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