Cold One
Divinor
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I have compiled all the info I can find into an army list format. I have removed the points costs for now, I'm sure you can find them. If a mod lets me know the "skaven slave" wording works I can add that. Feel free to let me know if I got anything wrong =)
GENERIC STUFF
Predatory Fighters (PF): Roll of a 6 to hit allows for an extra attack. Saurus / Carny(?) / Krox / Trog(?) get this. Units with this rule can not test to restrain from running down an enemy unless a skink character (priest / chieftan) is within 6".
Skinks have 6+ scaly skin save and LD5.
Cold ones have 2 attacks
LORDS
Oldblood
-Mounts:
--Carnosaur xxx
--- Swifstride xxpts
--- Bloordroar xx pts (3d6 terror check, drop lowest)
Slann xxx pts
- Infantry. Can’t be stomped. Slann auto passes LOS in Temple Guard and sits in 2nd rank.
- Slann can take up to 75ss in disciplines and still has normal lord level magic allowance. Can take a max of 4 disciplines, can't double up.
- Slann Disciplines in order from cheapest to highest:
-Reservoir of Eldritch Energy- Can save 1 unused dispel die to use for the next magic phase on a D6 roll of 2+ ( can't go beyond the pool limit.)
-Soul of Stone- When rolling a miscast you can add or subtract 1 from the result instead of accepting the original result(min. 2 and max. 12 on the table.)
-Becalming Cogitation- re-rolls first failed dispel attempt in each magic phase.
-Wandering Deliberations- Knows all basic lore signature spells ( can't be used with the Lore Master of High Magic one.)
-Harmonic Convergence- Slann rolls 2 additional dice whenever he attempts to channel power or dispel dice.
-The Harrowing Scrutiny- Terror
-Transcendent Healing- 40K Regeneration [what does that mean? I assume this is the previously mentioned ability to recover lost wounds on the Slann; someone explained: "Roll a number of D6s equal to the difference between your current wounds and starting wounds. For each 6 you recover a single wound lost earlier in the battle. This happens at the end of your magic phase if the model is alive." If so, that seems pretty useful.]
-Unfathomable Presence- Roll a D3 at the start of enemy magic phase, gains Magic resistance (X) until end of turn where X is equal to the D3 result.
-Focus of Mystery- Lore Master for High Magic
-Higher State of Consiciousness- Ethereal and Unstable but can't join units.
HEROES
Scar Vet xx pts
-Mounts:
-- Cold One xx pts
-- Carnosaur xxx
--- Swifstride xxpts
--- Bloordroar xx pts (3d6 terror check, drop lowest)
Skink Priest xx pts
- Can take lore of Heavens or Beasts
- Mounts:
-- Engine of The Gods
Skink Chief xx pts
- Mounts:
-- Terradon
-- Ripper
CORE
Saurus Warriors (same pts)
-Can take spears for free
Skink Cohorts xx pts
-Poison x pts each
-Krox xx pts, S5, can get hit in CC?
Skink Skirmishers (same pts)
SPECIAL
Swarms xx pts
-Gives friends units in the same combat poison.
-Unit size 2+.
Cold One Cav xx pts
-Spears x pts
-No Magic Banner
Temple Guard xx pts
- Same equipment as befgre.
- Magic Banner
Bastiladon xxx pts
-S4 T5 4W's 3 attacks 2+ Armor
-Enemies do not get flank / read bonus. Can attack enemy in rear with one str 10 attack.
-Beam of Chotex is a bound spell 3 range 24 - roll a D6 1 D3 S3 hits, 2-3 D6S4 4-5 2D6 S5 roll a 6 2D6 S6 & -1WS & BS till next magic phase. +1 init to all cold blooded units within 6".
-For the Snakes, the ranged bit is range D6". Every unit with D6" gets 2D6 st2 hits. Also work in combat. All swarms with 6" get a new base on a 4+
Stegadon xxx pts
- D3 wound impact hits xx pts
- Devastating Charge xx pts
Terradons xx pts
- Flaming Bolas (6” flaming, Quick to Fire) x pt
- Scaly Skin 6+, Forest Strider, Cold-blooded, Fear, Flying Cavalry
- Drop rocks (D3 str 4)
Ripperdactyl Riders xx pts
-Armour Piercing(ripper), Cold-blooded, Fear, Flying Cavalry, Frenzy (Ripper), Killing Blow (Ripper), Scaly Skin 6+ (Toad RAGE, when attacking enemy unit with toad freny =D3+1 attacks reroll hit)
- Monsrous Cav
Kroxigors xx pts
Chameleon Skinks xx pts
RARE
Salamander Pack xx pts
-Str 4 Template. Move (not march) and fire.
Razordon Pack xx pts
-Grapeshot Str4. Reroll artillery dice on stand and shoot.
Troglodon xx
-Stats 733555235 rider ld6. 4+ armor
-Acid spit is 18" S5 D3 Quick to Fire. One Shot
-Oracle can take divining for xx pts. Allows the oracle to channel like a wizard.
-Slann can cast through Oracle like a skink priest.
-One turn can make PF work on a 5+ for nearby units.
Ancient Stegadon xx
-Engine Of the Gods xx pts
-- Units within 6” get 6+ ward save, stacks. Gives a lore 1 easier to cast.
- D3 wound impact hits xx pts
- Devastating Charge xx pts
MAGIC ITEMS
Blade of realities xxx points - no armour or wards
Stegadon helm xx points - +1 save, +1 toughness, D3 impact hits
Jaguar standard - xx points unit has swiftstride
Skavenpelt banner - xx points all models get frenzy and hatred of skaven.. all skaven hate the unit..
Cube of darkness - xx points - on a 2+ spell auto dispelled, on another 2+ for every remains in play spell end on a 2+
Plaque of dominion - xx points - bound spell L3 all enemy wizards within 18 get stupidity
Piranha blade - xx points - D3 W's AP
Cloak of feathers - xx points for a flying skink character on foot..
Horn of Kygor - xx points - sounds at start of move phase, all friendly monsters, cav, war beasts, get frenzy
Egg of quango - xx points - one use only in combat, roll a D6: 1 D6 S3, 2-3 D6 S4, or 4+ does 2D6 S5.
GENERIC STUFF
Predatory Fighters (PF): Roll of a 6 to hit allows for an extra attack. Saurus / Carny(?) / Krox / Trog(?) get this. Units with this rule can not test to restrain from running down an enemy unless a skink character (priest / chieftan) is within 6".
Skinks have 6+ scaly skin save and LD5.
Cold ones have 2 attacks
LORDS
Oldblood
-Mounts:
--Carnosaur xxx
--- Swifstride xxpts
--- Bloordroar xx pts (3d6 terror check, drop lowest)
Slann xxx pts
- Infantry. Can’t be stomped. Slann auto passes LOS in Temple Guard and sits in 2nd rank.
- Slann can take up to 75ss in disciplines and still has normal lord level magic allowance. Can take a max of 4 disciplines, can't double up.
- Slann Disciplines in order from cheapest to highest:
-Reservoir of Eldritch Energy- Can save 1 unused dispel die to use for the next magic phase on a D6 roll of 2+ ( can't go beyond the pool limit.)
-Soul of Stone- When rolling a miscast you can add or subtract 1 from the result instead of accepting the original result(min. 2 and max. 12 on the table.)
-Becalming Cogitation- re-rolls first failed dispel attempt in each magic phase.
-Wandering Deliberations- Knows all basic lore signature spells ( can't be used with the Lore Master of High Magic one.)
-Harmonic Convergence- Slann rolls 2 additional dice whenever he attempts to channel power or dispel dice.
-The Harrowing Scrutiny- Terror
-Transcendent Healing- 40K Regeneration [what does that mean? I assume this is the previously mentioned ability to recover lost wounds on the Slann; someone explained: "Roll a number of D6s equal to the difference between your current wounds and starting wounds. For each 6 you recover a single wound lost earlier in the battle. This happens at the end of your magic phase if the model is alive." If so, that seems pretty useful.]
-Unfathomable Presence- Roll a D3 at the start of enemy magic phase, gains Magic resistance (X) until end of turn where X is equal to the D3 result.
-Focus of Mystery- Lore Master for High Magic
-Higher State of Consiciousness- Ethereal and Unstable but can't join units.
HEROES
Scar Vet xx pts
-Mounts:
-- Cold One xx pts
-- Carnosaur xxx
--- Swifstride xxpts
--- Bloordroar xx pts (3d6 terror check, drop lowest)
Skink Priest xx pts
- Can take lore of Heavens or Beasts
- Mounts:
-- Engine of The Gods
Skink Chief xx pts
- Mounts:
-- Terradon
-- Ripper
CORE
Saurus Warriors (same pts)
-Can take spears for free
Skink Cohorts xx pts
-Poison x pts each
-Krox xx pts, S5, can get hit in CC?
Skink Skirmishers (same pts)
SPECIAL
Swarms xx pts
-Gives friends units in the same combat poison.
-Unit size 2+.
Cold One Cav xx pts
-Spears x pts
-No Magic Banner
Temple Guard xx pts
- Same equipment as befgre.
- Magic Banner
Bastiladon xxx pts
-S4 T5 4W's 3 attacks 2+ Armor
-Enemies do not get flank / read bonus. Can attack enemy in rear with one str 10 attack.
-Beam of Chotex is a bound spell 3 range 24 - roll a D6 1 D3 S3 hits, 2-3 D6S4 4-5 2D6 S5 roll a 6 2D6 S6 & -1WS & BS till next magic phase. +1 init to all cold blooded units within 6".
-For the Snakes, the ranged bit is range D6". Every unit with D6" gets 2D6 st2 hits. Also work in combat. All swarms with 6" get a new base on a 4+
Stegadon xxx pts
- D3 wound impact hits xx pts
- Devastating Charge xx pts
Terradons xx pts
- Flaming Bolas (6” flaming, Quick to Fire) x pt
- Scaly Skin 6+, Forest Strider, Cold-blooded, Fear, Flying Cavalry
- Drop rocks (D3 str 4)
Ripperdactyl Riders xx pts
-Armour Piercing(ripper), Cold-blooded, Fear, Flying Cavalry, Frenzy (Ripper), Killing Blow (Ripper), Scaly Skin 6+ (Toad RAGE, when attacking enemy unit with toad freny =D3+1 attacks reroll hit)
- Monsrous Cav
Kroxigors xx pts
Chameleon Skinks xx pts
RARE
Salamander Pack xx pts
-Str 4 Template. Move (not march) and fire.
Razordon Pack xx pts
-Grapeshot Str4. Reroll artillery dice on stand and shoot.
Troglodon xx
-Stats 733555235 rider ld6. 4+ armor
-Acid spit is 18" S5 D3 Quick to Fire. One Shot
-Oracle can take divining for xx pts. Allows the oracle to channel like a wizard.
-Slann can cast through Oracle like a skink priest.
-One turn can make PF work on a 5+ for nearby units.
Ancient Stegadon xx
-Engine Of the Gods xx pts
-- Units within 6” get 6+ ward save, stacks. Gives a lore 1 easier to cast.
- D3 wound impact hits xx pts
- Devastating Charge xx pts
MAGIC ITEMS
Blade of realities xxx points - no armour or wards
Stegadon helm xx points - +1 save, +1 toughness, D3 impact hits
Jaguar standard - xx points unit has swiftstride
Skavenpelt banner - xx points all models get frenzy and hatred of skaven.. all skaven hate the unit..
Cube of darkness - xx points - on a 2+ spell auto dispelled, on another 2+ for every remains in play spell end on a 2+
Plaque of dominion - xx points - bound spell L3 all enemy wizards within 18 get stupidity
Piranha blade - xx points - D3 W's AP
Cloak of feathers - xx points for a flying skink character on foot..
Horn of Kygor - xx points - sounds at start of move phase, all friendly monsters, cav, war beasts, get frenzy
Egg of quango - xx points - one use only in combat, roll a D6: 1 D6 S3, 2-3 D6 S4, or 4+ does 2D6 S5.