Saurios Ancestrales

Saurios Ancestrales

Correspondence of translations with another language

Rules and Equipments used by the army

ES EN
Distracción
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Égida
Aegis
Afflict
Afflict
Emboscada
Ambush
En Retaguardia
Stand Behind
Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Anurarch
Anurarch
Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Armadura Ligera
Armor +1
Light Armour
Armor +1
Ataque Aplastador
Crush Attack
Ataques Envenenados
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Golpetazo
Stomp Attacks
Dependiente
Attached
Sweeping Attack
This attack may be used by units containing models with Sweeping Attack. When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially). The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile. These attacks hit automatically and count as ranged Special Attacks. Each Sweeping Attack can only be performed once per Player Turn.
Sweeping Attack
This attack may be used by units containing models with Sweeping Attack. When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially). The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile. These attacks hit automatically and count as ranged Special Attacks. Each Sweeping Attack can only be performed once per Player Turn.
Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Beast
Beast
Objetivo Difícil
Hard Target
Heridas Múltiples (X)
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Guardaespaldas
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Caiman
Caiman
Cantrips
Universal Rule. Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool. If so, models with Cantrips in the unit gain the corresponding effect: 1. Shooting Phase: Throwing Weapons (5+). 2. Melee Phase: Paired Weapons. The effects last until the end of the next Charge Phase.
Cantrips
Universal Rule. Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool. If so, models with Cantrips in the unit gain the corresponding effect: 1. Shooting Phase: Throwing Weapons (5+). 2. Melee Phase: Paired Weapons. The effects last until the end of the next Charge Phase.
Golpe Letal
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Luchar con Filas Adicionales
Fight in Extra Rank
Communal Bond
Units with more than half of their models with Communal Bond are subject to the following rules: • They gain Swift Reform. • Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence. • R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
Communal Bond
Units with more than half of their models with Communal Bond are subject to the following rules: • They gain Swift Reform. • Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence. • R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Disciplined
Disciplined
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Exclusivo
Exclusive
Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
First Strike
First Strike
Volar
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Frenesí
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Fury
Fury
Guardian Patu
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Guardian Patu
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Inestable
Unstable
Lanza Ligera
Light Lance
Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Maestro de Armas
Weapon Master
Maestro Hechicero
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Wizard Master
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Resistencia a la Magia
Magic Resistance
Magnasaur
Magnasaur
Mentor
Mentor: No more than two models with Mentor can ever be joined to the same unit.
Mentor
Mentor: No more than two models with Mentor can ever be joined to the same unit.
Minimised
Minimised
Mount
Mount
Pack Hunter
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
Pack Hunter
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
Path of Destruction
Special Attack. The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Path of Destruction
Special Attack. The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Poisoned Javelin
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Poisoned Javelin
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Swift Reform
During the Movement Phase, a unit containing one or more models with Swift Reform may execute a Swift Reform instead of a Reform . The unit makes a Reform with the following exceptions: • The unit is not prohibited from shooting in the next Shooting Phase (but will still suffer the to-hit modifier for moving and shooting). • The unit can perform an Advance Move after the Reform. For the purpose of no model being able to end its movement with its centre farther away than its Advance Rate from its starting position, measure this distance after the Reform. • No model can end its movement (after an Advance Move) with its centre farther away than its March Rate from its starting position before the Reform.
Swift Reform
During the Movement Phase, a unit containing one or more models with Swift Reform may execute a Swift Reform instead of a Reform . The unit makes a Reform with the following exceptions: • The unit is not prohibited from shooting in the next Shooting Phase (but will still suffer the to-hit modifier for moving and shooting). • The unit can perform an Advance Move after the Reform. For the purpose of no model being able to end its movement with its centre farther away than its Advance Rate from its starting position, measure this distance after the Reform. • No model can end its movement (after an Advance Move) with its centre farther away than its March Rate from its starting position before the Reform.
Saurian
Saurian
Shink
Shink
Skink
Skink
Solitary
The model may never join units or be joined by other Characters.
Solitary
The model may never join units or be joined by other Characters.
Tegu
Tegu
Titanopod
Titanopod
Tooth and Claw
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Tooth and Claw
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Unruly
Unruly
Walking Mountain
Universal Rule. Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.
Walking Mountain
Universal Rule. Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.

Magic Items usable by the army

ES EN
Flechas Alquímicas
Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son [b]Ataques Mágicos[/b] durante el resto de la fase.
Alchemical Arrows
Number of Shots is set to 4, and Str is set to 4. If the weapon inflicts one or more hits, all Shooting Attacks with Magnetic Short Bows that are simultaneously made by the bearer’s unit have their Str set to 4.
Placa Ancestral
Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Ancient Plaque
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Escudo de Calamita
Las unidades amigas en un radio de 8" de la miniatura obtienen [b]Égida (5+, contra Ataques de Disparo)[/b].
Lodestone Shield
Friendly units within 8″ of the model gain Aegis (5+, against Ranged Attacks).
Shield Breaker
+6 AP.
Shield Breaker
+6 AP.
Carved Tablet
When Building your Army, the model must choose one of the spells from Carved Wisdom (see Howdah Devices). The model can cast the chosen spell as a Bound Spell. See Carved Wisdom for Casting Values.
Carved Tablet
When Building your Army, the model must choose one of the spells from Carved Wisdom (see Howdah Devices). The model can cast the chosen spell as a Bound Spell. See Carved Wisdom for Casting Values.
Sabiduría Tallada
Durante la Selección de Hechizos, la miniatura [b]debe[/b] elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.
Carved Wisdom
Select one of the following spells as a Bound Spell, and note which on the Army List. • Molten Copper (Alchemy) as Bound Spell (3+) • Fate’s Judgement (Divination) as Bound Spell (3+) • Touch of the Reaper (Evocation) as Bound Spell (3+) • Swarm of Insects (Shamanism) as Bound Spell (5+)
Mimic Cloak
Stand Behind
Mimic Cloak
Stand Behind
Encantamiento de Nido de Serpiente
Mientras use esta arma, el Valor de Ataques del portador se [b]establece[/b] en 6 y los ataques realizados con esta arma son [b]Ataques Envenenados[/b].
Serpent's Nest Charm
Att is set to 6. Poison Attacks.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Cristal Atrapasoles
Al inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que [b]siempre[/b] se resuelven con Fuerza 4 y Penetración de Armadura 1.
Suncatcher Crystal
The model gains an additional model part: Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties Suncatcher Crystal 2 3 6 3 2 Flaming Attacks, Construct
Cristal de Estampida
Un Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
Stampede Resonator Crystal
May be activated at the start of any Charge Phase. Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.
Death Cheater
+1 Arm and Fortitude (4+).
Death Cheater
+1 Arm and Fortitude (4+).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Esencia Vital
El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
Vital Essence
+1 HP and Fortitude (4+).
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
Fortaleza Venenosa
La peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen [b]Odio[/b] y [b]Ataques Envenenados[/b].
Venomous Fortress
The model’s base size is changed to 60×100 mm and it gains 6 additional Skink Riders. If applicable, Exclusive (Tegu Warriors, Tegu Guard) is replaced with Exclusive (Skink Warriors, Skink Hunters). Model parts with Skink and without Mount in the bearer’s unit gain First Strike (Hatred) and Poison Attacks.
Piedra de Te Aupouri
Un Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
Te Aupouri Smokestone
May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.
Ghostly Guard
+2 Arm against non-Magical Attacks.
Ghostly Guard
+2 Arm against non-Magical Attacks.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Gloria de la Era del Amanecer
Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen [b]Heridas Múltiples (2)[/b] A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece [b]siempre[/b] en 10, e ignoran Salvaciones por Fortaleza.
Glory of the Dawn Age
+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).
Gran Arco Magnético (3+)
Arma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], [b]Ataque de Área (1×5)[/b], [[b]Heridas Múltiples (1D3)[/b]], [b]Calamita[/b], [b]Marchar y Disparar[/b], [b]¡Recargad![/b].
Magnetic Great Bow (3+)
Name Aim Range Shots Str AP Attack Attributes Magnetic Great Bow 4+ 18″ 3 6 3 Accurate, Lodestone, March and Shoot, Quick to Fire
Imbued Jade
Cantrips (Preservation & Projection) and Channel (+1). This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.
Imbued Jade
Cantrips (Preservation & Projection) and Channel (+1). This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Monolito del Vitalismo
La miniatura pasa a ser el Portaestandarte de Batalla.
Monolith of Vitalism
The model becomes the Battle Standard Bearer.
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Starfall Lodestone
The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Starfall Lodestone
The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.

Magic Standards usable by the army

ES EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Piedra Koru
La unidad del portador obtiene [b]Reagruparse en Torno a la Bandera[/b] cuyo alcance se [b]establece[/b] en 12".
Koru Stone
The bearer’s unit gains Rally Around the Flag.
Obelisco de Colaboración
La unidad del portador obtiene [b]Cazador en Manada[/b].
Obelisk of Collaboration
The bearer's unit gains [b]Pack Hunter[/b].
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Units od the army

ES EN
Archimago Anurarca
Anurarch Archmage
Caiman Mentor
Caiman Mentor
Veterano Tegu
Tegu Veteran
Veterano Eslizón
Skink Veteran
Guardias del Anurarca
Anurarch Wardens
Ráptor Saurio
Saurian Raptor
Pteradón de Montaña
Mountain Pteradon
Tirano Celestial Pouakai
Pouakai Sky Tyrant
Taurosaurio
Taurosaur
Carnosaurio Alfa
Alpha Carnosaur
Guerreros Tegu
Tegu Warriors
Guerreros Eslizón
Skink Warriors
Cazadores Eslizón
Skink Hunters
Guerreros Caimán
Caiman Warriors
Guardia Tegu
Tegu Guards
Místicos Tegu
Tegu Mystics
Manada de Raptores
Raptor Pack
Jinetes de Ráptor
Raptor Riders
Ancianos Caimán
Caiman Elders
Manada de Tiroscutus
Thyroscutus Herd
Jinetes de Ranfodón
Rhamphodon Riders
Enjambres Saurios
Saurian Swarms
Guerrilla Eslizón
Skink Guerrillas
Bestias Armadas
Weapon Beasts
Jinetes de Pteradón
Pteradon Riders
Manada de Estigiosaurios
Stygiosaur Pack
Carnosaurio
Carnosaur
Taurosaurio
Taurosaur
Titanópodo
Titanopod
Saurian Giant
Saurian Giant