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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)
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.
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.
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.
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
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.
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UNIT OR FORMATION NAME: Wudriel POINTS: 300
DESCRIPTION:
The Frostspike Dragon
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UNIT OR FORMATION NAME: Alerian Dragneel POINTS: 250
DESCRIPTION: Draconic Archmage
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UNIT OR FORMATION NAME: Auvru: POINTS: 350
DESCRIPTION: Gigantic Red Dragon,
The Devourer,
Cataclysm of Setund II
ADDITIONAL INFO:
OPTIONS:
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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
TYPE: varied
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Name:
SPECIAL RULES:
ADDITIONAL INFO:
OPTIONS:
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UNIT OR FORMATION NAME: Rampaging Drake POINTS: 120
DESCRIPTION:
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:
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UNIT OR FORMATION NAME: Illusory Drake POINTS: 80
DESCRIPTION:
TYPE: Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Name: 0 8 - - 1 - - 10 -
OPTIONS:
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UNIT OR FORMATION NAME: Flameborn Drake POINTS: 150
DESCRIPTION:
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UNIT OR FORMATION NAME: Half Dragon POINTS: 100
DESCRIPTION: Battle Caster
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+
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).
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Elite
UNIT OR FORMATION NAME: Draconic Shaman POINTS: 50
DESCRIPTION:
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+
SPECIAL RULES:
ADDITIONAL INFO:
OPTIONS:
Must purchase 1 to 2 spells from the list:
Hallucinate(20pts), Meteorite(30pts), Summon(20),
magic field(20).
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UNIT OR FORMATION NAME: Draconian POINTS: 60
DESCRIPTION:
UNIT STATS: WS BS S T W I A Ld Sv
Draconian: 4 4 4 5 2 4 3 10 2+/5+
ADDITIONAL INFO:
OPTIONS:
Any Draconians may exchange both swords
for a daiklave for 10 pts,
or an acid daiklave for 15 pts
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Troops
UNIT OR FORMATION NAME: Dragon Disciple POINTS: 10
DESCRIPTION:
TYPE:
Infantry
STRUCTURE POINTS:
UNIT STATS: WS BS S T W I A Ld Sv
Disciple: 4 - 4 3 1 5 2 7 5+
ADDITIONAL INFO:
OPTIONS:
Any Disciples may get Zealous Devotion
for 2 points per model, and also Soul
Blaze for 2 points per model
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UNIT OR FORMATION NAME: Red Wyrmling POINTS: 10
DESCRIPTION:
UNIT STATS: WS BS S T W I A Ld Sv
Wyrmling: 3 4 3 4 13 1 8 4+
ADDITIONAL INFO:
OPTIONS:
Any wyrmlings may get improved scales
for 3 points each.
They may also get reaction wings, for 2
points each
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UNIT OR FORMATION NAME: Black Wyrmling POINTS: 10
DESCRIPTION:
UNIT STATS: WS BS S T W I A Ld Sv
Wyrmling: 3 4 3 4 13 1 8 4+
ADDITIONAL INFO:
OPTIONS:
Any wyrmlings may get improved scales
for 3 points each.
They may also get reaction wings, for 2
points each
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UNIT OR FORMATION NAME: White Wyrmling POINTS: 10
DESCRIPTION:
ADDITIONAL INFO:
OPTIONS:
Any wyrmlings may get improved scales
for 3 points each.
They may also get reaction wings, for 2
points each
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UNIT OR FORMATION NAME: Wyvern Knight POINTS: 15
DESCRIPTION:
UNIT STATS: WS BS S T W I A Ld Sv
Warrior: 4 4 4 4 1 4 2 8 4+
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)
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Fast Attack
UNIT OR FORMATION NAME: Dragon Berzerker POINTS: 100
DESCRIPTION:
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
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UNIT OR FORMATION NAME: Black Dragon POINTS: 100
DESCRIPTION:
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
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UNIT OR FORMATION NAME: Draconic Assassin POINTS: 50
DESCRIPTION:
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++
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
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Heavy Support
UNIT OR FORMATION NAME: Thunder Dragon POINTS: 200
DESCRIPTION:
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.
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UNIT OR FORMATION NAME: White Dragon POINTS: 200
DESCRIPTION:
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.
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UNIT OR FORMATION NAME: Great Wyrm POINTS: 360
DESCRIPTION:
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.
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UNIT OR FORMATION NAME: Twilight Dragon POINTS: 240
DESCRIPTION:
ADDITIONAL INFO:
OPTIONS:
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UNIT OR FORMATION NAME: Draconic Beast POINTS: 60
DESCRIPTION:
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.
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