Вы находитесь на странице: 1из 28

Psychic Powers

Control (1d3):
Priim
mariiss:
Hypnosiiss (1WP):
Range 18 Malediction: The target enemy unit has -1 BS
and WS
1: Diminish (1WP):
Malediction range 18, if the target is affected, roll 1d3:
1) every model in affected unit loses 1 point of Strength.
2) every model in affected unit loses 1 point of Toughness.
3) every model in affected unit gains 1 point on initiative and attacks but loses 1
point of strength, toughness and get -1 to their armour save rolls.
2: Dragonic Presence(1WP):
Malediction, every enemy unit within 12 of the caster must make a morale test
or imme-diately run away.
3: Invigorate (2WP):
Blessing: A unit within 18 of the caster get furious charge and +1 S, T and A,
they also count theyr Meele weapons as 1 better AP (up to 4)

Nature Power (1d3):


Primaris:
Enemy of Nature (1WP):
The sun points directly at its target as plant and ruins move away to make him
easier to hit.
Range 18 Malediction: any allied dragon unit attempting to shoot at the affected
unit counts as having +1 to its BS.
1: Meteorite (1WP):
Witchfire: range 36 str 7, ap3, assault 1 large blast, barrage, ignores cover
If deny the witch succeeds, the meteorite still falls, but scatters 4d6 even if the
scatter die rolls a hit.
Ballistic Skill doesnt reduce scatter distance for this power in either case.
2: Magma Beam (1WP):
Beam: 12 Range, Poison 4+, Corrosive 4+, AP4 (corrosive 4+ means a vehicle hit
gets glanced on a roll of 4+ automatically, but this cant get a penetrating hit),
a vehicle hit by this beam is instead hit 1d3 times.
Note: since its not possible to directly reduce the strength of this beam,
instead the second target hit by it is wounded/glanced on a 5+ and the third
on a 6 only.
3: Ragnarok (2WP):
Every unit on the field, allied or enemy, gets hit 2d6 times at S4, AP5, no
cover saves allowed.
Alteration (1d3):
Primaris:
Rain of a Thousand Flames (1WP):
Witchfire: Range 24 S4, AP4, Assault 2d6+2, Soul Blaze
1: Hallucinate (1WP): Phantasmal copies of the affected unit float and distort the
area around it, making it very dificult to tell real from fake.
This is a blessing with a range of 12, the affected unit gets feel no pain (4+).
2: Force Field (1WP): Blessing, 24 range. Affected unit receives a 5+ invulnerable
save, if it already had an invulnerable save, instead improve it by 1, up to a 3+
(you cannot bless a unit with this more than once at a time).
3: Summon (2WP): blessing, designate a friendly unit from this codex that is
either on the battlefield or on deep strike reserves, place that unit within 6 of
the psyker as if it had just deep striked there, with no scatter.

Note: blessings and maledictions last until the psykers


next turn as by default 6th ed rules.
Warlord Traits
1) Worldly Aid: The warlord cares for nature and the universe itself, in return, nature cares for him by slowly
healing his wounds.
The warlord has It Will Not Die

2) Serpentine Agility
If the warlord has the Jump or Air Dash ability, it avoids requiring a Dangerous Terrain Check when using
that ability, otherwise reroll on this table.

3) One With The Elements


The warlord is immune to dangerous terrain, able to withstand natural lava, acid and such, it is still
affected by dificult terrain normally and must make a save to jump or air dash while entering or leaving
terrain as usual

4) Corrosive Rampaging
The warlord and his unit have +2 Strength while attacking in meele a building or immobile vehicle

5) Speeding Bombarder
The warlord may use one of its ranged weapons as part of an air dash move, if he does, the target is in
range as long as it was in range during any part of its movement, the warlord may not shoot or run
during the shooting phase, as it has already shot on the movement phase

6) Thunder Fall
The warlord can Deep Strike, if he does, place a large blast marker anywhere on the battlefield and scatter
it 2d6 without reducing distance, everything below that marker is hit by a S5 AP- attack and any surviv-
ing models are moved away from the marker, then place the warlord on the center of the blast
Armory
Acid: Melta for ranged, Armourbane for Meele(15 pts)
Poison: wound on 4+
Force Field Core: improves invulnerable save by 1(cost:20)
Lightning Core: Gives soul spark(cost:25)
Strength, Toughness, Wounds, Attack and Initiative cores do exactly what they sound like, add a
point of that stat.

A cores upgrade list on a unit will start with the maximum amount of cores a model on the unit can
have, and following will be a list of costs for each such core (ex, Strength: 20/25/30), this rep-
resents what cores the unit can take, as well as how many of that core and its cost each sucesive
purchase of it.

Improved Scales: Improve Armor Save by 1


Reaction Wings: Instead of overwatching, the unit may opt to move 6 in any direction as a result
of a unit declaring a charge against it (this means, just like overwatch, that they can only do it once
a turn, as it replaces overwatch itself they may not choose to overwatch a diferent charge on the
same turn either).

Zealous Devotion: furious charge

Daiklave = 2-handed power fist


Acid Daiklave = 2-handed chain fist

Soul Frost: for any hit with a frost weapon, roll a d6, if you roll equal or higher to the weapons frost
value, on the first success, all of the affected units shooting range are halved,on the second
success, all of the affected units movements count as dificult terrain, if a third success is made
against the same unit in the same turn, the affected unit cant act in their next turn.

For vehicles: 1= range halved, 2= -6 movement, 3= cant shoot, 4= cant act.

Note that with frost weapons you can either use frost or damage normally, but you cant choose
both.

Frost can be ignored on a 5+ per success on any unit that hasnt gone to ground, has morale
broken, or is stunned/immobilized.

Soul Spark: For every wound caused when you initially roll to wound with an attack
that has this ability, whether it saves or not, inflict an additional hit and roll to wound
as normal, these additional wounds dont cause any extra hits.
(Fast/Supersonic) Dragon Unit Type
Dragons work exactly like monstrous creatures, with the following exceptions.

Movement
All Dragons can choose to make an "Air Dash" ability instead of moving normally, if they do so they can move
freely up to 18" (24" for fast, 36" for supersonic) over any units and terrain they pass.
However, if they start or end this movement on dificult terrain, they must take a dangerous terrain test,
and for every such test that fails, they receive an AP2 wound with no cover saves allowed
(If a supersonic dragon were to get an invulnerable save for whatever reason, it is also ignored in this case).

Shooting
A dragon that made an Air Dash on the movement phase cannot run,
and it can only shoot if its total movement was 12" or less.

Assault
Dragons cant assault if they did Air Dash during movement, with the exception of having the fleet special rule,
in wich case they can only do so if the Air Dash was of a total movement of 12 or less.

Tiny Dragons
Tiny Dragon is a special rule on certain Dragons.
Unlike other Dragons, a Tiny Dragon behaves like the Infantry unit type, rather than a monstrous creature,
with all that implies.
But, they have and extra ability, when charging to assault Tiny Dragons can move up to 18 (24 if
supersonic), in case if dificult terrain test, roll adding an extra dice to the roll and the result. (or 2 dice if
supersonic).

NOTE: unless stated otherwise, everything under the Weapons and Equipment is included in its
units profile any meele weapons count as close combat weapons and scales/armor are included in the
Save stat.
HQ
UNIT OR FORMATION NAME:Golden Dragon, Selen POINTS: 400
DESCRIPTION: The Enlightened Emperor

UNIT OR FORMATION: 1 models WEAPONS RANGE STR AP SPECIAL

TYPE: Jump Monstrous Creature


STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Selen: 8 0 6 6 5 5 6 10 3++
SPECIAL RULES:
WEAPONS AND EQUIPMENT: join or die: If selen won a close combat against a non-
Several Claws (close combat weapons) vehicle Fearless unit or a unit with ATSKNF that failed
Holy Aura (3+ invulnerable save) to run away, that unit gets 1d6 AP2 wounds. Eternal
Warrior
Greater Core of Leadership
Independant Character
Lightning Core Unique, Fearless, Fleet

ADDITIONAL INFO:
Subdue: When a non HQ, non independant character unit that
attempts to run from Selen and loses the sweeping advance test
against him, Selen may choose to take control of the unit and
attach to it instead of killing it right away, roll 2d6 against the
OPTIONS: leadership value of the unit, including modifiers from kills during
this meele, if its higher, he takes control of that unit (12 always
succeeds, 2 always fails), otherwise the unit dies as ussual, if after
that, selen were to become unattached from that unit, said unit
dies, if selen were to die before the attached unit, it returns to the
control of its owner.
The affected unit may not make look out sir rolls to save Selen.

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Wudriel POINTS: 300
DESCRIPTION:
The Frostspike Dragon

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL


Blizzard 48 8 3 Assault 1, Large Blast,
Soul Frost (3)
TYPE: Dragon
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Wudriel: 4 6 6 6 4 3 3 10 3+/4+

WEAPONS AND EQUIPMENT:


Blizzard Breath
Frozen Fangs
Frostbite Scales (3+/4++ Sv) SPECIAL RULES:
Eternal Warrior, Independant Character, Unique,
Fearless
Special Wargear: Frost Aura: at the end of every turn, any unit locked in close
combat with Wudriel must undergo the effects of 1d3 soul frost
Frozen Fangs: close combat weapon with
(5) hits.
soul frost (5) -besides any normal damage
dealt- ADDITIONAL INFO:

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Alerian Dragneel POINTS: 250
DESCRIPTION: Draconic Archmage

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL

TYPE: Infantry Magma Bombs: S*6 5 4 Assault 1,


STRUCTURE POINTS: Blast, Barrage
Megablast Bombs S*6 6 3 Heavy 3, Large
UNIT STATS: WS BS S T W I A Ld Sv Blast, Barrage
Alerian: 3 5 3 5 3 3 1 10 4++

WEAPONS AND EQUIPMENT:


Scales of the Great Dragon Mage
Magma Bombs
Living Flame Whip SPECIAL RULES:
Mastery Level 4
Independant Character
Unique
OPTIONS: Magma Bombs: its range is equal to Alerians
own Strength value, multiplied by 6.
May have up to 5 draconic beasts as pets
for their respective cost. ADDITIONAL INFO:
May have up to 3 Cores Total:
Living Flame Whip always wounds on 3+
Strength: 20/25/30
Wounds: 20/20
May upgrade Dragon Bombs to
Megablast Bombs for 40 pts

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Auvru: POINTS: 350
DESCRIPTION: Gigantic Red Dragon,
The Devourer,
Cataclysm of Setund II

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL


Lava Blast 30 7 2 Assault 1, Blast
TYPE: Fast Dragon
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Auvru: 6 5 10 6 5 4 6 10 2+/4+

WEAPONS AND EQUIPMENT:


Claws
Lava Blast
Ancient Scales SPECIAL RULES: Devour: every 3 models removed from
auvrus close combat attacks heal him a wound up to his
starting total, he eats them alive.
Eternal Warrior
Independant Character
Unique, Fearless

ADDITIONAL INFO:
OPTIONS:

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Imperial Court POINTS: X
DESCRIPTION: The Imperial Court may be taken for any Unique HQ other than Selen as an HQ choice that does not take a
slot in the force organization chart, and work like a guard unit for that HQ, as such, must remain attached to it until either
of them dies.
This squad has up to 5 models from among the 3 options detailed in the following pages: Rampaging Drake, Illusory
Drake and Flameborn Drake

UNIT OR FORMATION: 0 - 5 models WEAPONS RANGE STR AP SPECIAL

TYPE: varied
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Name:

WEAPONS AND EQUIPMENT:

SPECIAL RULES:

ADDITIONAL INFO:
OPTIONS:

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Rampaging Drake POINTS: 120
DESCRIPTION:

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL


Breath of Rust 12 4 6 Assault 3
TYPE: Monstrous Creature
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Rampaging: 3 3 4 4 2 4 2 10 3+

WEAPONS AND EQUIPMENT:

SPECIAL RULES:
Wrecking Rampage: any meele or ranged attacks that
hit a building, fortification or anything immobile that
has an armor value in general, instead of rolling for
armour penetration, reduce that buildings armor val-
ue on all sides by 1d3.
ADDITIONAL INFO:
OPTIONS:

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Illusory Drake POINTS: 80
DESCRIPTION:

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL

TYPE: Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Name: 0 8 - - 1 - - 10 -

WEAPONS AND EQUIPMENT:

Must take a single power rolled from the control


table, its mastery points count as being whatever
the warp charge cost of the spell rolled. SPECIAL RULES:
Move through cover.
Ghost of the Thaumaturge: Illusory Drakes dont take
nor do any damage in any way, instead, if the only
models remaining in an Imperial Court unit (besides
the HQ) are Illusory Drakes, they vanish and count as
killed with the rest of the squad.

OPTIONS:

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Flameborn Drake POINTS: 150
DESCRIPTION:

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL


Volcanic Explosion Nova* 5 2 Assault 1
TYPE: Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Auvru: 4 4 5 5 2 1 6 10 4++

WEAPONS AND EQUIPMENT:


Corrosive Magma Slash:
S:User AP:2 Soul Blaze, Meele
SPECIAL RULES:
Move Through Cover
Trail of Flame: after this model leaves a terrain that is made of
wood, such as a forest, it is set on fire at the end of that
movement phase, it becomes dangerous terrain until the end
of its next movement phase where the terrain is removed from
play.
ADDITIONAL INFO:
OPTIONS: If any dragon unit with a frost weapon (friend or foe), is within
6 of a flameborn drake at the end of its movement phase, the
Nova: this works just like a template weapon, except it player that owns the unit rolls a d6 for every model of the unit
affects all around the shooting model other than that that is within 6 of the drake, on a 5 or 6 nothing happens,
models own squad, and that it cant be used for over- otherwise it takes a wound with no saves of any kind allowed.
watch. (for reference meassure 8 from the border of the (if the frost dragon is opposing the flameborns army this
unit or simply move a flamer template around it) applies in either movement phase)

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Half Dragon POINTS: 100
DESCRIPTION: Battle Caster

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL

TYPE: Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Battle Caster: 4 4 4 4 3 3 2 10 3+

WEAPONS AND EQUIPMENT:


Fists, claws and good scales

SPECIAL RULES:
Fleet, Independant Character

ADDITIONAL INFO:
OPTIONS:
Must purchase 1 to 5 enchants:
Powered Fists(1), Great Scales(1),
Acid(1), Lightning(1), Toughness(1),
attacks+1d6(up to 2)(30 points each).

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
Elite
UNIT OR FORMATION NAME: Draconic Shaman POINTS: 50
DESCRIPTION:

UNIT OR FORMATION: 1 to 3 models WEAPONS RANGE STR AP SPECIAL

TYPE: Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Shaman: 4 4 4 4 2 3 1 10 3+

WEAPONS AND EQUIPMENT:


Scales

SPECIAL RULES:

ADDITIONAL INFO:
OPTIONS:
Must purchase 1 to 2 spells from the list:
Hallucinate(20pts), Meteorite(30pts), Summon(20),
magic field(20).

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Draconian POINTS: 60
DESCRIPTION:

UNIT OR FORMATION: 3 to 10 models WEAPONS RANGE STR AP SPECIAL


Flame Blast 18 5 4 Assault 1, Blast
TYPE:
Fire Breath template 5 4 Assault 1
Infantry
STRUCTURE POINTS:

UNIT STATS: WS BS S T W I A Ld Sv
Draconian: 4 4 4 5 2 4 3 10 2+/5+

WEAPONS AND EQUIPMENT:


2 Power Swords
Bloodscale Armor (counts as terminator armor)
SPECIAL RULES:
Striking Wings: reduce a misshap roll of destroyed to
delayed

ADDITIONAL INFO:
OPTIONS:
Any Draconians may exchange both swords
for a daiklave for 10 pts,
or an acid daiklave for 15 pts

they may take fire breath(10 pts) or flame


blast(15 pts) each.

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
Troops
UNIT OR FORMATION NAME: Dragon Disciple POINTS: 10
DESCRIPTION:

UNIT OR FORMATION: 10 to 30 models WEAPONS RANGE STR AP SPECIAL

TYPE:
Infantry
STRUCTURE POINTS:

UNIT STATS: WS BS S T W I A Ld Sv
Disciple: 4 - 4 3 1 5 2 7 5+

WEAPONS AND EQUIPMENT:


1 Naginata (S:+1/User AP:4/5)
Light Armor
SPECIAL RULES: Move through Cover

ADDITIONAL INFO:
OPTIONS:
Any Disciples may get Zealous Devotion
for 2 points per model, and also Soul
Blaze for 2 points per model

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Red Wyrmling POINTS: 10
DESCRIPTION:

UNIT OR FORMATION: 5 to 20 models WEAPONS RANGE STR AP SPECIAL


Fire Spit 18 4 5 Assault 2, Pinning
TYPE: Infantry
STRUCTURE POINTS:

UNIT STATS: WS BS S T W I A Ld Sv
Wyrmling: 3 4 3 4 13 1 8 4+

WEAPONS AND EQUIPMENT:


Claws and Teeth
Fire Spit
Weak Scales SPECIAL RULES:

ADDITIONAL INFO:
OPTIONS:
Any wyrmlings may get improved scales
for 3 points each.
They may also get reaction wings, for 2
points each

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Black Wyrmling POINTS: 10
DESCRIPTION:

UNIT OR FORMATION: 5 to 20 models WEAPONS RANGE STR AP SPECIAL


Acid Spit 24 4 6 Assault 1, Acid
TYPE: Infantry
STRUCTURE POINTS:

UNIT STATS: WS BS S T W I A Ld Sv
Wyrmling: 3 4 3 4 13 1 8 4+

WEAPONS AND EQUIPMENT:


Claws and Teeth
Acid Spit
Weak Scales SPECIAL RULES:

ADDITIONAL INFO:
OPTIONS:
Any wyrmlings may get improved scales
for 3 points each.
They may also get reaction wings, for 2
points each

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: White Wyrmling POINTS: 10
DESCRIPTION:

UNIT OR FORMATION: 5 to 20 models WEAPONS RANGE STR AP SPECIAL


Frost Spit 18 4 5 Assault 1, Soul Frost(6)
TYPE: Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Wyrmling: 3 4 3 4 13 1 8 4+

WEAPONS AND EQUIPMENT:


Claws and Teeth
Frost Spit
Weak Scales SPECIAL RULES:

ADDITIONAL INFO:
OPTIONS:
Any wyrmlings may get improved scales
for 3 points each.
They may also get reaction wings, for 2
points each

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Wyvern Knight POINTS: 15
DESCRIPTION:

UNIT OR FORMATION: 3 to 10 models WEAPONS RANGE STR AP SPECIAL


Magic Gem 24 3 6 Heavy 5 or
TYPE: Heavy 1, blast
jump
STRUCTURE infantry
POINTS:

UNIT STATS: WS BS S T W I A Ld Sv
Warrior: 4 4 4 4 1 4 2 8 4+

WEAPONS AND EQUIPMENT:


Greatsword
Armor and Scales
Magic Gem SPECIAL RULES:
Furious Charge

ADDITIONAL INFO:
magic gem: to use the blast style you must pass a
OPTIONS: leadership check, if you fail the blast is instead on top
May upgrade magic gem with soul blaze (4 pts) and/or of the user. the user can also get help from other
acid (6 pts) squad members, gaining 1 ld per helper and 1str per 2
helpers. (helpers dont shoot)

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
Fast Attack
UNIT OR FORMATION NAME: Dragon Berzerker POINTS: 100
DESCRIPTION:

UNIT OR FORMATION: 2 to 6 models WEAPONS RANGE STR AP SPECIAL


Flame Blast 18 6 4 Assault 1, Blast
TYPE: Fast Dragon
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Berzerker: 6 4 6 4 3 4 3 10 3+

WEAPONS AND EQUIPMENT:


Flame Blast
Claws
SPECIAL RULES: Fleet, Furious Charge

ADDITIONAL INFO:
OPTIONS:
Dragon Berzerkers can get up to 4 of the
following enchants: Strength(up to 2), Tough-
ness (1), Magic Defense (up to 2), Acid (1),
lightning (1), prices above

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Black Dragon POINTS: 100
DESCRIPTION:

UNIT OR FORMATION: 2 to 6 models WEAPONS RANGE STR AP SPECIAL


Acid Shot 36 6 4 Assault 1, Acid
TYPE: Fast Dragon
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Black Dragon: 4 5 4 6 3 4 4 10 3+

WEAPONS AND EQUIPMENT:


Acid Shot
Claws
SPECIAL RULES:
Stable Wings: can shoot if Air Dashed up to 18.

ADDITIONAL INFO:
OPTIONS:
Black Dragon can get up to 4 of the following
enchants: Strength(1), Toughness (1), Magic
Defense (up to 2), Acid (1), lightning (1),
prices above

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Draconic Assassin POINTS: 50
DESCRIPTION:

UNIT OR FORMATION: 3 to 10 models WEAPONS RANGE STR AP SPECIAL

TYPE: Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Ninja: 8 0 3 3 1 6 2 8 4++

WEAPONS AND EQUIPMENT:


2 Short Blades
Cloth Armor
SPECIAL RULES:
Fleet, Infiltrate
Planeshifter: due to these shady humanoids being only half
on this dimension, they have a 4+ invulnerable save

ADDITIONAL INFO:
Skillful: Dragon Ninjas gain an extra attack for each point of
OPTIONS: weapon skill they surpass against their target.
Dragon Ninjas can get up to 2 of the following cores:
Attacks(up to 2), Wounds (1), Magic Defense (1),
lightning (1), prices above

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
Heavy Support
UNIT OR FORMATION NAME: Thunder Dragon POINTS: 200
DESCRIPTION:

UNIT OR FORMATION: 1 to 3 models WEAPONS RANGE STR AP SPECIAL


Thunder Breath 36 6 2 Assault 2, Soul Spark
TYPE:
FastPOINTS:
STRUCTURE Dragon
UNIT STATS: WS BS S T W I A Ld Sv
Thunder: 5 5 8 6 4 6 3 10 3+

WEAPONS AND EQUIPMENT:


Thunder Breath
Claws
Good Scales SPECIAL RULES:
Fleet

OPTIONS:
Thunder Dragons can get up to 5 total of the follow-
ing enchants each:
Strength: 20/30 ADDITIONAL INFO:
Toughness 40
Wounds: 15
Magic defense: 20
Acid: 30
Soul spark: 20
Theymay take thunder scales for a 5+ invu for 30
points per model.

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: White Dragon POINTS: 200
DESCRIPTION:

UNIT OR FORMATION: 1 to 3 models WEAPONS RANGE STR AP SPECIAL


Frost Breath 72 6 5 Assault 2, Blast, Frost(4)
TYPE: Dragon
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
White: 4 5 5 6 5 3 2 10 3+

WEAPONS AND EQUIPMENT:


Frost Breath
Claws
Good Scales SPECIAL RULES:

ADDITIONAL INFO:
OPTIONS:
White Dragon can get up to 4 of the following
enchants: Toughness (1), Wounds (up to 3), Magic
defense (1), Ranged Acid (1)(20 pts), Ranged
Lightning(1)(40 pts) other prices above.
May take frost scales for a 5+ invu for 30 pts.

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Great Wyrm POINTS: 360
DESCRIPTION:

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL


Grand Breath 60 8 3 Heavy 1, Large Blast,
ordnance, barrage
TYPE: Dragon
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Great Wyrm: 4 4 10 6 6 1 4 10 2+/5+

WEAPONS AND EQUIPMENT:


Scary Claws (ccw)
Grand Breath
Great Scales SPECIAL RULES:
Feel no Pain

ADDITIONAL INFO:
OPTIONS:
Great Wyrm can get up to 3 of the following Enchants:
Wounds(up to 2), Attack (1), Magic Defense(1),
lightning (1), prices above.

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Twilight Dragon POINTS: 240
DESCRIPTION:

UNIT OR FORMATION: 1 model WEAPONS RANGE STR AP SPECIAL


Light Beam 48 6 3 Assault 2, Lightning
Darkness Beam 48 5 4 Assault 2, Acid
TYPE: Fast Dragon Twilight Beam 60 10 1 Assault 1, Lightning,
STRUCTURE POINTS: Acid
UNIT STATS: WS BS S T W I A Ld Sv
Twilight: 4 4 6 5 4 1 2 10 3+

WEAPONS AND EQUIPMENT:


Light Beam
Darkness Beam
Twilight Scales SPECIAL RULES: Mixed Shot: twilight dragon
can either shoot both light and darkness
beams, or the twilight beam.

ADDITIONAL INFO:
OPTIONS:

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.
UNIT OR FORMATION NAME: Draconic Beast POINTS: 60
DESCRIPTION:

UNIT OR FORMATION: 3 to 20 models WEAPONS RANGE STR AP SPECIAL

TYPE: Supersonic Dragon


STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Beast: 4 0 4 4 2 4 6 8 4+

WEAPONS AND EQUIPMENT:


6 Claws
Scales
SPECIAL RULES:
Furious Charge
Tiny

ADDITIONAL INFO:
OPTIONS:
May get rending for 5 points each.
May get up to 2 toughness or strength enchants, for
25 points each.
May improve its armor once for 10 points each.

COPYRIGHT GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL
USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.

Вам также может понравиться