest
M6|WS2|BS3|S3|T3|W3|I4|A1|Ld7
Cold-blooded, Scaly Skin 6+, Strider (water), Magic Beacon
Magic: Level 3 Wizard. Generate spells from Path of Beasts, Heavens, Light or Life.
Options:
Special Rule: Palanquin (50x50mm)
Options:
May get Plaque of the Snake God (only available if no Anurid High Priest is in the army)
May switch Base Size to 40x40mm free
Plaque of the Snake God
Bearer’s unit has Hatred.
The Palanquin allow the skink to be placed in the secon rank of a unit.
Sneak Peak #3 Spinosaurus (rare)
M7|WS4|BS4|S5|T5|W5|I2|A4|Ld6
Ridden Monster Base size: 50x100mm
Unit size: 1
Equipment: Javelin (Crew only), Scaly Skin (4+)
Special Rules:Cold-Blooded, Light-Footed, Magic Beacon, Poisoned Attacks (Spinosaurus only), Born Predator (Spinosaurus only)
Options:
Upgrade Skink Rider to a Wizard Conclave Champion (Lvl 2)
The Spinosaurus may get Predatory Roar
The Spinosaurus may take one of the following Shooting Weapons:
Poisonous Breath
Spit Poison
Light-Footed
A Monster with this special rule only does D3 Stomps instead of D6.
Predatory Roar
Once per game all friendly units with the Born Predator special rule within 12” of a model with Predatory Roar may re-roll to hit rolls of ‘1’ and ‘2’ in close combat. This ability can be activated at the start of any close combat phase and will last for that one close combat phase only.
Poisonous Breath:
This is a Breath Weapon with the Toxic attacks special rule.
Spit Poison:
This is a shooting attack with the following profile: Range 8”, Quick to fire, Poisoned Attacks, Strength 6, Multiple Wounds (Ordnance), Armour Piercing (3).
Sneak Peak #4 Army Magic Items
Magic items are always an important part of the armies identity, and no change with our dear reptilian creatures.
So many different comments were made on which magic item was necessary for the uniqueness to stay intact. We hope that you feel like we mannish this by these items presented here, we at least feels that they are a well document and fairly interesting bunch to have in the mix.
Naturally not everything could be accept by the Rules Team and rightly so, but we got mainly what we bargained for.
With out further a due:
Magic items
Light-sabre:
Magic Weapon. Type: Hand Weapon. Strength +1, Armour Piercing (1), Multiple Wounds (2)
Triceratops War-Spear:
Magic Weapon. Type: Lance. When using the weapon, the wearer has Impact Hits (2D3), which are resolved at Strength 6. Cannot be taken by flying models.
Tyrannosaurus Hunting Bow:
Magic Weapon. Type: Short Bow. Range 18". The Tyrannosaurus Hunting Bow can be shot using the rules for Bolt Thrower Artillery Weapons: Strength 6, Armour Piercing (6), Multiple Wounds (D3).
Triceratops Helm
Magic Armour. Type: none (6+ armour save). Grants wearer +1 Toughness and Impact Hits (1).
Staff of Mending
Enchanted Item. Bound Spell (Power level 3). The Staff of Mending contains the path of White Magic spell Apotheosis.
Flaming Aura of the Ancients
Talisman. Attacks against wearer's model suffer -1 to hit and wearer’s model has the Flameborn special rule.
Black Cube
Arcane Item. One use only. Instead of making a Dispel roll, you can use the scroll. The spell is automatically Dispelled. In addition you may choose to end all spell effects which Lasts one Turn or Remains in Play affecting a unit within 18”.
Ancient Plaque
Arcane item. Once per magic phase, the wearer may reroll a single power dice rolled after a casting roll. You cannot use this when casting with 1 dice or to re-roll natural rolls of ‘6’.
Esoteric Egg
Enchanted Item. Wearer has a Breath Weapon (strength D3+2, Magical Attacks), that can only be used in close combat.
Sun Tzu's Standard of Know thy Enemy:
Depending on your opponent, Bearer's unit benefits from the enemy's army specific special rule as well, see list below:
Dwarfs (DH,ID): Bearer's unit gains Relentless and Thunderous Charge
Men (Koc,EM): Bearer's unit gains Ward Save (6+) in close combat and Ward Save (5+) against artillery weapons
Elves (EoL,EoD,EoN): Bearer's unit gains Supernatural Reflexes
Chaos (DL,WoW): Pick one enemy unit with a Mark of the Dark Gods. Bearer's unit gains that Mark as well.
Undead (ED,VC): Bearer's unit gains Lethal Strike
Beasts(RE,RoU,BH,OT,GH): Bearer's unit gains Fear and Impact hits (1)
Bare in mind that certain magic items are still up for debate, but we reckon this will be fairly close to the final outcome
Sneak Peak #1 Croxisaurus Ancient (hero)
Croxisaurus Ancient
M6/WS4/S5/T5/A4/I3/W4/Ld8
Special Rules:
- Coldblooded
- Strider (Water)
- Born Predator
- Scaly Skin 4+
- Hand Weapon
- Great Weapon
- Halbard
- Light Armour
- Shield
- May take 50pts Magic Items
- May be BSB
It wasn't hard to add the following, but it was hard to ignore the other option we had. We all wanted the Skink Raptor Riders and this could especially be seen on your votes and the Votes on Lustria Online! But unfortunately circumstances dictates that they will not be part of this update. However, they're still very much on the minds of the Committee and various ways to add them in a future update have been suggested.
As a part of making Slann-less builds viable there was a greater need for a Skink High Priest. This in return allow us for a greater diversity when creating lists and give us something else than always auto-including the Slann because he used to be the only lvl 4 wizard.
Skink High Priest
M6|WS2|BS3|S3|T3|W3|I4|A1|Ld7
Cold-blooded, Scaly Skin 6+, Strider (water), Magic Beacon
Magic: Level 3 Wizard. Generate spells from Path of Beasts, Heavens, Light or Life.
Options:
- May become a Level 4 wizard
- May take Magic Items:Up to 100 pts
- May take a mount (one choice only)
- Skink Palanquin [may take any options]
- Triceratops [may take any options]
- Threehorn [may take any options]
- Alpha Pteranodon
Special Rule: Palanquin (50x50mm)
Options:
May get Plaque of the Snake God (only available if no Anurid High Priest is in the army)
May switch Base Size to 40x40mm free
Plaque of the Snake God
Bearer’s unit has Hatred.
The Palanquin allow the skink to be placed in the secon rank of a unit.
Sneak Peak #3 Spinosaurus (rare)
M7|WS4|BS4|S5|T5|W5|I2|A4|Ld6
Ridden Monster Base size: 50x100mm
Unit size: 1
Equipment: Javelin (Crew only), Scaly Skin (4+)
Special Rules:Cold-Blooded, Light-Footed, Magic Beacon, Poisoned Attacks (Spinosaurus only), Born Predator (Spinosaurus only)
Options:
Upgrade Skink Rider to a Wizard Conclave Champion (Lvl 2)
The Spinosaurus may get Predatory Roar
The Spinosaurus may take one of the following Shooting Weapons:
Poisonous Breath
Spit Poison
Light-Footed
A Monster with this special rule only does D3 Stomps instead of D6.
Predatory Roar
Once per game all friendly units with the Born Predator special rule within 12” of a model with Predatory Roar may re-roll to hit rolls of ‘1’ and ‘2’ in close combat. This ability can be activated at the start of any close combat phase and will last for that one close combat phase only.
Poisonous Breath:
This is a Breath Weapon with the Toxic attacks special rule.
Spit Poison:
This is a shooting attack with the following profile: Range 8”, Quick to fire, Poisoned Attacks, Strength 6, Multiple Wounds (Ordnance), Armour Piercing (3).
Sneak Peak #4 Army Magic Items
Magic items are always an important part of the armies identity, and no change with our dear reptilian creatures.
So many different comments were made on which magic item was necessary for the uniqueness to stay intact. We hope that you feel like we mannish this by these items presented here, we at least feels that they are a well document and fairly interesting bunch to have in the mix.
Naturally not everything could be accept by the Rules Team and rightly so, but we got mainly what we bargained for.
With out further a due:
Magic items
Light-sabre:
Magic Weapon. Type: Hand Weapon. Strength +1, Armour Piercing (1), Multiple Wounds (2)
Triceratops War-Spear:
Magic Weapon. Type: Lance. When using the weapon, the wearer has Impact Hits (2D3), which are resolved at Strength 6. Cannot be taken by flying models.
Tyrannosaurus Hunting Bow:
Magic Weapon. Type: Short Bow. Range 18". The Tyrannosaurus Hunting Bow can be shot using the rules for Bolt Thrower Artillery Weapons: Strength 6, Armour Piercing (6), Multiple Wounds (D3).
Triceratops Helm
Magic Armour. Type: none (6+ armour save). Grants wearer +1 Toughness and Impact Hits (1).
Staff of Mending
Enchanted Item. Bound Spell (Power level 3). The Staff of Mending contains the path of White Magic spell Apotheosis.
Flaming Aura of the Ancients
Talisman. Attacks against wearer's model suffer -1 to hit and wearer’s model has the Flameborn special rule.
Black Cube
Arcane Item. One use only. Instead of making a Dispel roll, you can use the scroll. The spell is automatically Dispelled. In addition you may choose to end all spell effects which Lasts one Turn or Remains in Play affecting a unit within 18”.
Ancient Plaque
Arcane item. Once per magic phase, the wearer may reroll a single power dice rolled after a casting roll. You cannot use this when casting with 1 dice or to re-roll natural rolls of ‘6’.
Esoteric Egg
Enchanted Item. Wearer has a Breath Weapon (strength D3+2, Magical Attacks), that can only be used in close combat.
Sun Tzu's Standard of Know thy Enemy:
Depending on your opponent, Bearer's unit benefits from the enemy's army specific special rule as well, see list below:
Dwarfs (DH,ID): Bearer's unit gains Relentless and Thunderous Charge
Men (Koc,EM): Bearer's unit gains Ward Save (6+) in close combat and Ward Save (5+) against artillery weapons
Elves (EoL,EoD,EoN): Bearer's unit gains Supernatural Reflexes
Chaos (DL,WoW): Pick one enemy unit with a Mark of the Dark Gods. Bearer's unit gains that Mark as well.
Undead (ED,VC): Bearer's unit gains Lethal Strike
Beasts(RE,RoU,BH,OT,GH): Bearer's unit gains Fear and Impact hits (1)
Bare in mind that certain magic items are still up for debate, but we reckon this will be fairly close to the final outcome
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