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What was the first edition Slann like? Anyone can post the official rules and fluff here? It would be greatly appreciated.
Even official rules that are 20 years old are copyright info, so asking for them to be posted would contravene the board rules.
The core for the old slann is that they were skinny frog-men with neat weaponry, they were quite advanced, but not as powerful psychically as they are shown to be in fantasy
Could you at least list the unit names, and the base stat of the core troop?
Afried that that would still contravine the Bourd Rules Calixtus.
Yes people i know that my spelling and punctuation is awful but I am product of British teaching pollicies so what can I do about it?
Oic, well I was hoping I could somehow gain concrete info on the army lists and rules of the Slann, including their fluff. Know anywhere where I can get my hands on them?
Some hobby stores sell old edition army books cheap
So which edition should I look out for exactly? Codex: Slann 1st Edition?
There was never an army book released, if I remember correctly, for the Slann, the old Warhammer fantasy Battle Armies book had a Slann army - had units like Alligator Warriors, Jaguar Warriors, Eagle Warriors, Bull Slann (who rode Cold Ones), Slann miliotia, a bit like Skinks, with blow pipes etc. They weren't the big podgy and friendly frogs we see today in Warhammer, the current incarnation has translated teh warrior aspects to the Lizardmen, which were a seperate race in old Warhammer...
The Skinks are one of the races bio-engineered by the Slann to serve them. They are the workforce of the Slann Magehood, designed with dexterous and nimble digits in order to maintain and produce the technology of the Slann. Their range of jobs include as envoys and servants, engineers and crafters, scribes and farmers.
The Slann have settled in the Northern regions of the galaxy to live their lives in peace, away from the affairs and wars of the galaxy. Even then, there are occasions when they are forced to war, when hostile forces enter into their worlds. When war comes to the worlds of the Slann, they will muster their forces, and it falls to all levels within the society of the Slann to come to its defence, including the Skinks. The Skinks were designed to be agile and swift, so they have small stature and are not built for physical combat. However, they have keen senses of perception, so are thus used as range troops in the theatre of war. Carrying their Boltcasters, they use their speed to close in to the enemy, all the while moving within cover, unleashing a volley of shots, before dispersing. These guerrilla tactics have proven highly effective at minimalising the casualties among the Skinks.
Skink: WS:2 BS:4 S:3 T:2 A:1 W:1 I:4 L:6 AS:6+
Point Cost: 4
Unit Size: 10-20
Equipment: Boltcaster +Explosive Bolts+5Pts +Penetrator Bolts+10Pts, +1Fusion Cannon+25Pts, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts
The standard firearm of the Skinks, the Boltcaster, is a repeater crossbow that is able to fire a volley of bolts within a short span of time. The bolt used is special and very high-tech; upon impacting the target, a blast of super-heated energy is shot from the penetrator tip, burning through the target.It has the following profile: R:24" S:3 AP:6 T:AD3.
The Explosive Bolt of the bolt used by the Boltcaster explodes upon impact with the enemy, showering them in a hail of fragments. The Boltcaster has the following changed profile: R:24" S:4 AP:5 T:AD3, Blast, Pinning, Ignore CS.
The Penetrator Bolt of the bolt used by the Boltcaster fires a super-heated blast of energy upon impacting with the enemy. If the bolt Hits its target, the target suffers an additional Hit at S5 AP1.
The Fusion Cannon is a massive, greater version of the Fusion Gun wielded by the Craftworld Eldar. It boasts a greater range than the Fusion Gun, but in compensation, the energy feedback from the gun requires the firer to be still. The Fusion Cannon has the following profile: R24" S8 AP1 T:H1, Blast, Fusion. Up to one model in a Skink spawn may upgrade their Boltcaster to a Fusion Cannon.
Like other Fusion Weapons, the Fusion Cannon adds an additional D6 for Armour Penetration rolls.
Psycho Grenades are grenades with huge amounts of psychic energy stored within. When the grenade detonates, the psychic energy is immediately unleashed, frying the minds of lesser beings in a heartbeat. Psycho Grenades are thrown right before engaging with the enemy in Close Combat. They are specially designed for use when attempting to engage enemies behind cover. Nominated by you, a single model may forego their Assault bonus to instead throw a Psycho Grenade. It has the following profile: R:G12" S:- AP:2 T:A1, Blast, Pinning, Psycho Energy.
All caught within the blast of Psycho Energy have to pass an immediate Leadership Test, which upon failing suffer an immediate Wound and a -1 modifier to their Leadership, with IS disallowed. For each casualty suffered from the Psycho Grenade Attacks, the enemy unit must pass a Pinning Test with a -1 modifier. If the target unit fails its Pinning Test, all bonuses gained when receiving a Charge while in Cover are negated. Both Attackers and Defenders engaged according to Initiative value as if there was no Cover. If the Defenders are not in Cover, their Initiative is reduced by -1 for every casualty suffered from Psycho Grenade Attacks.
Haywire Grenades are used to disable the electronic components in an opposing army's vehicles. It is of the same technology as that used by the Eldar, and it may be that the Eldar acquired theirs from the Slann. They can only be used against vehicles. A model making an Attack with these grenades may only make one Attack, regardless of Attack characteristic or any other factor. If the Attack Hits, roll a D6: 1=no effect; 2-5=Glancing Hit; 6=Penetrating Hit. A Haywire Grenade may only be used against a Dreadnought if it has already been immobilized or stunned.
Scaly Skin: Skinks are closely related to reptiles, thus their bodies are covered with scales at every point, which acts as a natural defensive layer against attacks. Skinks benefit from a natural 6+AS which is combinable with armour.
Cold-Blooded: Skinks were bio-engineered from primitive reptiles. As such, they share their cold-blooded nature and this makes them highly methodical and instinctual individuals. They are thus slow to react to psychology and are less likely to suffer morale setbacks. Roll 3 dice when taking Leadership Tests and choose the two lowest scores.
Regeneration: The bio-engineering technology of the Slann is extremely advanced. When they created the Servant Races such as the Skink and Saurus, they added in their DNA regenerative properties. The Slann are thus able to regenerate even the most deadly of wounds and escape the clutches of death. Should the Skink suffer a Wound, they must roll a D6 and attempt to score higher than the S of the Attack that caused the Wound. If they manage to, they regain that Wound. Should the S of the Attack cause Instant Death however, the Wound may not be regenerated. The roll of a 6 is always a success.
Aquatic: Skinks were developed from the reptiles that inhabit the seas and rivers. They thus share an affinity with water and in fact have been known to hide under water for hours before breaking the surface and ambushing unsuspecting Imperial forces. Skinks suffer no Movement penalties for travelling through bodies of water. While occupying a river or lake, they benefit from a 5+CS because they can conceal themselves with just the top of their heads exposed. If occupying a marsh, the Save is improved to a 4+CS.
Jungle Warriors: Having never left their homeworlds, and being arboreal creatures, native to the jungles of their homeworlds, all Saurans are able to find their way through the thickest foliage with ease, while their keen eyes adapted to the terrain of the jungle are able to mark and track their targets where it would leave a less adapted enemy sightless and blind. Furthermore, their green scaly hides camouflages them amidst the thick foliage and greenery of such terrain. Saurans never suffer any Movement penalty for Moving through jungles, trees, woods and forests. In addition, they may Shoot through 6" of forested area without conferring a CS to the enemy unit. Saurans gain +1 to their CS in such terrain.
Fleet of Claw: Skinks are very fast and light on their feet. They are able to move quickly over virtually any type of terrain. The claws on their feet give them greater traction to cover ground. Roll 2D6 and take the highest score. That is the distance the Skinks Run during the Shooting Phase should they choose not to fire their weapons.
Guerrillas: The Skinks are known for their guerrilla tactics on the field of battle. Closing in on the enemy at swift speeds, they fire a volley of shots before dispersing, to minimise their casualties from return fire. Skinks may make an additional 6" Move in the Assault Phase.
Sauruses are another species bio-engineered by the Slann, from the large land reptiles that populate the homeworlds of the Slann. They were designed as a warrior species, to protect and defend the Magehood from hostile forces. They are much larger than a Skink, and when they are not engaged in the defence of the Slann, they are busy honing their combat techniques by engaging in mock battles with each other. They are highly ferocious and vicious creatures on the assault, raining down a torrent of blows upon the enemy. However, they are rather dull and have slow reflexes, a flaw the bio-engineering of the Slann was unable to rectify. This is due to the vestigial remains of the reptilian brain they inherited from the large, slow-moving carnivores of prehistoric times. Even their bodies are natural weapons; in close combat with the enemy, they will not hesitate to sink their sharp teeth into their flesh, and they have a thick scaly hide with horny, bony protrusions sticking out from the skin. They are thus natural-born warriors and serve well in their purpose.
Saurus: WS:4 BS:2 S:4 T:4 A:1(2) W:1 I:2 L:7 AS:5+
Point Cost: 9
Unit Size: 10-20
Equipment: Sabre and Arc Shield/+Sabre, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts
The preferred weapon of the Sauruses is the Sabre. It is a finely balanced weapon with a sharp cutting edge, used with great skill by the Sauruses. Attacks made by Sabres cause the AS of the enemy to suffer from a -1 penalty, i.e. a 5+AS becomes a 6+AS.
The Arc Shield is used skillfully to parry blows by the Sauruses. In addition, there is an arc generator within the shield, zapping enemies within proximity with a generated charge of electrostatic energy. The Arc Shield grants a +1 to AS. It has the following profile: R:12" S:5 AP:- T:A1, Pinning, Electrostatic Energy, Electric Current.
The Electrostatic Energy of the arc lightning causes the nervous systems of the enemy to overload, numbing their senses. The electrostatic energy quickly dissipates within the unit, travelling from person to person and affecting the entire troop in no time. Units Hit by the Arc Shield have their Initiative reduced to 1.
An Electric Current courses through the armour of the victim, frying the metallic components of the armour and bypassing the armour's defenses to harm the wearer within. Armour Saves taken against an Attack from the Arc Shield must roll under the AS of the wearer. Should the opposing player roll above or equal to the AS, the Arc Shield's Attack successfully Wounds the target.
Cold-Blooded, Regeneration, Jungle Warriors
Scaly Skin: The horny protrusions on the scaly hide of the Sauruses provide a tough defence against attacks of all kinds. Sauruses have a natural 5+AS that is combinable with armour.
Bite Attack: Sauruses are known to use their jaws as a weapon when close enough with the enemy. They will clamp down on the jugular of the enemy with their powerful jaws, crushing the throats and suffocating him in a death grip. Sauruses benefit from an additional Attack when within the frontline of an Assault. On a to-Hit roll of 6, this Special Bite Attack automatically Wounds.
Orks were a bio-engineered race of the Old Ones, in long distant past called the Krorks. Even now, the Slann have Orks under their jurisdiction, remnants of an age long past, when the Slann were at the height of their power. Called Krorks under the ancient tongue of the Slann, they are kept under the care of the Slann Magehood, are warded sure not to proliferate too much, lest they grow in numbers that will overwhelm the Slann. Each Krork is kept under a psychic leash, from which a Slann Mage can control from afar. This is to prevent the Krorks from behaving chaotically or attempting to break away. These Krorks cannot be considered true Orks however, as their genetic template has been modified by the Slann Mage Lords, possessing regeneration of the same degree as the Saurans.
Krork: WS:4 BS:2 S:3 T:4 A:2 W:1 I:2 L:7 AS:6+
Big Krork: WS:4 BS:2 S:4 T:4 A:3 W:2 I:3 L:7 AS:6+
Point Cost: 11/20
Unit Size: 10-30/1
Wargear: Beam Gun/Beam Pistol, Psychic Leash
The Beam Gun is a miniature version of the Beam Cannon used on tanks. It fires a beam of energy at the enemy, exploding in a release of brilliant cascading rays that all but fry the enemy. The Beam Gun has the following profile: R18" S5 AP- T:RF, Blast, Pinning.
The Beam Pistol is a miniaturised version of the Beam Gun. It has an even smaller effective range than the Beam Gun, but in exchange it is lighter and more worthy in an assault. The Beam Pistol has the following profile: R12" S5 AP- T:P, Blast, Pinning.
Kept under a Psychic Leash, the Krorks are controlled remotely by the psychic directions of a Slann Mage in proximity to them. Krorks must always remain within 24" of a Slann Mage. The Slann Mage has to pass a Psychic Test in order to have the Krorks Shoot during the Shooting Phase, although they may Move or Assault as per usual. They may even Assault out of the 24" Range of the Psychic Leash, as they are too busy with the bloodletting to think of breaking away. Should the Krorks ever up out of Range of the Psychic Leash, they must pass a Leadership Test or attempt to flee towards the nearest board edge, as their state of confusion after the release of the Psychic control of the Leash leaves them baffled as to what to do next. There may never be more Krork mobs than Skink and Saurus spawns.
Waaagh!, Horde, Furious Assault, Regeneration
Fungus Skin: Krorks are a symbiote of animal and algae. The algae in their blood helps heal wounds quickly. If a Krork loses an arm, and has it stitched back on, the wound will be healed enough to go smash some heads within a day. As a result, they have no fear nor concept of the fear of death. The Krorks are also known to sprout spores that contains the genetic code of all Orkoids, allowing them to proliferate. The spores stem from the tough, chitinous fungus skin of the Orks. A Krork may prevent a single Wound on a roll of 6+. Unlike Feel No Pain, this ability applies even against Weapons that cause Instant Death.
No Fear of Death: The Krorks, unlike the other races created by the Old Ones, had not been implanted within their racial memory of the Nightbringer as the personification of death. As such, they literally have no fear of death, trudging on in the face of enormous firepower, in fact relishing in the deed of war, spilling blood for the sake of it. Krorks ignore Pinning Tests. In addition, Krorks never take Morale Checks for suffering 25% casualties from Shooting.
Animosity: When a power vacuum is left from the death of an Ork leader, the remaining Ork Boyz tend to break into infighting, squabbling amongst each other. This stops only when the Orks finally is able to fill up the power vacuum with a suitable leader, to unite the disparate mobs into a single unified horde. Orks who have lost their Nobs, in this case a Big Krork, are subject to Animosity. This means that the Orks have to pass an unmodified Leadership Test, taking an amount of AS equal to the number that they failed by, as the Orks erupt into infighting. Upon passing the Test though, order is regained and the Krorks become functional once again. Ork mobs that do not have a Nob leader have to pass a Leadership Test or do nothing except fight amongst themselves. Ork mobs within 12" of a Nob mob or Warboss however, do not suffer from Animosity. An Ork mob that has lost its Nob leader may always be joined up by another Nob, exactly as if the Nob was an Independent Character.
Mobz: At times a group of Ork Nobz will divide a horde of Ork Boyz into smaller mobs, and lead them ten Boyz each. There is no reason other than to increase the number of Nob leaders in the horde thricefold. You may divide a horde of 30 Orks into three smaller mobs of ten Boyz each, with each being led by an Ork Nob at +20Pts each. Collectively, these three smaller mobs count as a single Troops choice in the FOC.
Spawned under the blessing of the Old One Sotek, the Great Crested Skinks are a more ferocious breed of Skinks, known for their greater strength and toughness. Their larger crests which give them their name, shows them to be the favoured of Sotek, the Serpent God. The spawnings of Sotek are actually spawnings of Skinks using the bio-engineering techniques of the Old One Sotek. They are thus called Sotek's Blessing. The Great Crested Skinks are used as the leaders of the Skinks during times of war. In times of peace, they resume the same duties as their fellow Skinks.
Great Crested Skink: WS:3 BS:4 S:4 T:3 A:2 W:1 I:5 L:7 AS:5+
Point Cost: 7
Unit Size: 10-20
Equipment: Bowcaster and Sabre +Explosive Bolts+5Pts +Penetrator Bolts+10Pts, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts
The Bowcaster is a Boltcaster without the repeater capabilities of the Boltcaster. Thus, they are single shot versions of the Boltcaster, and due to their smaller size, may be carried in one hand, freeing the other to use another weapon. The ammunition of the Bowcaster is the Penetrator Bolt and Explosive Bolt, as it is with the Boltcaster too. It has the following profile: R:24" S:3 AP:6 T:P.
Scaly Skin, Cold-Blooded, Regeneration, Aquatic, Fleet of Claw, Guerrillas, Jungle Warriors
The Great Horned Saurus, or the Kroxigor as they are also known, are big, brutish versions of the Saurus, bulging in muscle and sinew. They are created from spawnings blessed by Sotek, the Nether God. Spawns of Sotek are known for the blood-red hue of their hides. The Slann use the Kroxigor as both warriors and workers, as their great physical strength and size allows them to lift and arrange the great blocks of limestone that form the basis of the great pyramids of the Slann Magehood.
Great Horned Saurus: WS:4 BS:1 S:5 T:5 A:3 W:3 I:1 L:8 AS:4+
Point Cost: 25Pts
Unit Size: 1-5
Equipment: Heavy Mace
The Great Horned Sauruses wield the great Heavy Maces that were specially crafted for them by the Skink Smiths. They are tremendously heavy and powerful, a single blow could even smash the hull of a Land Raider! The Heavy Mace grants +2S to the Kroxigor, is Unwieldy and reduces its Initiative to 1. In addition, the Kroxigor is considered a Monstrous Creature as long as he is wielding the Heavy Mace.
Cold-Blooded, Regeneration, Bite Attack, Jungle Warriors
Scaly Skin: The hides of the Kroxigor are even more horny and tougher than the Sauruses, which has given rise to the name of Great Horned Saurus. The Great Horned Saurus has a natural 4+AS that is not combinable with armour.
Aquatic: The large size of the Kroxigor allows it to submerge itself within water, leaving the nostrils at the top of his head above water. The Kroxigor is able to stay like this for hours, only surfacing to ambush some poor unsuspecting Guardsmen. Kroxigors suffer no Movement penalties for travelling through bodies of water. While occupying a river or lake, they benefit from a 5+CS because they can conceal themselves with just the top of their heads exposed. If occupying a marsh, the Save is improved to a 4+CS.
Bite Attack: The bite attack of the Kroxigor is even stronger than the bite attack of its lesser cousin, the Saurus. It is known to break through armour plating with the ease of snapping a twig. On a to-Hit roll of 6, the Bite Attack of the Great Horned Saurus automatically Wounds and ignores AS.
Chameleon Skinks are spawned under the blessing of Huanchi, the Jaguar God. Huanchi sought to incorporate the DNA of chameleons into his spawnings, in order to create a warrior race of stealth, which resulted in the Chameleon Skinks. The Chameleon Skinks are able to expertly blend into their surroundings, becoming nearly undetectable to the enemy. They are used as advance scouts to the Slann host, infiltrating far ahead of the army, and they are experts at their task. In times of peace, they have been known to assume roles as spies and assassins, sent to observe the other sentient species of the galaxy. The spawns of the Earth God have no distinctive hues to their skin or any distinctive markings to be remembered because their hide is always constantly changing to fit their surroundings.
Chameleon Skink: WS:2 BS:5 S:3 T:2 A:1 W:1 I:5 L:7 AS:6+
Point Cost: 13
Unit Size: 5-10
Equipment: Venomcaster, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts
The Chameleon Skinks use a modified version of the Boltcaster, the Venomcaster, so called for it casts venom bolts at the enemy. The venom quickly works its way through the nervous system of the enemy, incapacitating them in seconds. It has the following profile: R:24" S:3 AP:6 T:AD3, Envenomed Bolts.
The Envenomed Bolts of the Venomcaster never suffers worse than a 4+ to-Wound. In addition, if there are any Unsaved Wounds caused among a squad Shot at by the Chameleon Skinks, the entire squad has their Initiative reduced by 2.
Scaly Skin, Cold-Blooded, Regeneration, Aquatic, Fleet of Claw, Guerrillas, Scouts, Infiltrators, Jungle Warriors
Skirmishers: As Chameleon Skinks operate far in advance of the Slann host, they are in danger from assault specialists who would tie them up in close combat where they are most vulnerable. To cope with this, the Chameleon Skinks have learnt to fight as skirmishers. Should they be charged by an enemy unit, the entire troop will disperse and retreat away from the danger, before regrouping. Each individual model within a Chameleon Skink spawn may stay up to 4" of each other. When the unit is Charged, it may choose to scatter instead of receiving the Charge. Roll a D6 and add to the I for both units and compare the end scores just like when making a Sweeping Advance. If the Chameleon Skinks scores higher, then it withdraws 2D6". The enemy unit is forced to Move its full Charge distance, but does not get into Assault, unless it is able to reach the fleeing Sauran unit through the rules of Calvary for instance. Skirmishers may choose to regroup their formations once during the start of your Turn.
Stealth Camouflage: The colour-changing hide of the Chameleons Skink changes colour to match its surroundings. This effectively allows them to blend unseen into the environment and it is incredibly hard to detect a spawn of Chameleon Skinks hiding among the trees for instance. It often unnerves a troop of Guardsmen when suddenly a flurry of envenomed shots fly towards them from an area they had previously thought devoid of enemies. Take the CS level the Chameleon Skinks currently possess and add it to their Initiative. For instance, if the Chameleon Skinks are within a wood which confers a 5+CS, add 2 to the Initiative value of the Chameleon Skinks. The total score is the score the enemy has to roll over by rolling a D6 and adding to their Initiative. If they fail to roll over the score, they may not Shoot at or Charge the Chameleon Skinks, but are free to target another unit. In addition, any shots fired from the Chameleon Skinks from Cover are considered Pinning.
Winged Skinks are spawned under the blessing of Tepok, the Condor God. They are used as advance scouts and fast attack to the Slann host in times of war. In times of peace, they fulfill the roles of messenger and envoy. With their great wings, they have no trouble fulfilling those roles. The skin of the Winged Skinks is a deep blue, the colour of the skies of the homeworlds of the Slann, a property derived from being the spawning of the Air God.
Winged Skink: WS:2 BS:5 S:3 T:2 A:1 W:1 I:5 L:6 AS:6+
Point Cost: 11
Unit Size: 10-20
Equipment: Boltcaster +Explosive Tip+5Pts +Penetrator Tip+10Pts, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts
Scaly Skin, Cold-Blooded, Regeneration, Aquatic, Fleet of Claw, Guerrillas, Scouts, Jump, Deep Strike, Jungle Warriors
The Cold Ones are large reptilian carnivores found in the jungles of the Slann homeworlds. They are tamed and ridden into combat by the Sauruses as war steeds. They are used exclusively in this department for the natural aggression of the Cold Ones disallows any other function.
Cold One Rider: WS:4 BS:2 S:4 T:4 A:1 W:1 I:2 L:7 AS:5+
Cold One: WS:4 BS:0 S:4 T:4 A:2 W:1 I:1 L:5 AS:5+
Point Cost: 20
Unit Size: 5-10
Equipment: Sabre and Arc Shield
/Claws and Fangs
The sharp Sabres the Saurus Riders of the Cold Ones wield are exceptionally effective on the charge. The shape of Sabres give great cutting strength to the Saurus Riders who wield them, which is the reason behind the strength of the charge of the Cold One Riders. Cold One Riders gain +1S on the Charge. In addition, the AS of the enemy suffers from a -1 penalty, i.e. a 5+AS becomes a 6+AS.
Scaly Skin, Cold-Blooded, Regeneration, Calvary, Jungle Warriors
Cold Aggression: The Cold Ones have earned their name for being among the most implacable of creatures. It seems the cold-bloodedness of the reptiles run through true and strong in the Cold Ones. This cold aggression of the Cold Ones is the reason why the Cold Ones dare hunt down dangerous and much larger prey than them, sometimes even alone. The Saurus Riders understand this trait of their steeds well, and many are the times when the Sauruses have lost their nerve to fight on, but their steeds are unwilling to retreat. One other difficulty encountered by the Sauruses in controlling the cold aggression of the Cold Ones is that against large monstrous creatures, the carnivorous instincts of the Cold Ones causes them to immediately attack the monstrous creature, for the Cold Ones are pack hunters that hunt much larger prey. Should the Cold One Riders be in Charging Range of a Monstrous Creature, the Cold One Riders must pass a Leadership test using the Leadership of the Saurus Riders, or Charge the Monstrous Creature. The Cold Ones gain +1A on the Charge against the Monstrous Creature. Should the Cold One Riders fail their Morale Check when losing an Assault, the Cold Ones must immediately pass a Leadership test on their unmodified Leadership of 5. If they pass, the Cold One Riders stay engaged with the enemy, if they fail, the entire unit Falls Back 3D6".
Fearful Predator: The Cold Ones are large, vicious creatures, with sharp fangs and claws. They are native to the worlds of the Slann, thus are an alien sight to most alien species that encounter the Slann. However, it can be easily observed that these creatures are predators, in whatever native ecosystem they originate from, they would be at the top of the food chain. This realisation more often than not creates fear in the alien that is facing against the Cold Ones, not least because of their size. This fear becomes close to terror when they are assaulted by the Cold Ones, and learn that the Cold Ones do not just look fearful but are indeed terrifying predators. Cold Ones cause Fear. This means that they are immune to Fear, and treat Terror as merely Fear.
The skies of one of the Slann homeworlds are dotted with vicious raptors, the Terradons. These are captured by the Skinks with great Webbers, and then ridden as steeds in times of war. They are used as scouts to gain information on the enemy's position through their flights, and as a fast attack element to the host of the Slann.
Terradon Rider: WS:2 BS:4 S:3 T:2 A:1 W:1 I:4 L:6 AS:6+
Terradon: WS:4 BS:6 S:4 T:4 A:2 W:1 I:5 L:7 AS:6+
Point Cost: 15
Unit Size: 5-10
Equipment: Boltcaster +Explosive Bolts+5Pts +Penetrator Bolts+10Pts/+2Webbers+10Pts
Webbers are guns that fire an electrically charged web over their target, neutralising those caught within with short, sharp electric bursts, that disrupts their neuro-circuitry. They have a myriad of purposes, mainly to disable large group of enemies, and even to bring down skimmers and vehicles. The short zap of electricity is strong enough to affect the electrical circuits beneath the protected hull of vehicles. The Webber has the following profile: R:T S:5 AP:- T:A1, Entangling Web, Electrostatic Energy, Electric Current. If the Webber is used on a vehicle, the wielder of the Webber may choose to roll to-Hit. Should it roll successfully, the entire vehicle is entangled in the web, and in addition to suffering a S5 Hit, it is Hit exactly as if it has been Hit by a Haywire Grenade. Should it suffer even a Glancing Hit from the Webber, the vehicle may not Move for that Turn, as if it is Pinned. Should it suffer a Penetrating Hit, it may not fire any of its weapons.
The Entangling Web of the Webber snares enemy troops in a huge electrified web. Units Hit by a Webber must pass a Strength Test, rolling equal to or under their Strength, or are automatically Pinned. A roll of a 6 is always a failure. In subsequent Turns they continue to be Pinned, unless they are able to pass a Strength Test.
Scaly Skin, Cold-Blooded, Regeneration, Withdraw, Deepstrike
Perch: Being native to the jungle worlds of the Slann, the Terradons are hunters of the prey of the jungle, and when they are not soaring high on the thermal currents in the air, they are perched on trees, silently awaiting the appearance of prey with their sharp eyes. Terradons do not have to take Dangerous Terrain Tests for Moving from and to wooded terrain.
Guerrillas: The Terradons are fond of moving in hit and run circles, confusing their enemy and attacking them at vulnerable spots. Terradons may make an additional 6" Move in the Assault Phase, just like a Jetbike.
Terror Dive: The Terradons are known for making spectecular dives at the enemy. During the Assault Phase, the Terradon may choose to Dive at an enemy unit. This Special Attack has a range of 12". Roll to-Shoot like you would with a gun, using the Terradon's BS. If a Hit is scored, the Terradon flies through the unit, dealing a single S5 Attack. The enemy may not make any Attacks back as the Terradon swoops away again. To represent this, for the whole range of 12", you may Move the Terradon as you like as long as it touches the enemy unit mid-flight. The enemy unit has to pass a Leadership Test, or is forced to Fall Back.
As heavy support against the armoured tanks of the Imperial Guard or the heavy infantry of the Space Marines, the Slann have developed Anti-Grav Weapon Batteries to bear great beam weapons. There are two varieties of weapons, the Beam Lance and the Beam Cannon. The Beam Lance is used chiefly to deal with armour, while the Beam Cannon was developed to deal with heavy infantry. The Weapon Battery is manned by two Skinks who are armed with Boltcasters of their own.
Anti-Grav Weapon Battery: WS:2 BS:4 S:3 T:2 A:1 W:1 I:4 L:6 AS:6+
Point Cost: 10
Unit Size: 1-3
Equipment: Boltcaster +Explosive Bolts+5Pts +Penetrator Bolts+10Pts, +Beam Lance+25Pts, +Beam Cannon+25Pts
The Beam Lance uses similar technology of the Bright Lance of the Eldar. Indeed, it may have been that the Eldar learnt of this technology from the Slann, and improved it. It has the following profile: R:36" S:9 AP:2 T:H1, Blast, Pinning, Lance.
Lance technology treats AV greater than 12 as 12.
The Beam Lance is a variant of the Beam Cannon, with the exception that for increased effectiveness against the armoured hulls of tanks and for greater range, it has reduced strength and penetrative power. It has the following profile: R:30" S:9 AP:3 T:H2, Blast, Pinning.
Scaly Skin, Cold-Blooded, Regeneration, Jungle Warriors
Anti-Grav Platform: The gravitic drive of the Weapon Battery allows it to hover above the ground, gliding over difficult terrain without any lost in movement speed. The hovering engine of the Weapon Battery compensates for the recoil of the mounted weapon, allowing it to be fired on the move. The Anti-Grav Weapon Battery ignores Difficult Terrain when Moving. Furthermore, the Weapon mounted on the Battery is considered an Assault Weapon.
The massive Stegadons can be found on all the homeworlds of the Slann. They are used as beasts of burden by the Slann. During times of war, the Slann mount huge beam weapons onto the backs of the Stegadon. The Stegadons act as mobile firing bases or they could be used as transports for the Skinks to ride to war on. The Stegadon is controlled by a single Great Crested Skink who sits right behind the armoured crest of the beast. It is prodded forward with an Electro-Prod, a polearm long enough to be used as a defensive weapon by the Skink Driver in assaults.
Stegadon: WS:3 BS:2 S:5 T:6 A:3 W:4 I:3 L:6 AS:3+
Skink Driver: WS:3 BS:4 S:3 T:2 A:2 W:1 I:5 L:7 AS:5+
Point Cost: 30
Unit Size: 1
Equipment: Electro-Prod, Bowcasteru, +Beam Lance+25Pts/+Beam Cannon+25Pts, Howdah
The great Stegadons are controlled by their Skink Drivers with Electro-Prods. The Skink Drivers will goad the Stegadons in the direction they want by sending a surge of electricity with the Electro-Prods. The Electro-Prod has a charge of S4 and AP5, and the Special Rule Electrostatic Energy, that reduces the enemy's I by 1. It may choose to make a single S5 AP4 Attack instead of its usual 2 Attacks, reducing the enemy's I by 2. To Move the Stegadon in any direction, the Skink Driver has to make a single Attack with the Electro-Prod. If this Attack causes a Wound, the Stegadon becomes unable to Move for that 1 Turn, and all Leadership Tests are taken by the Stegadon's Leadership value instead of the Skink Driver's.
A huge Howdah is mounted onto the back of the Stegadon. The Stegadon can carry up to 10 Skinks on its Howdah. Should a Beam Weapon be mounted onto the back of the Stegadon however, the Stegadon loses its ability to transport troops. The Stegadon is treated as a Tank, due to its bulk, thus it may Tank Shock. Like a Tank it may fire all of its weapons while standing still. Unlike a Tank however, it has a maximum Move Range of 6", and should it choose to Move, it may only fire its main weapon and all defensive weapons.
Scaly Skin, Cold-Blooded, Jungle Warriors
Regeneration: The Stegadon is not a spawning of the Old Ones or the Slann Mage Lords, so the gene that causes immensely fast regenerative properties in the cells and tissue of the Skinks and Sauruses has not been bio-engineered within them. Only the Skinks atop the Stegadon has Regeneration, not the Stegadon itself.
Great Horns: The Stegadon has three horns protruding from the front armour plate that forms its forehead. These horns are extremely sharp, and the Stegadon uses them as a defence against the large apex predators that roam the jungle, such as the Carnosaur. The horns of the Stegadon are used for taking down monstrous creatures. The Stegadon has a Charge Range of 12". On the Charge, the Stegadon gains +1S and +1I for each 3" of ground traversed in Charging towards the opponent. Attacks made on the Charge ignore AS and deal 2D6 Armour Penetration. Against vehicles, if the Stegadon chooses to Attack directly, it always deal 2D6 Armour Penetration, to represent the Stegadon ramming its horns into the hull of the vehicle.
Spiked Tail: The Stegadon has a long muscular tail that ends in three sharp spikes. Together with the horns, the spiked tail is the main defensive weapons of the Stegadon. The spiked tail is used after the Stegadon had charged its horns into the body of the attacker. Then since it has already lost its impetus, it will instead resort to using the spiked tail to defend itself. The Stegadon is able to swing its highly muscular tail at tremendous speeds, although it lacks accuracy, for the Stegadon has to position itself such that its tail is facing the attacker. The Stegadon may never use its Spiked Tail on the Turn it Charges. During the Assault Phase, instead of making its regular Attacks, the Stegadon can opt to make D3A at S5 I4. These Attacks ignore AS and are made with the substitution of its BS as its WS, instead of its WS as per normal.
Stampede: Stegadons are known for the three great horns sprouting from their crown. The Skinks that drive the Stegadons forward know the lethalness of these horns and goad the beasts into charging when close enough to the enemy line. Using the Electro-Prods, the Skinks strike the Stegadons at the soft, sensitive flesh beneath the great armoured crest. The Stegadons, enraged, will stampede into the ranks of the enemy, crushing them underfoot. The Skink Driver makes a single S5 AP4 Attack against the Stegadon. Should the Attack Wound the Stegadon, the Stegadon becomes enraged, and goes on a Stampede. It immediately Charges 12" towards the nearest enemy unit. Upon coming into contact with the unit, each model in base contact with the Stegadon suffers D6 S5+X AP- Hits, where X is +1S and +1I for each 3" of ground traversed in charging towards the unit, to represent the Stegadon simply throwing its bulk about. This Special Stampede Attack is made before the actual combat begins, and has an Initiative of 10. As the Stegadon is stampeding, the Skink Driver loses control of the beast, and all Morale Checks and Leadership Tests required by the Stegadon is made with the unmodified Leadership of the Stegadon, and not the Skink Driver. Should the Stegadon win the Combat Resolution, it continues to Stampede, dealing D3 S5 AP- Hits to each model in base contact with it.
The Salamander is the master work of the Skink Artificers, a towering metal lizard on all fours. A Great Crested Skink seats in the main cockpit, while two Skinks are delegated to the firing stations on the Salamander. Named after the great Salamander Dragons of the volcanic regions of the homeworlds of the Slann, these great beasts have eluded capture due to the environment in which they live in, and the Skink Artificers have taken to crafting a war machine in their likeness. Thus, the Salamander. The Salamanders are walkers adapted to the terrain of the jungle worlds of the Slann. As such, they can operate in these areas native to the worlds of the Slann with an agility unmatched by the walkers of other races, giving them an edge in the defence of the homeworlds of the Slann.
Salamander: MS:3 BS:4 S:7 FA:13 SA:12 RA:11 A:2 I:3
Point Cost: 70
Unit Size: 1
Equipment: Salamander's Breath, +2Beam Lances+25Pts/+2Beam Cannons+25Pts
Salamander's Breath is a twin-linked dual flamer within the Salamander's mouth. It fires a stream of intense flames towards the target, engulfing him in the process. It has the following profile: R:T S:6 AP:4 T:H1, Twin-Linked.
Walker-Tank: The Salamander is as large as a tank, but it has four legs instead of tracks, and thus moves like a walker. The Salamander is a Walker-Tank, in that it has the bulk to Tank Shock but moves like a Walker. Its Close Combat Attacks ignore AS.
Each pyramid temple that is the residence of a Slann Mage Priest is guarded by a select unit of Saurus Temple Guards. These are the oldest and best of all the Sauruses in the Slann's employ. They are given ceremonial bronze armour, and helmets made from dinosaur skulls, not only for protection, but to make them look all the more daunting and magnificent. The reason the stronger Kroxigor are not chosen for this task is because their large size prevents them from bearing any form of armour. The Temple Guard are in turn led by the High Guardians, the oldest and strongest of the Saurus. They are the temple pyramids' finest warriors and are the chief guardians of the temples themselves.
Temple Guard: WS:5 BS:2 S:5 T:4 A:2(3) W:1 I:3 L:8 AS:3+
Temple Guardian: WS:5 BS:2 S:5 T:5 A:3(4) W:2 I:4 L:9 AS:3+
Point Cost: 20/40
Unit Size: 5-10/1
Equipment: Power Halberd, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts, Dragon Armour
/Force Halberd, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts, Dragon Armour
Power Halberds are long polearms with a great curved blade at one end. There is a generator within the metal shaft that projects a power field around the blade, allowing it to cut through armour with ease. The Power Halberd has a reach of 3", grants +1S to the Attacks of its bearer, and is a Power Weapon.
Within the Force Halberd is stored great amounts of psychic energy. The magic of the Slann Mages imbue the weapon with psychic energy, and now so psychically charged, place them in the possession of their greatest defenders, the Temple Guardians. Attacks made with the Force Halberd are especially deadly, able to blast apart the minds of lesser beings as the force of the psychic energy strikes them down from within. Force Halberds are Power Halberds that are Force Weapons.
Dragon Armour is a reinforced Scale Mail, made with special heat-proof material. Weapons that uses Plasma and Melta technology are less effective when directed against the bearer of the Dragon Armour. Flamers are completely nullified. Dragon Armour is named after Chotec, the Ruler God of the Slann, so only the highest ranking Sauruses are allowed to wear them. Dragon Armour is Scale Mail with a 5+AS and the following difference: against Plasma and Melta Weapons, the bearer of the Dragon Armour always have an unmodifiable 5+IS, while Flamers of all kinds are completely ignored.
Scaly Skin, Cold-Blooded, Regeneration, Bite Attack, Jungle Warriors
Stubborn: In addition to the already placid nature of the Sauruses, the Temple Guard are further renowned for their stubborness when it comes to the defence of the Temples and the Slann Mage Priests. As long as the Temple Guard are the retinue of a Slann, they are subject to Stubborn.
Skink Artificers are the technicians, mechanics, and engineers of the Slann. The Boltcasters they wield are skillfully and painstakingly crafted by them to be the best models of their like. The level of quality of these Boltcasters are referred to as master-crafted. The Artificers play an important role during times of war. Their skill with machines is invaluable in repairing the great war machines of the Slann in the heat of battle. They normally appear on the battlefield attached to a group of Skinks, who act as their retinue. The Artificers supply their retinue with Master-Crafted Boltcasters. Indeed, it has been known of Artificers to be attached to nearly any spawn regiment within the army, expending their services to the unit by upgrading their weapons to master-crafted quality. The Skink Artificers are also known to ride to war on the great Stegadons. At times they are attached to Anti-Grav Weapon Batteries where they lend their services by tweaking the targetting mechanisms of the Beam weapons, improving their accuracy.
Artificer: WS:3 BS:4 S:3 T:2 A:1 W:2 I:5 L:7 AS:6+
Point Cost: 15
Unit Size: 1
Equipment: Master-Crafted Boltcaster +Explosive Bolts+5Pts +Penetrator Bolts+10Pts, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts
The Master-Crafted Boltcaster is twice as accurate as the normal Boltcaster. A Master-Crafted Weapon follow the normal rules for the Weapon, except you may re-roll one failed to-Hit roll per Turn.
Scaly Skin, Cold-Blooded, Regeneration, Aquatic, Fleet of Claw, Guerrillas, Jungle Warriors
Retinue: The Artificer may be attached to a unit of Skinks. All the Skinks in the unit wield Master-Crafted Boltcasters.
Attachment: The Artificer may be attached to the following units: Sauruses, Great Crested Skinks, Anti-Grav Weapon Batteries, Stegadons, Salamanders and Temple Guard. If they are attached to the unit, the main weapon of the unit becomes Master-Crafted.
Repair: An Artificer may attempt to repair a single damaged Hit location on a vehicle, or a destroyed heavy weapon, if he can reach it during his Movement Phase. He can do nothing else during the Turn - he cannot Shoot or fight hand-to-hand Combat while he is attempting a repair. At the end of the Turn roll a D6.
5-6 Repair. The Artificer succeeds in putting good all damage sustained in the previous Turn.
3-4 Possible Repair. The damage is extensive but the situation is not hopeless. The damage is not repaired this turn, but you may carry on working for a further Turn if you wish. At the end of this further Turn the damage will be repaired on a roll of a 4+, while a score of 3 or less indicates that the damage is beyond repair. An Artificer may do nothing else while attempting a repair.
1-2 Hopeless. The Artificer can do nothing.
The Skinks are gathered into tribes, based on familial ties within the same spawning. The highest authority within these tribes are the Chiefs, selected by the Slann themselves to control and regulate the movements of the Skinks. They are like government bureaucrats who hold administrative authority in their tribes. During times of war, they lead spawns of Skinks into battle, right at the front of the spawn. Due to their position within the tribes, they share a close relationship with the Slann Magehood, and it is the teamwork between the two that ensures the peace and security of Slann society. Chiefs are also known to be born under certain special spawnings, such as of Sotek the Warrior God, or Huanchi the Assassin God. The Chiefs of the lineage of Sotek are called Great Chiefs, and they hold even greater authority within the tribe than the mere Skink Chiefs. In battle, they lead spawns of Great Crested Skinks.
The Chameleon Chief is one born under the blessing of Huanchi. They are a secretive sect within the tribe itself, answering only to the authority of the Magehood. Within their sect, they lead exclusively the Chameleon Skinks of Huanchi, and so it is during times of war. The Chameleon Chief with his forward guard of Chameleon Skinks will go ahead of the rest of the army, acting as scouts and spies. Chameleon Chiefs do not wear armour for to do so would hide the camouflaging effects of their colour-changing hides.
The Winged Chiefs of Tepok are spawned under the blessing of the Messenger God, Tepok. They hold no special authority within the tribe and are treated as it is with normal Skink Chiefs, but they serve a different purpose, being the key managers of the messenger service of the Slann. In battle, they lead spawns of Winged Skinks.
Chief: WS:3 BS:5 S:3 T:2 A:2 W:2 I:5 L:7 AS:6+
Great Chief: WS:4 BS:4 S:4 T:3 A:3 W:2 I:6 L:8 AS:5+
Chameleon Chief: WS:3 BS:6 S:3 T:2 A:2 W:2 I:6 L:8 AS:6+
Winged Chief: WS:3 BS:6 S:3 T:2 A:2 W:2 I:6 L:7 AS:6+
Point Cost: 25
Unit Size: 1
Equipment: Master-Crafted Boltcaster +Explosive Bolts+5Pts +Penetrator Bolts+10Pts, +Caster, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts, +Mind Beacon+15Pts, +Spawning of Sotek+10Pts, +Spawning of Tepok+5Pts, +Spawning of Huanchi+10Pts
/Master-Crafted Bowcaster and Master-Crafted Sabre, +Caster, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts, +Mind Beacon+15Pts, Scale Mail
/Master-Crafted Venomcaster, +Caster, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts, +Mind Beacon+15Pts
/Master-Crafted Boltcaster +Explosive Bolts+5Pts +Penetrator Bolts+10Pts, +Caster, +Psycho Grenades+5Pts, +Haywire Grenades+3Pts, +Mind Beacon+15Pts
The Caster is a staff imbued with psychic energy of a unique signature. Within has been imbued by the Slann Mages one of the psychic powers they possess. It is a one-use weapon as once the energy within is unleashed, the power leaves the staff and it becomes useless. Select one of the Psychic Powers of the Slann Magehood. That is the point cost of the Caster. The Psychic Power may be used once per Battle.
The Mind Beacon is the means of communication between the mind of the Chief and that of the Slann Mage Priest who is currently leading the host. By establishing a mind link, the Slann Mage Priest is able to see through the eyes of the Chief and work his magic through him. The Chief becomes the beacon from which the Mage Priest can lauch his psychic powers without having to enter the fray of battle. The Slann Mage Priest may use the position of the Chief as a reference point for casting his Psychic Powers. He may cast his Psychic Powers as if he is at the direct location of the Chief, and all Leadership Tests and Morale Checks within 12" of the bearer of the Mind Beacon may use the Leadership of the Slann Mage.
Scaly Skin, Cold-Blooded, Regeneration, Aquatic, Fleet of Claw, Guerrillas, Jungle Warriors
Spawn Leader: The Chief must always lead a unit of Skinks, the Great Chief will always lead a unit of Great Crested Skinks, the Winged Chief will lead a unit of Winged Skinks, while the Chameleon Chief will lead a unit of Chameleon Skinks.
Tribe Leader: Although the Chief is attached to a single spawn, in actuality he leads several spawns in the heat of battle, such that it becomes the movement of a tribe rather than a single spawn. The spawn he is attached to simply acts as his personal retinue. All Skink units within 12" of the Chief, Great Chief and Winged Chief may use their Leadership for all Leadership Tests.
In the times of old, when the Old Ones walked among the stars, the Slann were the first race created by the bio-engineering of the Old Ones, as a servant race to carry out the Great Work. Together with the help of the Slann, the Old Ones seeded countless worlds with life, and brought about the arising of sentience in many alien species. The Old Ones had the ability to travel instanteneously through the Warp, appearing at any point in space. This was the method in which they discovered new species scattered throughout the galaxy, and this was one of the first powers learnt by the Slann from their Old One masters. As the Old Ones encouraged the evolutionary processes of countless worlds through their biological engineering, the Slann came to master this as well, until they became the greatest biological engineers in the galaxy with the demise of the Old Ones. The Old Ones taught the Slann to tap into the Warp and harness the psychic energy for their own use. In this way, the Slann became masters of psychic manipulation. In actual fact, the Slann were designed by the Old Ones to be a highly psychic race. The Slann originally evolved from amphibian stock, and the Old Ones noticed the latent psychic potential within their species, which is why they chose the Slann to be their servant race.
There were three generations of Slann created by the Old Ones. The first generation was designed to aid in the creation of new species. This work was to be carried out even after the demise of the Old Ones, and the first generation Slann were sworn to their task which they hold with great priority. As one of the side-effects of the bio-engineering of the Old Ones, the Slann of the first generation are imbued with tremendous prophetic foresight, which they use to determine the best course of action to be taken by the Slann Magehood together with the Skink tribes. They thus occupy the highest positions within the social order, and their decisions affect the whole of Slann society.
The Slann of the second generation were tasked with the nurturing of primitive cultures and to maintain the evolutionary processes of entire worlds. Their powers thus extend to their environment and they can shape and affect their immediate surroundings to significant degrees.
The Slann of the third generation were created to deal with the more dangerous species of the galaxy. Their existence would threaten the sentient species of the galaxy in some way or other, so they are left to be eradicated by third generation Slann. The Slann of the third generation have tremendous powers over the domains of psychology and of the mind, powers which they use to great effect in eliminating the dangerous species of the galaxy.
With the death of the Old Ones, all three Slann generations no longer hold to their task of creating, maintaining, and destroying. Instead, they have chosen to live in peace in the galatic North. There they have formed a Magehood, a social order divided between the three generations. Although not necessarily more powerful than the other, there is a social hierarchy formed between the generations, with the oldest at the top. The three work together to ensure the harmonious functioning of the whole of Slann civilisation. The first generation Slann are known as the Mage Lords. They are the most powerful individuals in Slann society and are the dominant voice in all affairs. From their temple pyramids, they direct the activities that occur within all levels of the tribe. The second generation Slann are the Mage Priests. These manage the rituals of the offering of sacrifice to their Gods, the Old Ones, and the maintaining of the law and order within Slann society. The Slann of the third generation are the Battle Mages, used exclusively on the field of battle for their destructive powers.
The Slann originally evolved from amphibian stock, and even today traces of their ancestry are not hard to distinguish. Their hands and feet are long and webbed, their skins cool and moist, their heads large with protruding eyes. They are quite at home in the water, and are capable of breathing oxygen from water (or other poorly oxygenated atmospheres) directly through their skin. Slann vary in colour a great deal; green and blue are common, yellow is fairly well represented, and there is a scattering of other, rarer colour morphs as well as albino and melanistic forms. Brightly pigmented Slann are often extrovert, talented or especially noteworthy in some way. Skins are sometimes mottled, striped or otherwise marked. On some Slann worlds, and especially among primitive Slann, these markings represent tribal divisions. Height is fairly constant, with adult Slann reaching 2 metres, females are slightly larger and bulkier.
Battle Mage: WS:3 BS:5 S:2 T:3 A:1 W:3 I:2 L:8 AS:-
Mage Priest: WS:3 BS:4 S:2 T:3 A:1 W:4 I:2 L:9 AS:-
Mage Lord: WS:3 BS:3 S:2 T:3 A:1 W:5 I:2 L:10 AS:-
Point Cost: 30/50/70
Unit Size: 1
Equipment: +Shield of the Old Ones+20Pts, Hover-Palanquin, +Blessing of Sotek+10Pts, +Blessing of Tepok+10Pts, +Blessing of Huanchi+10Pts, +Blessing of Quetzl+15Pts, +Blessing of Tzunki+15Pts, +Blessing of Chotec+15Pts
The Shield of the Old Ones is a force field that surrounds the entire Hover-Palanquin of the Slann. It confers a 3+IS to the Slann.
The Hover-Palanquin is imbued with skimmer technology, allowing the Slann to traverse difficult terrain with ease. The Hover-Palanquin is further capable of a turbo-boost, moving the Slann at an increased pace. The raised position of the Slann upon the Hover-Palanquin offers some protection to it, especially in close combat. The Hover-Palanquin is the medium in which the Slann Mage travels throughout the Magedom of the Slann. They are thus nexus of tremendous amounts of psychic energy. Should any enemy come within range of the Slann and attempt to attack it, the Hover-Palanquin will instinctively lash back at him with psychic energy. The Hover-Palanquin confers a 3+ AS to all Range Attacks. In Close Combat, this is decreased to 5+. In addition, the Hover-Palanquin may Turbo-Boost during the Shooting Phase, Moving an additional 6". The Hover-Palanquin has a Shooting Attack with the following profile: R:18" S:- AP:2 T:A1, Blast, Pinning, Psycho Energy. In addition, any enemy models attempting to Attack the Slann in Close Combat has to pass an immediate Leadership Test or lose a Wound.
Blessings of the Old Ones:
Blessing of Sotek: The Mage Lords are the first generation of Slann tasked with the creation of new species in the galaxy. As such, they have been taught all the bio-engineering techniques of the Old Ones, which they use to raise huge armies of Skinks and Sauruses. Using the secret spawning techniques of Sotek, Tepok and Huanchi, they are able to field entire armies of Great Crested Skinks, Great Horned Sauruses, Winged Skinks and Chameleon Skinks. +20Pts. A Slann host led by a Slann Mage Lord may choose to have Great Crested Skinks and Great Horned Sauruses as Troop choices in addition to being Elite choices.
Blessing of Huanchi: +10Pts. A Slann host led by a Slann Mage Lord may choose to have Chameleon Skinks as Troop choices in addition to being Elite choices.
Blessing of Tepok: +10Pts. A Slann host led by a Slann Mage Lord may choose to have Winged Skinks as Troop choices in addition to being Fast Attack choices.
Blessing of Quetzl: A little known spawning, the secret blessing of Quetzl the Armadillo God is known only to the Mage Lords. They secretly imbue their spawnings with the blessing of the Old One that tried to induce great protective carapaces in his spawnings. The spawns of this blessing are renowned for the bony protrusions that cover their entire body, and for their thick hides, a result of the bio-engineering of the Lightning God. +1Pt for each Skink, +2Pts for each Saurus. The spawn of the Protector God gain +1 to their AS. This affects the following units: Skinks of all kinds, Sauruses of all kinds including the massive Kroxigor.
Blessing of Tzunki: Tzunki, the Crocodile God experimented greatly with granting amphibious properties onto his spawnings. This secret technology has been preserved by the Mage Lords, and in any battles that involve large bodies of water, they would be sure to use the spawns of the Water God. In times of peace, the spawn of Tzunki, the Trader God, are used as merchants and ferrymen over the waterways of the Magedom of the Slann. +1Pt for each Skink and Saurus. The following units are affected by the Blessing of Tzunki: Skinks of all kinds, Sauruses of all kinds. The CS they benefit from when they are within a body of water is increased by 2, becoming 3+. In marshes, this is increased to 2+. This is due to the sea-green hue of their hides, that blends in well with the surrounding water. In addition, in bodies of water, they gain +D6" of Movement during the Movement Phase.
Blessing of Chotec: Chotec the Dragon God, incorporated the DNA of the Salamanders into his spawnings, gifting them with the ability to breathe fire. The DNA of the Sauruses is highly similar to the Salamanders, so Chotec only managed to achieve success with them. The hides of the spawns of the Fire God are a distinctive vibrant orange, marking them as the favoured of Chotec. They are a particularly rare spawning, and for that, they are installed as the leaders over all Sauruses, for they are the spawn of the Ruler God. +5Pts for each Saurus. The Fire Breath of the spawn of Chotec has the following profile: R:T S:3 AP:6 T:A1. Only Sauruses of all kinds may have this blessing.
First Generation Psychic Powers:
Warpgate: Using the technology of Warp travel the Slann have learnt from the Old Ones, the Mage Lord opens a Warpgate on the field of battle. +10Pts. A Warpgate, 6" wide, appears within 24" of the Mage Lord. All units may travel through the Warpgate and appear anywhere they wish to on the battlefield. They may Charge through the Warpgate and count as having Surprise Assault on the Turn of their Charge.
Rejuvenation: The Mage Lord in its millenia of creating and bio-engineering new species, are able to affect the recovery systems within a living organism, allowing it to heal itself at a startling rate. +15Pts. A selected model within 24" of the Mage Lord is able to recover every Wound it has suffered. Make a roll on a D6, depending on the number of Wounds you wish to restore. For the number of Wounds you so wish to recover, you roll that number and above.
Invigoration: The Mage Lord is able to affect the metabolic processes within a living organism, fueling its adrenaline and allowing it to do superhuman feats of exertion. +15Pts. A selected model within 24" of the Mage Lord gains +2S, +2A and +2I. This effect lasts until the start of your next Turn.
Fortune: By peering into the possible future, the Mage Lord is able to learn of any incoming danger and move in preparation of it. +30Pts. A unit within 12" of the Mage Lord may re-roll failed Saves of any kind.
Fate: Studying all the possible strands of Fate, the Mage Lord selects the best possible outcome and announces his prophesised outcome to the warriors of the Slann. The task falls onto one of the spawns with fulfilling the prophecy. +40Pts. Select a single enemy unit within LoS of the Mage Lord and roll a D3. On the number of the Turn from the present Turn indicated on the Die roll, all failed to-Hit rolls and all failed to-Wound rolls made against that unit may be re-rolled, and the unit itself re-rolls all successful Armour Saves.
Prophecy: The Slann Mage Lord makes an announcement of Prophecy, regarding the time of the end of the battle. +10Pts. Roll a D3 at the start of the Battle. That is the number which you can modify the roll to determine the end Turn of the Battle. It can be either a negative modifier or a positive modifier.
Second Generation Psychic Powers:
Earthquake: This power was used by the second generation Slann to terrafom worlds, by shifting the tectonic plates of the continents. Now, it is used to shaken the enemies of the Slann on the field of battle. +25Pts. Roll a single D6. The value rolled is the number of Large Blast markers used to denote the presence of an earthquake. Distribute the Large Blast markers as you will over the field of battle. For each unit caught within one of them, every model under the Large Blast marker suffers from a S3 Hit at AP-. In addition, the unit has to take a Pinning Test. If it passes the Pinning Test, it Moves as if in Difficult Terrain until your next Turn.
Overgrowth: The Mage Priest is able to accelerate the growth of plants in an area, resulting in an overgrowth of vegetation. +10Pts. Place a forest anywhere within LoS of the Mage Priest. All enemy units caught within the overgrowth of trees are immediately Pinned and suffer D6 S3 AP6 Hits.
Lightning: The Mage Priest is able to invoke lightning from the skies to strike at his enemies. +25Pts. A unit within LoS of the Mage Priest is struck by Lightning. It has the following profile: R:- S:10 AP:1 T:A1. The Mage Priest is able to strike at his target with Lightning from any angle, as long as he is able to see the target. The Rear Armour of a vehicle is thus vulnerable to being struck by Lightning.
Evolution: In their work to maintain the evolutionary processes of the species under their care, the Slann of the second generation have learnt to force evolution in the species and even forced devolution if necessary. The changes they affect in the individual through the rigours of evolution is permanent, and if the individual is unable to cope with the strains of evolving, they are likely to perish. +20Pts. A selected model within 12" of the Mage Priest gains a permanent +1 to its WS, BS, S, T, I and L. The model has to pass a Toughness Test at its modified T value. Upon failing it suffers a Wound with no Saves of any kind allowed. A roll of a 6 is always a failure.
Devolution: In their task of maintaining and preserving the work of creation of the Old Ones and the Slann of the first generation, the second generation Slann have learnt to induce devolution in species they felt were evolving at too fast a pace for their own good. +20Pts. A selected enemy model within 12" of the Mage Priest suffers a permanent -1 to its WS, BS, S, T, I and L. The model has to pass a Toughness Test at its modified T value. Upon failing it suffers a Wound with no Saves of any kind allowed. A roll of a 6 is always a failure.
Third Generation Psychic Powers:
Fiery Convocation: The Battle Mage blasts his target with a stream of fireballs. +15Pts. This Power is used during the Shooting Phase with the following profile: R:36" S:5 AP:4 T:A4.
Psycho Blast: The Battle Mage blasts an area with Psycho energy, overloading the minds of his enemies with psychic energy and tearing them apart from within. +20Pts. This Power is used during the Shooting Phase with the following profile: R:24" S:- AP:2 T:A1, Blast, Pinning, Psycho Energy. All caught within the blast of Psycho Energy have to pass an immediate Leadership Test, upon failing which they lose a single Wound. IS may be taken against this Power.
Mind Penetration: The Battle Mage forces his will into the minds of his enemy, penetrating pass the barriers of his mind and attacking him at the very core of his being. +25Pts. Roll 6D6. For each roll of a 2+, the enemy suffers a single Wound with no Armour Saves allowed. For every 6" the enemy is away from the Battle Mage, you lose one D6, i.e. if the enemy is within 7"to 12", you roll 5D6 instead.
Fear: The Battle Mage sends visions of the enemy's greatest fear to appear in his mind, sending him into a terrified state. +10Pts. This power can be directed at an enemy unit within LoS. The target unit must take a Morale Check immediately, with a -3 modifier to its Leadership. If it fails the Test, it begins Falling Back.
Courage: The Battle Mage instills courage in one of the units, automatically rallying it and greatly increasing its morale, as visions of their great Warrior God Sotek and Protector God Quetzl fill their hearts and minds. +10Pts. Rallies a fleeing unit within 24" and LoS, making it Fearless. This effect lasts until your next Turn.
Cold-Blooded, Aquatic, Psyker, Jungle Warriors
Psychic Nexus: The temple pyramids of the Slann are nexus of psychic energy. The Slann Mages tap into the collective energy and use it to fuel their spells. The Slann are a defensive force, so they suffer a -1 modifier to start-off rolls. If the Slann host is fighting within the jungles of the homeworlds of the Slann, i.e. they are the Defenders in the Battle, the Slann Mages gain +1 to their to-Cast rolls for all Psychic Tests. In addition, they only suffer a Perils of the Warp Attack on a roll of 12. Also, for every Slann Mage in your army, you gain one re-roll to be used for your Psychic Tests.