WARHOST

Cold-blooded reptile-folk from the drowned temple-jungles. Scaled warrior ranks that never flinch hold the centre while stealthy blowpipe skirmishers, raptor riders and winged gliders strike from the flanks, all anchored by horned war beasts and an ancient toad-sage who has slept through empires.

Scaleguard Warriors

Infantry · core
125 pts

Thick-scaled temple warriors with obsidian clubs and shields. Slow to anger and slower still to break.

10 models (5–20) · 10 pts per model
13wounds
3.3m/s
3.2dmg
1m reach
2.0armour
70morale
  • stubborn: loses morale at half the usual rate

Sunfang Spears

Infantry · core
130 pts

Temple-guard lizards with long bronze-tipped spears, fighting two deep behind a wall of scales.

10 models (5–20) · 11 pts per model
12wounds
3.2m/s
2.4dmg
2m reach
2.0armour
70morale
  • fights in 2 ranks
  • x1.8 damage vs cavalry
  • braced: negates cavalry charges from the front while holding/defending
  • stubborn: loses morale at half the usual rate

Mire Stalkers

Ranged
100 pts

Small, bright-crested skirmishers who slip through the undergrowth and spit poisoned darts from their blowpipes.

10 models (5–15) · 9 pts per model
6wounds
4.2m/s
0.9dmg
30m reach
0.0armour
45morale
  • shoots from range; weak in melee
  • armour piercing (ignores 2 armour)
  • skirmishers: no flank or rear penalties, unslowed by woods
  • stealthy: enemies see it from only half as far

Clawrunner Riders

Cavalry · max 3 per army
180 pts

Scaled lancers astride sickle-clawed raptors, who leap into the enemy line with a shriek and a spray of feathers.

5 models (3–10) · 34 pts per model
20wounds
7.8m/s
4.6dmg
1m reach
2.0armour
70morale
  • charge: x1.9 damage when hitting after a 12 m straight run
  • armour piercing (ignores 1 armour)

Skyscale Gliders

Cavalry · max 2 per army
150 pts

Lightly armed riders on leathery-winged reptiles that swoop over rivers and woods to hunt casters and stragglers.

4 models (2–8) · 36 pts per model
18wounds
8.0m/s
3.6dmg
1m reach
1.0armour
60morale
  • charge: x1.6 damage when hitting after a 12 m straight run
  • skirmishers: no flank or rear penalties, unslowed by woods
  • flies: crosses rivers anywhere and is unslowed by woods

Bog Lurkers

Monster · max 2 per army
200 pts

Hulking crocodilian brutes with stone mauls; their wounds knit closed as they wade on through the battle line.

3 models (1–4) · 62 pts per model
42wounds
3.8m/s
7.5dmg
2m reach
2.5armour
70morale
  • regenerates 0.4 wounds per model per second
  • stubborn: loses morale at half the usual rate

Thunderhorn

Monster · max 1 per army
270 pts

A three-horned colossus of the deep jungle, armoured in bone frills, whose charge flattens whole ranks and whose bellow shakes the courage of men.

1 models (1–1)
150wounds
4.4m/s
14.0dmg
2m reach
4.0armour
85morale
  • charge: x2.2 damage when hitting after a 12 m straight run
  • causes fear: enemies within 9 m lose 2.5 morale per second
  • stubborn: loses morale at half the usual rate

Elder Mirespeaker

Caster · max 1 per army
160 pts

An ancient, bloated toad-sage borne on a stone palanquin, who wraps his kin in shimmering wards and calls down sun-fire on the warm-blooded.

1 models (1–1)
46wounds
3.4m/s
9.0dmg
40m reach
1.0armour
95morale
  • fireball hits 4 models, ignores armour
  • steadies friendly regiments within 18 m
  • knows spells: fireball, ward, mend (use the cast order)

Sunscale Warlord

Character · max 1 per army
130 pts

A towering, gold-crested war-leader whose cold calm holds the ranks together; if it falls, the whole Dominion falters.

1 models (1–1)
62wounds
4.0m/s
7.5dmg
1m reach
3.0armour
95morale
  • steadies friendly regiments within 22 m
  • stubborn: loses morale at half the usual rate
  • general: inspires the army; if slain or put to flight every regiment loses 15 morale