Mage-Priest & Palanquin....................................................................115
Points.
Mage-Priest Champion & Palanquin....................................................240
Points.
Master Mage-Priest & Palanquin.........................................................425
Points.
Mage-Priest & Palanquin....................................................................550
Points.
General may have the Battle Standard.................................................+50
Points.
M | WS | BS | S | T | W | I | A | LD | |
Mage-Priest | 4 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 8 |
Mage-Priest Champion | 4 | 4 | 3 | 6 | 4 | 4 | 3 | 4 | 8 |
Master Mage-Priest | 4 | 5 | 4 | 6 | 4 | 6 | 5 | 6 | 9 |
Mage-Lord | 4 | 6 | 5 | 6 | 4 | 8 | 6 | 8 | 10 |
Save: 4+ Special. See Below.
Options:The general may have a magic banner at +50. This may be a magic standard, if you do it doesn't count against the limit of magic points allowed.
Spells: Any Mage-Priest may use Battle Magic, or High Magic.
Slann Mage-Priest Telepathy: Slann can exchange one spell between each other during the magic phase.
Shield of The Old Ones: Against every wound the Mage has a save of 4+, this is not modified by the stength of attack.
M | WS | BS | S | T | W | I | A | LD | |
Saurus Hero | 4 | 5 | 0 | 5 | 5 | 2 | 3 | 4 | 9 |
Skink hero | 6 | 4 | 5 | 4 | 3 | 2 | 6 | 3 | 7 |
Cold One | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
Terradon | 2 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 3 |
Weapons/ Armor: A Saurus, or Skink may be armed with any combanation of equipment from the equipment list. A skink with a Bow/Javelin may have poison at a cost of 1 Point per model.
Save: Saurus 5+, Skink 6+
May Ride: A skink may ride a: Cold one( +10 ), or a Terradon at ( +35 ) plus a second rider. A skink hero may ride in the Howdah of a stegadon, at no cost.
Magic Items: A hero is entitled to magic items.
Special Rules:
Cold Blooded: When testing leadership roll 3D6 and keep the two lowest rolls.
Aquatic: Skinks on foot can cross marshes, rivers, lakes, or ponds with no penalty.
Champions -52 Points.
Saurus Champion.............................................................................32
Points.
Skink Champion...............................................................................20
Points.
M | WS | BS | S | T | W | I | A | LD | |
Saurus | 4 | 4 | 0 | 5 | 4 | 1 | 2 | 3 | 8 |
Skink | 6 | 3 | 4 | 2 | 2 | 1 | 5 | 2 | 6 |
Save: Saurus 5+, Skink 6+
Magic Items:
Saurus Champion.........................................1
Magic Items.
Skink Champion..........................................1
Magic Items.
May Ride: A Skink may ride a ColdOne at +10 points, or a Terradon at +35 including a second rider.
Special Rules:
Cold Blooded: Roll 3D6 when testing for psychology,
and keep the two lowest.
Aquatic: Skinks on foot can move through ponds, swamps and lakes without penalties.
M | WS | BS | S | T | W | I | A | LD | |
Skink hero | 6 | 2 | 3 | 3 | 3 | 1 | 5 | 1 | 6 |
Cold One | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
Terradon | 2 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 3 |
Save: 6+
May Ride: A Cold One +10, or a Terradon, including a second rider +35. May also be in the back of a Stegadon, at no cost.
Spells: A Skink Shaman is a level 1 mage so they would get 1 Battle Magic Spell.
Magic Items: A Skink Shaman is entitled to Two magic items.
Special Rules:
Cold Blooded: Roll 3D6 when testing against
leadership, and keep the two lowest.