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Salamanders (Good)

Salamander Primes Infantry


Unit Size Sp Me Ra De At Ne Pts
Horde(40) 5 4+ - 5+ 25 21/23 230 Base Size: (25x25mm), Crushing
Strength (1), Pathfinders
Salamander Unblooded Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 5 4+ - 4+ 12 13/15 115 Base Size: (25x25mm), Crushing
Strength (1)
Ceremonial Guard Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 5 4+ - 5+ 15 14/16 160 Base Size: (25x25mm), Crushing
Strength (1), Phalanx
Ghekkotah Warriors Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 6 5+ - 3+ 20 12/14 100 Base Size: (20x20mm), Vicious
Ghekkotah Hunters* Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop(10) 7 5+ 5+ 3+ 8 10/12 100 Blowpipes (treat as thrown
weapons), Nimble, Pathfinders,
Vicious
Tyrants Large Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(3) 5 4+ - 5+ 9 12/15 135 Brutal, Crushing Strength (2), Fury
Ankylodon Battle Platform Monster
Unit Size Sp Me Ra De At Ne Pts
(1) 6 4+ 5+ 6+ 10 -/17 250 Base Size: (50x100mm), Blowpipes,
Crushing Strength (4), Iron Resolve,
Vicious (Ranged attacks only)
Clan Lord Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts
(1) 5 3+ - 5+ 5 13/15 140 Hero (Inf), Base Size: (25x25mm),
Crushing Strength (2), Individual,
Inspiring
Herald Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts
(1) 5 4+ - 5+ 1 10/12 60 Hero (Inf), Base Size: (25x25mm),
Crushing Strength (1), Individual,
Inspiring

1290
Blowpipes Treat as Throwing Weapons (Range: 12")

Brutal When testing the Nerve of an enemy unit in melee with one or more of your units with this
rule, add +1 to the total.

Crushing All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Strength

Fury While wavered, this unit may declare a Counter-Charge.

Individual
Line of Sight Before being given an order, an individual may pivot to face any direction for
free. Individuals never block line of sight or offer cover against ranged attacks.
Move Individuals have the Nimble special rule.
Shooting Individuals may pivot to face any direction for free before picking a target in the
shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier.
Melee When charging an individual, a unit must make contact with the face that they started in
as normal, however the Individual will turn to align flush with the units facing, rather than the
unit aligning to the individuals facing. Enemies never double/treble their Attacks when
fighting the individual (including against Individual War Engines). Similarly, the individual
does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still
treble its attacks against war engines, however. If an individual is routed and the charger
(including another individual) decides to advance D6 directly forward

Inspiring If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must
re-roll that Nerve test. The second result stands.

Iron If this unit is Steady as a result of a nerve test, it regains 1 point of damage previously
Resolve suffered.

Nimble The unit can make a single extra pivot of up to 90 degrees around its centre while executing
any move order, including a Charge! It cannot make this extra pivot when ordered to Halt. In
addition, the unit does not suffer from the 1 to hit modifier for moving and shooting.

Pathfinders The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain.
Pathfinder units are not Hindered for charging through difficult terrain.

Phalanx Units that charge this units front cannot use the Thunderous Charge special rule.

Vicious Whenever the unit rolls to damage, it can reroll all dice that score a natural, unmodified 1.

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