Warhammer Armies - Draconian
Warhammer Armies - Draconian
Within the North Polar Cap, the Ice & Snow hide more then anybody
could imagine. Not just Daemons & Barbarians, but a whole new race,
which was present on the Warhammer World before the Fall. A race that
is ready for a battle, a race that knows no fear.
The Draconian are a race of Dragon Humanoids who (unlike their
relatives) don’t have wings & can’t breath fire. But undersetemate them,
and that will be your last mistake. For they take no prisoners.
CONTENT
1 Appearence
2 Draconian Beasts
3 Draconian Geogrpahy
3-4 Draconian Culture
5-10 Draconian Mythology
11-12 Draconian History
12-13 Draconian Language
14-16 Draconian Allowances & Special Rules
16-19 Draconian Special Equipment
20-22 The Lore of Ice
23-26 Lords
27-32 Heroes
33-34 Character Mounts
35-41 Core Units
42-47 Special Units
48-56 Rare Units
57 Referance Section
57-64 Suggested Miniatures
SIGMAR – A nice British ’’chap’’ which had made an army book for his
Nautican army which was a great inspiration. I recommend reading it.
-Zeno Beasts: About the size of a Turkey. The Zeno Beasts are a form of a
bird with fir instead of feathers (to survive the cold) it has a Winter coat
most of the year, but it also has a Summer Coat. It lays eggs which are
eatable & it’s fir is used to make furniture.
-Zillo Beasts: They are as big as a big boar. These Beasts grant meat, fir &
milk to the Draconian, they are usually a pieceful race, but Drakes can
tame them as Mounts & ride them into battle. Nobody actuelly knows how
do the Drakes make such a piece loving animal into a frenzied mount.
-Draconian Hounds: These Hounds somewhat resemble the Draconian,
probably a part of the race that is made to sniff out and track the enemy,
but they are not counted as Draconian for the Draconian treated them as
Hounds for thosuands of years. The Hounds are as big as a wolf but more
ferocious. They also act as a night watch while the Draonian sleep.
-Zeku Beasts: These Beasts are as alrge as Rhinos (cousins of the Rhinox)
and have a thick coat of fir which the Draconian use for their Coats &
Boots. They also use the aggressive Zeku Beasts as Mounts, granting them
a very strong impact hit when they charge at the enemy.
-Drakkars: A Dragon about the size of a Horse. They aren’t rare in
Draconian lands, but for some reason, they are primitive & beastly,
probably for the same reason Giants became Barbaric creatures. The
Drakkars are usually used as mounts for the most elite Drake Soldiers.
-Belrada Dragons: A cousin of the Drakkar, the Belrada Dragon is also
quite primitive & beastly, but it is smart enough to figure out that it should
serve the Draconian to survive the Ice Colds, so they are more of using the
Draconian rather then being tamed by them. The most Elite Draconian
can ride these to battle, using their great ferocity to annihilate the enemy.
-Zentar Beasts: These Massive creatures (roughly the size of a Steggadon)
have a large horn on their noses & two very large horns on their heads.
They are covered in fir, the Draconian use them as Beasts of Burden, but
it can be heavily armored & mounted by a crew of Drakes & then used in
heavy Siege. It is a very powerful beast, which is bred for to fight & win.
DRACONIAN GEOGRAPHY
The Draconian had made a few Icy Kingdoms on top of the Northern
Ice Cap, but the main Draconian civilization lies under the Ice Cap, in a
Underground Tundra called Belrada. Nobody knows how did anything
survive under there, but the Draconian claim that there is a miniature
cyan sun on the roof of the world, which grants little heath to Belrada, but
it grants light & enough warmth to support Icy Life, that sun is named
Faumos (Fau – Life / Mos – Lender). The roof also has clouds (which had
somehow got there) which make the Icy Blizzards & sometimes completely
cover their Sun, thus creating night in Belrada, so the regular Night &
Day shifts in the Warhammer World are quite weird for the Draconian
from Belrada. The correct locations of the Kingdoms & Belrada is
unknown for the Draconian prefer to avoid being detected. The Skaven
can’t occupy their lands for they can’t stand subzero cold. There is one
known Kingdom, the Kingdom of Lubria. Lubria is one of the few
Kingdoms that were formed above Belrada. After some doings of Chaos,
Lubria had split from the Icy Polar Cap & now floats somewhere in the
North of the Great Ocean. It is the Lubrians who discovered that there is
more of the Warhammer World then just Snow & Ice. The Island is
roughly half the size of Albion & it’s floating 10 meters per year towards
Naggaroth (West). The Draconian are used to Icy Tundra conditions, thus
living in a warm & dry place (like a desert) is impossible for them.
DRACONIAN CULTURE:
The Draconian Culture states that a Draconian must be polite to
strangers if the stranger doesn’t attack first or is an enemy (like
Greenskins, Skaven, Dark Elves & anything Chaos). Also, the Draconian
culture states that a Draconian must protect his honor, although it
appears that rule doesn’t stand for Drakes since the Drakes are naturally
cowardly so the Draconian decided that a Draconian must protect the
Drakes for the Drakes can’t fend for themselves, and they are a valiuble
part of the Draconian Society. There are different rules for different
species of Draconian, but it appears that the Belrada Giants don’t have
any rules yet for they aren’t an official part of a Draconian society, they
just decided to live on Draconian lands & aid them in construction &
battle. A Draconian Rulebook (as in contains the rules any Draconian has
to follow, not the Draconian Army Book) contains hundreds of rules each
Draconian must follow & there are penalries next to the each rule (that is
if the Draconian doesn’t follow the rule or brakes it) thre is a Punishment.
Here are some highlights:
Rule ____________________________________Punishemnt
A Draconian has to respect other of his race – 100 Whip Lashes
A Draconian should never harm a close allie – 45 Whip Lashes
A Draconian must always be polite to strangers – Half tax rate increase
This Rules were discovered by some Humans and High Elves when they
were visiting the Kingdom of Lubria. They couldn’t translate the
Draconian Rulebook so nobody really knows all the rules in the in the
book. But by these rules it is known that Draconian rules are very hursh.
There are also some other customs that are done for free will like granting
gifts to newly formed friends or to form an Alliance or from simple good
will.
There are different ranks for different species of Draconian, here are
some examples:
Draconis Maximus:
Recruit – Warrior – Spiked Guard – Champion – Commander – Warlord
Draconis Minimus:
Schoolar – Writter – Architect / Trader – Diplomat – Ambassador – Mayor
Draconis Flaura:
Gardener – Farmer / Sheperd / Beast Trainer – Land Owner – Land Lord
Draconis Inferno:
Trainee – Forger Assistent / Teacher – Forger / Proffessor – Principle
Draconis Subtera:
Worker Assistent – Worker / Minner – Minner Pro – Minner Chief
Draconis Gigantus:
Tribesman – Builder – Warrior – Tribe Chief – Warmaster
DRACONIAN MYTHOLOGY
The Draconian Mythology revolves around seven different Gods. Once the
Warhammer World was made, the seven Draconian Gods came to be:
-Krvatarus: The Boss God & the God of War (Krvata - Blood / Rus - God
= God of Blood) Sign: Draconian Scull with two Swords going through it.
-Faurus: The Goddess of Life, Nature & Birth (Fau - Life / Rus - God =
Goddess of Life) Sign: A rare Draconian Flower called Garus.
-Gudanka: The God of Storms & the Protector (Gud - Storm / Anka -
Maker = Storm Maker) Sign: A Shield with a Lightning Bolt through it.
-Hundra: The Goddess of Art & Creativity (Hund - Beauty / Ra - Dance
= Beautiful Dance) Sign: A mask & a Scythe behind it.
-Gurmos: The God of Knowledge & Magic (Gur - Knowledge / Mos -
Lender = Knowledge Lender) Sign: An open Book with Runes on it.
-Pechoka: The Goddess of the Underworld (Pech - Death / Oka - Queen
= Queen of Death) A Black Draconis Subtera Scull & a Trident behind it.
-Schuaka: The God of Technology & Machine (Schu - Hammer / Aka -
Master = Hammer Master) Sign: A Hammer & a gear behind it.
Each Draconian God has a Temple where there they train elite Draconian
Soldiers, thus becoming ’’Sons’’ & ’’Daughters’’ of the God/Goddess.
Krvatarus:
Krvatarus, the Draconian God of War & the Boss God of all Draconian.
He weilds a Magical Axe Argar & a Magical Sword named Terix.
Krvatarus had brought his two weapons to life, allowing them to turn to
two Golden Dragons that scout the World & then report back to
Krvatarus.
Argar has an Underbelly & Eyes made of Cyan Crystals while Terix has
Red Crystals. Krvatarus had faced Daemons lots of times, vanquishing
every single one. He is the reason why Chaos didn’t utterly destroy the
Draconian, defeating any mighty foe, including Khorne himself, but he
lost his right eye in that conflict. He is married with Faurus, being the two
vice versa (War & Piece). The Draconian pray to him so they would win
wars or at least bring a lot of hurting to the enemy. His ’’Sons’’ are also
known as Servants of Krvatarus & are known for excelling at combat.
Faurus:
Faurus, the wife of Krvatarus & the mother of the Draconian race & all
Nature around them. Her spear can turn to pure energy, thus smighting
down even the mightiest of foes. But her calm & pieceful Nature rearly
allows her to commit maurder. Her husbend Krvatarus on the other hand.
It is her that is blessed whenever a Tree is planted, whenever Nature
blossoms & whenever a child is born. The Draconian praise & respect her
not from fear, but from deep respect for all she is doing. Her ’’Sons’’ &
’’Daughters’’ are excellent healers. Her Temples are devoted only to
healing, not fighting, they are sometimes used as Hospitals, although in
real Hospitals, they keep her sign above each room. Her healers go to war
only to heal wounded soldiers, although they haven’t been seen before in
action by any of the other species (including Elves & Humans).
Gudanka:
Gurmos:
Pechoka, the Goddess of the Underworld & the Goddess of Death. Most
Draconian fear to venture into the Underworld for they see it as a place of
dispair for all who hadn’t died in battle or with Honor & Pride in their
hearts. In reality, not all of the Underworld is a bad place, as a matter of
fact, it isn’t bad at all. The Underworld is split into 6 parts, which we will
discuss later on. The counterpart of the Underworld is Valgar, both will be
discussed later on in the book. Pechoka is armed with Trident Jarkarum
(Jar – Shadow / Karum – Trident = Shadow Trident) which she uses to
slay her opponents with one swift hit. She almost never uses it for she is
not interested in anything that happens above her Underworld Kingdom.
The only other God she is interested in is Gurmos, and she had a deal with
him which is described at the previous page (about Gurmos). The ’’Sons’’
& ’’Daughters’’ of Pechoka are psychics which speak with the dead which
roam the Underworld. They are known as Spirit Walkers, for their spirit
leaves their body & enters the Underworld, there they talk to the Souls of
the Fallen and bring back messages to their loved ones who are still alive.
They are known to bring back good messages as well as bad messages,
such as it was when the Souls senced that the Fall was comins & that
Chaos would be unleashes & a massive Carnage upon the world would be
unleashed, and the Draconian rule would be ended, until now.
Schuaka:
The Underworld is the place where all Draconian go when they die. The
only exceptions are the Draconian who died in battle, with Courage &
Honor in their hearts. These Draconian will go to Valgar.
The Draconian that do die off without honor & not in battle will enter the
Underworld under the rule of Pechoka, the Queen of Death.
The Underworld is split into six different parts:
VALGAR:
-Rise of Chaos:
When the Fall occured the Draconian were still a new race, so they
couldn’t stand much of a chance against the butchering the Draconian
race suffered. The Draconian had stood up but had to retreat, thus leaving
their Kingdoms to be destroyed by Daemonic Forces & their Dark Gods.
-Nomadic Age:
When the Draconian had to retreat from their lands, they had lived a
Nomadic life, always on the move, so Chaos couldn’t find them. Never
moving in large groups so they wouldn’t attrack any attention. It was a
hard life the Draconian had lived those days.
-Founding of Belrada:
When a Nomadic tribe of Draconis Subtera were digging some tunnels,
they had found an entrance to a whole new Underground world. The
Entrance was shielded by Icy Magic, but for some reason, the Draconian
were able to find it, as a matter of fact, they were drawn to it.
-A New World:
When most Draconian Tribes came upon Belrada, they had setteled in, the
Tribes grew to Villages, Vilalges to Towns, Towns to Cities, Cities to
Kingdoms. But some Tribes couldn’t find their way, and unfortunetly had
either died of the Cold or were kileld by Monsters, or worse, Daemons.
-Age of Recovery:
The Draconian had been recoverng for a long time, founding piece in this
new home. Although the Draconian Tribes had fought each other to
please Krvatarus, and Belrada Giants (Draconis Gigantus) had split away
from the Draconian, forming clans of their own, fighting their former
brothers. The Draconian had stayed in Belrada for quite a while.
-The Rising: After some Kingdoms had been formed, the Draconian had
decided to go to the above world, to form a life there. They had went south
& discovered a world of Tundra’s which was where they started forming
lands of their own, Settlements, Villages, Towns, Cities & finally,
Kingdoms. The Draconian here had been targets for Daemonic raids.
-Splitting of Lubria: The Kingdom of Lubria has been split away by the
doings of Chaos & then floated away into the Great Ocean. That is when
the Draconian discovered more in the world that Snow & Daemons. The
Draconian had confirmed that this happened around year 2520 (Imperial
Callendar), but it is not confirmed what year preciselly.
-Age of Rising: When the other Draconian Kingdoms heard of this, they
had prepared their finnest soldiers & their smartest Diplomats to make
friends & fight foes. But mostly, to expand their growing Kingdoms. This
is the current year & the Draconian are something new to the other races.
DRACONIAN LANGUAGE
The Draconian Language is named Zahan & it is used by all 6 Species of
Draconian. It isn’t known when did the Draconian form this language for
it was always used by them. See next page for their Alphabet...
DRACONIAN ARMY ALLOWANCES &
SPECIAL RULES
Allowances:
Character Allowances:
Choosing Troops:
Army Points Value Core Units Special Units Rare Units
Less then 2000 2+ 0-1 0
2000 or more 3+ 0-2 0-1
3000 or more 5+ 0-4 0-2
4000 or more 6+ 0-7 0-4
Each +1000 +1 +0-1 +0-1
Warshout:
Blizzard or Gudanka:
This is a special ability that you can only activate when you have at least 1
Guardian of Gudanka in your army. When you have a Guardian of
Gudanka in your army before the first turn, you declare a Blizzard of
Gudanka & put a marker (or a coin, whatever your gonna use that will not
be mistaken as terrain) in the middle of the Battlefield & then starts the
Blizzard. If your gonna declare a Blizzard then your opponent will go first.
When it’s your turn, see how many Guardians of Gudanka you have &
then toss the number of D3’s equel to the number of the Guardians on the
battlefield (for example, if you have 1 Guardian you toss 1 Dice, if you
have 3 Guardians you toss 3 Dice, if you have 5 Guardians you toss 5).
Note that only one dice has to work (the one with the highest number is
the only one which counts).
1 (1-2) – You fail to summon the Blizzard & cannot attempt to do so till
the end of the game.
2 (3-4) – You fail to summon the Blizzar but have a chance to do so in
your next turn.
3 (5-6) – Blizzard is successfuly summoned, read further to find out what
it does.
The Blizzard:
-Decreases the enemies M by 2 (or 1 if the enemies M is 2)
-Decreases the enemies WS by 1
-Decreases the enemies BS by 2
-Decreases Fire based weapons Strength by 2
Weapons:
Rune Sword: The Rune Swords are used by the Elite Draconian
Commanders & Lords. They are able to slice through enemies with ease.
They have been forged by the best Forgers of Schuaka & blessed by the
most powerful Students of Gurmos. These Weapons are brought forth to
the enemy & thus bringing swift death to all the foes it strikes.
Krvatarus Axe: These Axes are used to chop limbs & slice heads. The
Draconian use these quite often, but only few of them are blessed by the
symbol of Krvatarus, which it appears also affects the user of the Axe.
Rune Dagger: This is a smaller of the Rune Sword. It was first used as
a backup weapon for heroes, but then it turned out not many Draconian
loos etheir weapons, so after a while they were granted to the Drake
Commanders & Lords, which are perfect size for them.
Golden Armor: The Golden Armor is reserved only for the elite of the
elite, the mightiest of the mighty, the strongest of the strong, the bravest of
the brave. The Armor contains both Jewels & Runes on it which make it
shine so brightly. It isn’t quite determined how did the Draconian do it,
but the Jewels glow on Sunlight, the Runes glow on Moonlight. Either
way, nobdoy can make a mistake when a Draconian Lord approaches.
Rune Shield: Rune Shields are ordinary Shield with Runes on them,
which somehow allow the Draconian Lord to protect himself from
Magical attacks. These Shields are extremely rare & can only be used by
Generals.
+5 Armor Save (+3 for Drake Commanders) (70/45pts)
Magical Gems:
-Gem of Faurus: This Gem can heals 1 Wound, but it can only be used
once. 65pts
-Gem of Pechoka: When an enemy strikes the bearer of this Gem, the
enemy that attacked suffers a S1 hit instantly. 50pts
-Gem of Healing: This Gem will heals one Wound if you get 3-6, it fails
if you get 1-2. 50pts
-Gem of Mana: This Gem adds an extra Dice to your powerpull (when
your charging during the Magic Phase). Can only be used once. 30pts
-Gem of Anger: This Gem allows your character to gain instant Frenzy
for 2 turns. Can only be used once. 45pts
-Gem of Death: This Gem allows you to instantly revive all Einherjar
within a 6 Inch radius around the character who uses the Gem. Can only
be used once. 70pts
-Gem of Courage: This Gem allows your Character & all Units within a
6 Inch radius around the Hero become Immune to Fear, Terror & Panic
for whole 2 turns. Can only be used once. 70pts
THE LORE OF ICE
To randomly generate a spell from the Lore of Ice, roll a D6 and
consult the table below. If you roll the same spell twice, roll
again. Any wizard can swap one spell for Freezing Blast.
D6 Spell: Difficulty:
1 Freezing Blast 5+
2 Shield of Cold 6+
3 Wind of Ice 7+
4 Cold Shock 8+
5 Midwinter Kiss 9+
6 Shardstorm 11+
Freezing Blast
Cast on 5+
This spell can be cast on any water based terrain
feature in line of sight to the caster (such as a river,
pond, marsh or swamp). The terrain feature affected
is permanently frozen and treated as open ground
from now on. All models in the terrain feature when
the spell is cast immediately suffer a Strength 3 hit
with no armor saves allowed.
Alternatively the spell may be cast on any
unengaged unit within line of sight. The unit suffers
D6 Strength 3 hits. The unit moves as if in difficult
terrain in its next movement phase.
Shield of Cold
Cast on 6+, Remains in Play
This spell is cast upon the Ice Mage himself and will
remain in play. He is surrounded by a shield of
intense chill that disrupts the path of missiles as
they hit the frigid air pocket. All friendly units,
including the wizard, within 12” gain a 4+ Ward
save against missile attacks at Strength 4 or less.
The spell lasts until it is dispelled, the wizard
chooses to end it, attempts to cast another spell or is
slain.
Wind of Ice
Cast on 7+
The caster sends a wind of snow and ice against his
enemies, freezing their weapons and armor,
making them brittle as ice. Target one enemy unit
within 24”. The enemy unit takes D6 Strength 2
hits. In addition, they will suffer a -1 to their to hit
rolls, to wound rolls and to any armor saves they
have to take until the end of next turn.
Cold Shock
Cast on 8+
The enemies’ blood literally turns to ice in their
veins. Place the small template anywhere within
18”. Any enemy models fully under the template
are automatically hit. Models partially under the
template are hit on a 4+. Affected models must take
a Toughness test or suffer one wound, with no
armor save allowed.
Midwinter’s Breath
Cast on 9+
The caster breathes a torrent of the purest cold into
the ranks of the enemy. Place the Flame template
with the point touching the base of the caster. Any
enemy models fully under the template are
automatically hit. Models partially under the
template are hit on a 4+. Affected models take a
Strength 5 hit with no armor saves allowed. This
spell may not be cast into combat.
Shardstorm
Cast on 11+
Razor sharp shards of ice darken the sky as they
rain down onto the battlefield. Nominate a point on
the battlefield within line of sight. Roll an Artillery
dice and double the result – this is the distance in
inches measured from the nominated point that the
Shardstorm affects. If a Misfire is rolled then the
caster loses control of the Shardstorm and it affects
the entire battlefield. All units (friendly and enemy)
touched by the Shardstorm take 2D6 Strength 2 hits
with no armor saves allowed. Their extremities
numbed from the cold, units taking casualties may
not shoot in the next Shooting phase.
LORDS
Warlord Narish
Warlord Narish is one of the oldest Draconian Generals & one of the most
experianced. He weilds dual Rune Swords which grants him a mighty
attack which can slice the heads off the mightiest of monsters such as
Trolls, Giants & Greater Daemons of Chaos. His army is one of the most
disciplined ones in the entire Draconian race. His Armor is Golden, but
some Gems he is wearing make him immune to all forms of Magical
attacks.
He is usually accompanied by two Guardians of Gudanka which act as his
bodyguards.
M WS BS S T W I A Ld
Warlord 3 7 0 6 6 3 5 6 9
Narish
Guardia 3 7 5 7 6 3 4 2 6
n
of
Gudanka
Options:
Commander Jerrmund is maybe not that famous, but he is one of the best
Commanders from the Kingdom of Lubria. His mighty Zuki Beast steed is
enough to trample over enemies with ease. Commander Jerrmund is
armed with his Rune Sword Qovut the Slayer & a Whip.
M WS BS S T W I A Ld
Commande 3 6 0 5 5 3 6 3 10
r
Jerrmund
Zeku Beast 7 5 0 7 6 2 3 1 3
Mount
Options:
Whip Lash:
When Commander Jerrmund uses his Whip, his enemy feels such pain
that it has to drop it’s weapon, thus granting Jerrmund a chance to finish
it off.
Drake Lord Harind is the only Drake ever to have ridden a Belrada
Dragon. His courage is matched only to a Draconian Commander or a
Draconian Lord even. The Draconian look up to Harind & his mighty
Belrada Dragon, whilst he is holding a Rune Dagger in the sky, leading
his army to battle.
M WS BS S T W I A Ld
Drake Lord 6 4 0 3 3 2 7 1 7
Harind
Belrada Dragon 8 3 0 7 8 5 5 3 5
Options:
Points/Model: 150pts
M WS BS S T W I A Ld
Draconian 3 5 0 5 4 3 6 5 8
Commande
r
Options:
May have Hand Weapon (+10 pts), Additonal Hand Weapon (+10pts),
Rune Sword ,Schuaka Hammer, Krvatarus Axe
May wear Bronze Armor ), Silver Armor , Golden Armor , Shield (+12pts),
Runeshield.
May ride Zeku Beast (+50pts), Draconian Chariot (+100 pts), Belrada
Dragon (+135pts)
Special Rules:
3+ Scaly Skin, Warshout, Furious Charge, Immune to Psychology
Heroes
A Draconian Battle Stanrard Bearer is a Hero who waves the flag of his
Kingdom, thus inspiring all around him to greater feats of battle. They
usually acompany Draconian Commanders in battle.
Points/Model: 100pts
M WS BS S T W I A Ld
Draconian Battle 3 4 0 4 4 3 6 5 10
Standard Bearer
Options:
Special Rules:
Points/Model: 180pts
M WS BS S T W I A Ld
Guardia 3 7 5 7 6 3 4 2 6
n
of
Gudanka
Options:
Special Rules:
3+ Scaly Skin, Level 2 Loremaster, Blizzard of Gudanka, Lightning Bolt
Lightning Bolt
Points/Model: 170pts
M WS BS S T W I A Ld
Student 3 3 5 3 3 2 3 1 7
of
Gurmos
Equipment: Dagger
Options:
Special Rules:
4+ Scaly Skin, Level 4 Loremaster, Energy Pulse
Energy Pulse
When a Student of Gurmos is killed, place a large Artillery piece over the
killed Student of Gurmos, then roll a D3
1 – The Pulse didn’t happen or it was to small.
2 – The Pulse wasn’t so big, place a small Artillery pice instead, all
Spellcastors cought in the Pulse loose the ability to cast spells for a turn.
3 – The Pulse was large, all Spellcastors beneath the Artillery piece loose
the ability to cast spells for a turn.
Drake Priest
Drake Priests are Drakes which had learned how to use the Lore of Ice,
thanks to the Students of Gurmos which had thought them how to. A
single Drake Priest is not a strong opponent, but add him to a Regiment of
Drake Scouts or Drake Dragon Tamers & you’ve got yourself a strong
hero (since the Drakes are fighting for him & the Drake Priest is shooting
very strong spells from the Lore of Ice).
Points/Model: 100pts
M WS BS S T W I A Ld
Drake 6 3 4 3 2 2 4 1 6
Priest
Options:
Special Rules:
5+ Scaly Skin, Level 3 Loremaster, Jump Kick
(the Jumpkick ability will be discussed at the Drake Scout Regiment)
Drake Commander
Points/Model: 75pts
M WS BS S T W I A Ld
Drake 6 5 5 4 3 2 6 2 7
Commande
r
Options:
May wear Shield (+4pts), Rune Shield , Bronze Armor , Silver Armor ,
Golden Armor
May ride Zillo Beast (+15pts), Drake Chariot (+45pts), Drakkar (+75pts)
Special Abilities:
5+ Scaly Skin, Warshout, Speedy Charge, Jump, Jump Kick, ‘’How does
this work?’’ (if he has a Handgun)
Jump
When Drakes got an obsticle in their way, they just jump over it (unless
the obsticle is a building). This is another proof of the Drakes great
athletic skills.
The Jump ability works only if your obsticle isn’t a building or an enemy
Unit (in this case, you use the Speedy Charge). When a Jump works, you
loose 1M when you cross over it, so you should count if your
Charge/March move will work or not. When you declare a Jump, you toss
a D6, if you get 3-6 the Jump works, if you get 1-2 the Jump fails.
Jump Kick
When a Drake finds himself close to an enemy, they would usually drag
their Swords & Daggers, but some very skilled would jump up to 2 meters
into the air & deliver a swift kick to the head.
When a Drake is assaulted in Close Combat, you roll a Dice for each
Drake. If you get a 1-3 You fail to deliver a Jump Kick, if you get 4-6 you
successfully deliver a Jump Kick. A Jump Kick is basically an extra
attack.
Drakes will sometimes forget how to use their guns, although sometimes
they’ll remember, but miss, but in rare ocassions, they might figure out
how to use their guns & score a hit, either that or get really lucky.
CHARACTER MOUNTS
Zillo Beasts are ridden by Drake Commanders into combat, used to rush
into the enemy lines or to scout an are. A Zillo Beast trained for a Drake
Commander is braver & more loyal then the other Zillo Beasts which are
known for being quite cowardly & loose their nerves quickly.
M WS BS S T W I A Ld
Zillo Beast 8 3 0 4 4 1 2 1 3
A Drake Chariotis used by the Drake Commanders to rush into battle &
deal heavy damage (compared to his Drake counterparts). He and a Drake
Champion (which is controlling the two Zeku Beasts which are pulling the
Chariot) are a great sight to see indeed for a Drake Soldier.
M WS BS S T W I A Ld
Drake 0 0 0 3 3 2 0 0 0
Chariot
Drake 6 4 0 3 0 0 4 1 0
Champion
Two Zillo 8 3 0 4 4 2 2 1 3
Beasts
Armor Save 3+
Drakkar (+80pts)
Drakkar are tiny versions of the regular Belrada Dragons, roughly the
size of a Horse. These Dragons are not as strong as the other Dragons, but
they are enough for a Drake to ride them & use them to win battles.
M WS BS S T W I A Ld
Drakkar 9 3 0 4 5 2 2 1 3
Special Rules:
+3 Scaly Skin, Flying Cavalry, Causes Fear
Zeku Beasts are one of the creatures that rome Belrada. Their horns are
enough to puncture a man with a single hit. Their thick skin can repell
arrows & other weak attacks & when it charges, the ground trembles.
Some Draconian Commanders are somehow able to control them.
M WS BS S T W I A Ld
Zeku Beast 7 3 0 6 5 2 2 2 5
Special Rules:
Monsterous Mount, Causes Fear
Draconian Chariot (+105pts)
Armor Save 6+
M WS BS S T W I A Ld
Belrada 8 7 0 7 8 5 3 5 9
Dragon
Special Rules:
+2 Scaly Skin, Ridden Monster, Dragons Fire, Flying, Causes Terror,
Large Target
CORE UNITS
The Drakes are usually not fighters, but Traders, Market owners &
Diplomats. Although some of them chose to be soldiers, fighting for their
Kingdoms, Cities, Towns etc. The Drakes are not as courageous as their
taller counterparts, that is why they move in larger groups & are get
scared plenty of times. A single Drake is nothing, but the Drakes form in
small Regiments of 12, not much, but they work as Scouts, not Warriors.
Also, you might find some Drake Warriors working with the Dogs of War.
Points/Model:
Flie & Rank: 3pts
Skrimishers: 5pts
Skrimishing:
M WS BS S T W I A Ld
Drake Scout 7 3 0 2 1 1 4 1 3
Drake Champion 7 4 0 3 2 1 4 1 4
Special Rules:
5+ Scaly Skin, Speedy Charge, Jump, Jump Kick, Warshout (if Drake
Champion included)
Speedy Charge:
Drakes are known to make really fast charges, so fast that the enemy can’t
see them soming, and when they do, they aren’t fast enough to catch them,
the Drakes can push themselves through middle sized enemies, go between
the legs of large enemies & jump over small enemies. All this to catch an
enemy or escape from one.
Jump:
When Drakes got an obsticle in their way, they just jump over it (unless
the obsticle is a building). This is another proof of the Drakes great
athletic skills.
The Jump ability works only if your obsticle isn’t a building or an enemy
Unit (in this case, you use the Speedy Charge). When a Jump works, you
loose 1M when you cross over it, so you should count if your
Charge/March move will work or not. When you declare a Jump, you toss
a D6, if you get 3-6 the Jump works, if you get 1-2 the Jump fails.
Jump Kick:
When a Drake finds himself close to an enemy, they would usually drag
their Swords & Daggers, but some very skilled would jump up to 2 meters
into the air & deliver a swift kick to the head.
When a Drake is assaulted in Close Combat, you roll a Dice for each
Drake. If you get a 1-3 You fail to deliver a Jump Kick, if you get 4-6 you
successfully deliver a Jump Kick. A Jump Kick is basically an extra
attack.
Drake Archer Regiment
Drakes do not only use Swords & Shields, they also use Bows & Arrows. A
single Drake archer is not enough to shoot down an enemy (unless he is
lucky enough to gain a shot) hence they move in groups of at least a dozen
Archers. An Archer also has a Knife with him, just in case he needs to
fend himself in close combat. These Drakes are too busy trying to improve
their aim & bow skill that they lack the fast moving skills of their Close
Combat counterparts (Drake Scouts).
Points/Model: 3pts
M WS BS S T W I A Ld
Drake Archer 6 2 4 2 1 1 2 1 4
Special Rules:
5+ Scaly Skin, Jump Kick
Jump Kick:
When a Drake finds himself close to an enemy, they would usually drag
their Swords & Daggers, but some very skilled would jump up to 2 meters
into the air & deliver a swift kick to the head.
When a Drake is assaulted in Close Combat, you roll a Dice for each
Drake. If you get a 1-3 You fail to deliver a Jump Kick, if you get 4-6 you
successfully deliver a Jump Kick. A Jump Kick is basically an extra
attack.
Some Drakes had formed a deal with the Dwarfs, in exchange for precious
Stones & Metals (found so far up north that a Dwarf cannot even find
them) used commonly by the Draconian, the Drakes get supllies of Gun
Powder barrles & Handguns. These new Units of Drakes are not so
common since the Drakes & the Dwarfs don’t make deals very often.
Drakes are not well trained to hold these new weapons, so it is very often
that they miss their targets or even forget how to use the handguns. But
when a Drake figures how to shoot & gets a good aim, they can be deadly.
Points/Model: 4pts
M WS BS S T W I A Ld
Fire Drake 6 1 5 1 1 1 2 1 4
Special Rules:
5+ Scaly Skin, Jump Kick, ’’How does this work?’’
Jump Kick:
When a Drake finds himself close to an enemy, they would usually drag
their Swords & Daggers, but some very skilled would jump up to 2 meters
into the air & deliver a swift kick to the head.
When a Drake is assaulted in Close Combat, you roll a Dice for each
Drake. If you get a 1-3 You fail to deliver a Jump Kick, if you get 4-6 you
successfully deliver a Jump Kick. A Jump Kick is basically an extra
attack.
Drakes will sometimes forget how to use their guns, although sometimes
they’ll remember, but miss, but in rare ocassions, they might figure out
how to use their guns & score a hit, either that or get really lucky.
The backbone of every Draconian army. These Warriors are trained for
the harsh conditions of the cold & the heath of the battle. They know no
fear, for they are one of the strongest soldiers ever to march on the
Warhammer World. It is known that the Draconian prefer using Swords
to slash their enemies & shields to block enemy atttacks, even thou they
have tough scaly skin & thick armor platings. They are an unstopable
force armed to the teeth.
Points/Model: 23ts
M WS BS S T W I A Ld
Draconian Warrior 3 4 0 5 5 1 2 3 9
Draconian Champion 3 4 0 5 5 1 2 3 10
Special Rules:
+5 Scaly Skin, Furious Charge, Warshout (if Champion included)
The Spiked Guard is one of the most powerful Draconian Warriors ever
met in combat. When they charge, the enemy can only run, run or die
fighting. Most enemies would be slaughtered in a matter of minutes,
although some enemies see that their only chance of survival, is to run for
the hills, although sometimes, not even that is not enough. They are well
known for their Courage as well for their Strength. Once you hear their
feet marching, your only hope of survival, is running.
Points/Model: 25pts
M WS BS S T W I A Ld
Spiked Guardian 3 5 0 5 5 1 6 3 8
Special Rules:
+5 Scaly Skin, Furious Charge, Immune to Psychology, ’’Draw your
Swords!’’ Can have only 1 Regiment per Lord character
A Spiked Guardian also wears a Sword around his belt, just in case he
looses his Spear or needs something if the enemy closes in a bit too much.
When an enemy tries to attack a Spiked Guard from the Rear or a Flank,
the enemy does not gain a bonus. We assume the Spiked Guardians that
get attacked simply draw their Swords to face the enemy that tries to attack
them from aFlank or the Rear.
SPECIAL UNITS
Points/Model: 8pts
M WS BS S T W I A Ld
Draconian Hound 6 4 0 4 3 1 3 1 6
Pack Leader 6 4 0 4 3 1 3 1 7
Equipment: None
Special Rules:
+4 Scaly Skin, Swiftstride
Drakes Ride Zillo Beasts, which are not as tough as other mounts such as
Wolves or Horses, but they are pretty fast & unlike other cavalry, they
usually spread out to search for enemies so their taller brothers can take
them down. The Zillo beasts however aren’t bred for battle, however, they
are quite pieceful & harmless, so it is quite a surprise the Drakes use them
for mounts. It is rumored that these Drakes aren’t real soldiers, but Drake
Farmers who mount their Zillo Beasts, grab their Axes & ride to war.
Points/Model: 15pts
Skrimishing
M WS BS S T W I A Ld
Drake 7 3 0 3 2 1 4 1 5
Rider
Zillo Beast 8 3 0 4 4 1 2 1 3
Frightened:
The Zillo Beasts that are used by the Drake Cavalry aren’t as tough as the
ones trained by the Drake Commanders, so they aren’t that brave & their
nerves break faster of their Drake masters.
A Drake Cavalry unit has to pass through a Panic test when you loose 2
Units or more.
Draconian Cavalry
The Draconian Cavalry are Draconian Warriors who had learned how to
ride the mighty Zuki Beasts & then use them to charge into battle. The
enemy does not see them coming until Draconian metal slices their limbs
off. The Zuki Beasts are powerful & are capable of unleashing a mighty
roar which causes fear into the enemy, ridden by the equally frightening
Draconian Riders, the Draconian Cavalry represents the strongest cavalry
seen to ride at the nort, only matched by the Bloodcrushers of Khorne.
Whenever you hear the hooves of these beasts running towards you, your
only chance to survive is to run for the hill, hide & prey they don’t find
you.
Points/Model: 75pts
M WS BS S T W I A Ld
Drake 3 6 0 5 5 2 2 3 9
Rider
Zillo Beast 7 3 0 6 5 2 2 2 5
Unit Size: 1+
Special Rules:
3+ Scaly Skin, Causes Fear, Monsterous Cavalry
(Read 8th Edition Rulebook for Monsterous Cavalry rules)
Drake Dragon Tamers
Drakes who grab Swords & Whips to tame the mighty Drakkar & Belrada
Dragons are one of the most elite Drake warriors, respected by both the
Drakes & the Draconian. They are extremely skileld compared to their
counterparts, but not as strong as most Dracoian. Although their whip
lashes are enough to bring even the mightiest foes to their knees, and
when massed in numbers, they can take down larger enemies such as
Trolls, Greater Daemons, Hydras, Giants & ofcourse, Dragons.
Points/Model: 20pts
M WS BS S T W I A Ld
Drake Dragon 5 6 0 3 3 1 7 3 5
Tamer
Drake Dragon 5 7 0 3 3 1 7 3 5
Master
Unit Size: 6+
Special Rules:
5+ Scaly Skin, Speedy Charge, Jump, Jump Kick, Whip Lash
When Drakes got an obsticle in their way, they just jump over it (unless
the obsticle is a building). This is another proof of the Drakes great
athletic skills.
The Jump ability works only if your obsticle isn’t a building or an enemy
Unit (in this case, you use the Speedy Charge). When a Jump works, you
loose 1M when you cross over it, so you should count if your
Charge/March move will work or not. When you declare a Jump, you toss
a D6, if you get 3-6 the Jump works, if you get 1-2 the Jump fails.
Speedy Charge:
Drakes are known to make really fast charges, so fast that the enemy can’t
see them soming, and when they do, they aren’t fast enough to catch them,
the Drakes can push themselves through middle sized enemies, go between
the legs of large enemies & jump over small enemies. All this to catch an
enemy or escape from one.
Jump Kick:
When a Drake finds himself close to an enemy, they would usually drag
their Swords & Daggers, but some very skilled would jump up to 2 meters
into the air & deliver a swift kick to the head.
When a Drake is assaulted in Close Combat, you roll a Dice for each
Drake. If you get a 1-3 You fail to deliver a Jump Kick, if you get 4-6 you
successfully deliver a Jump Kick. A Jump Kick is basically an extra
attack.
Whip Lash:
When a Drake Dragon Tamer uses his Whip, his enemy feels such that he
has to drop it, thus granting the Tamer a chance to finish him off.
Whenever a Drake Dragon Tamer strikes first, roll a D3 for each Drake:
1 (1-2) Your Whip misses the enemy, you have waisted an attack.
2 (3-4) Your Whip hits the enemy, yet the enemy somehow stands the pain.
3 (5-6) Your enemy can’t take the pain & drops his weapon, the enemy
that gets hit can’t attack that turn.
Servants of Krvatarus
The Servants of Krvataurs (also known as the Sons of Krvatarus) are the
most Ferocious Draconian in the entire Draconian army, for they adopt
the ways of their God & show great ferocity in battle. They take away extra
armor platins to gain on speed so they can ravage their enemies. They
have special Temple training which makes them more powerful them
more skilled then other Draconian, but also not as many.
Once they pull out their blades & unleash a shout, you know that a
massacre is coming upon all who oppose them.
Points/Model: 25pts
M WS BS S T W I A Ld
Servant of 4 6 0 5 3 1 3 4 5
Krvatarus
Unit Size: 6+
Special Rules:
3+ Scaly Skin, Furious Charge, Immune to Psychology
Options:
May have Additional Hand Weapon, Krvatarus Axe, Schuaka Hammer
RARE UNITS
Einhers
From the Cold Bone Yards of the Draconian, left after a battle, the souls
of the Einher sircle around, searching for their new bodies, or their old
ones. The Einher are Undead Draconian soldiers who had lost all but
their Souls, Limbs & Weapons. This proves that a Draconian will never
give up on a battle, not even in death. A Horde of Einhers is a frightening
sight, for icy magics circle around them, protecting them from any spell or
curse. The very appearance sends chills down the spines of even their own
kind, especially the Drakes, seeying they aren’t as brave as their brothers.
Points/Model: 35pts
M WS BS S T W I A Ld
Einher 2 4 0 7 7 2 4 2 3
Warrior
Einher 2 5 0 7 7 2 4 2 3
Champion
Options:
Einher Warrior:
May have Additional Hand Weapon, Krvatarus Axe, Schuaka Hammer,
Shield
Upgrade to Einher Champion
Einher Champion:
May have Additional Hand Weapon, Krvatarus Axe, Schuaka Hammer,
Shield
May wear Bronze Armor
Immune to Magic:
Icy Touch:
Some Creatures from the Icy Realms & Belrada have grown & merged
with the Icy conditions (like the Belrada Giants) or had been enchanted
with Icy Magics (like the Einher). The Ice around these creatures is
enough to send chills down the spines of the enemies who engage them in
close combat.
When an Einher is killed his remains stay there (leave the miniature there,
only make look like it fell) & when the remains get affected by a Warshout
(done by a Draconian Lord/Hero/Champion) the Einher is brought back
to ‘’life’’ (returns to battle). But the Einher can’t move or fight in that
turn for he is too busy putting himself back to together (quite literally).
Belrada Giant
Points/Model: 85pts
M WS BS S T W I A Ld
Belrada Giant 5 7 0 8 8 3 4 1 2
Unit size: 1+
Special Rules:
+6 Scaly Skin, Immune to Psychology, Causes Fear, Icy Touch, Arctic
Winds, Icy Breath, Stubborn, Large Target, Impack Hit +2
Icy Touch:
Some Creatures from the Icy Realms & Belrada have grown & merged
with the Icy conditions (like the Belrada Giants) or had been enchanted
with Icy Magics (like the Einher). The Ice around these creatures is
enough to send chills down the spines of the enemies who engage them in
close combat.
The Belrada Giants don’t get to use their Wings for flying, but they use
them to blow away or simply slow down their enemies.
When an enemy Unit charges at a Belrada Giant, you get to roll a D3:
1 – You slow down the enemies Movemant by 1 (-1M)
2 – You slice the enemies movemant by half
3 – You get to push back enemies by 1M
Icy Breath:
The Belrada Giants are well known for their Icy presence, but when they
focus all that freezing air inside their lungs & then let it out, all enemies
get to feel the Icy winds the Draconian feel in the Icy Realms of the
Northern Ice Cap. The enemy freezes in his place & not only gets to fight
an Icy Giant, but the Freezing Cold as well.
During the Shooting Phase, a Belrada Giant can use this ability. When
you declare an ‘’Icy Breath’’ you roll a D6, on a roll of 1-3 you fail to use
the ability. When you roll a 4-6 you successfully complete the Icy Breath
ability, place a Flame Template in front of the Belrada Giant & all enemy
units beneath the Template suffer:
-1WS
-2BS
-1T
-1M
Drakkar Pack
The Drakkar are one of the most ferocious creatures ever to live in the Icy
Realms (next to the Draconian themselves). These creatures can whitstand
strong Blizzards, so flying in clear air is easy for them. Their Firey breath
is not as strong as the ones of a normal sized Dragon. The Drakkar are
the size of a Horse, often used as mounts for Drake Commanders & Elite
Drake Soldiers who had learned how to tame one. They sometimes move
in small Packs of maybe just 2 or 3, rearly more then 5. But when they do
mass up, they represent more danger then a Star Dragon.
Points/Model: 75pts
M WS BS S T W I A Ld
Drakkar 7 3 0 4 3 2 2 1 3
Units size: 2+
Equipment: None
Special Rules:
+5 Scaly Skin, Flying Cavalry, Causes Fear, Stupidity
Drakkar Rider
When a Drake gets to tame a Drakkar, the two of them form a close bond
& thus work as one. The Drakkar, are ferocious Dragons, while the
Drakes who ride them are mighty & brave (compared to other Drakes).
The combination of the two forms a strong combo which can smith most
enemies.
Points/Model: 80pts
M WS BS S T W I A Ld
Rider 5 5 0 3 2 1 4 1 4
Drakkar 7 3 0 4 3 2 2 1 3
Unit Size: 1+
Equipment: Spear
Special Rules:
5+ (4+ for Drakkar) Scaly Skin, Flying Cavalry, Causes Fear
Dragon Trebuchet
Points/Model: 75pts
M WS BS S T W I A Ld
Dragon Trebuchet 0 0 0 0 8 3 0 0 0
Drake Crewmen 5 2 5 1 1 1 2 1 3
Units size: 3+
(3 Drake Crewman)
Jump Kick:
When a Drake finds himself close to an enemy, they would usually drag
their Swords & Daggers, but some very skilled would jump up to 2 meters
into the air & deliver a swift kick to the head.
When a Drake is assaulted in Close Combat, you roll a Dice for each
Drake. If you get a 1-3 You fail to deliver a Jump Kick, if you get 4-6 you
successfully deliver a Jump Kick. A Jump Kick is basically an extra
attack.
When the ground itself trembles in fear & the Draconian turn their
attention for a mere moment, you’ll hear a thundering Taunt echoing the
battlefield, that is when the Armored Zentar Beasts charge to battle. It is
not yet known how the Drakes were able to tame these mighty beasts, but
they did & the resaults are devestating. The Zentar Beasts are massive
(roughly the size of a Lizardmen Steggadon), They have 3 massive horns
(1 on top of their beak & 2 on their heads). Their bony crests can fend off
any assault, which are armed with a double layer of pure steel, to protect
the beast from attacks from Warmachines (such as Cannons & Stone
Throwers). The beasts torso is armed with 3 layers of Steel, giving it plenty
of protection. It can also charge at high speed, crushing all in it’s path.
The Drake Archers mounted on top of it shoot from their bows all enemies
that manage to get out of the beasts way. It is often that the beasts come
with 6 side mounted Crossbows or a Ballista on it’s back. It is at rare
ocassions that a Drake Commander would come riding on it’s back, giving
away orders to his fellow Drakes, when he shouts, the beast shouts with
him, echoing throughout the battlefield, granting strength to allies &
striking Fear into the hearts of the enemies.
Points/Model:
Armored Zentar Beast: 150pts
Drake Commander: 75pts
Drake Archer: 3pts
M WS BS S T W I A Ld
Armored Zentar 5 3 0 6 7 5 2 4 5
Beast
Drake Commander 6 5 7 4 3 2 6 2 7
Drake Archer 5 1 5 2 1 1 2 1 4
Unit size: 7+
Special Rules:
Stubborn, Immne to Psychology, Causes Terror, D6+1 Impact Hits,
Howdah weapons, Drake Crew, Unit Strength 10, ’’Out of the way!’’ ,
Warshout (like the one used by the Draconian, except it also causes Terror
to all enemies within a 10 Inch Radius of the Warhout)
Options:
Drake Commander:
May have Hand Weapon (+4pts), Rune Dagger (+8pts)
May wear Shield (+4pts), Rune Shield), Bronze Armor, Silver Armor
Golden Armor
Allows the Armored Zentar Beast (as a whole Unit) to be used as a Hero
class cahracter.
‘’Out of the Way!’’
When an Armored Zentar Beast charges towards an enemy with it’s full
might, the Drake Commander tries to warn his comrades that he & his
beast are charging towards their way, the Draconian & the Drakes notice
the warning & will abandon any actions to let the Beast crush into the
enemy, including fighting.
Hero
Characters
Draconian
Battle Stndard
Bearer 3 4 0 4 4 3 6 5 10 100 25×2 n/a
5
Guardian of
Gudanka 3 7 5 7 6 3 4 2 6 180 25×2 n/a
5
Student of
Gurmos 3 3 5 3 3 2 3 1 7 170 25×2 n/a
5
Drake Priest 6 3 4 3 2 2 4 1 6 100 20×2 n/a
0
Drake
Commander 6 5 7 4 3 2 6 2 7 75 20×2 n/a
0
NOTE THAT SPECIAL ABILITIES ARE NOT FOUND HERE, THEY
ARE WRITEN ON THE RESPECTFUL PROFILES OF THAT UNIT!
ALSO, COMMANDER JERRMUND & DRAKE LORD HARIND HAVE
MOUNTS, WARLORD NARISH HAS BODYGUARDS, CHECK THE
STATS OF THOSE UNITS AT THE PROFILES OF THESE LORDS!
M W B S T W I A L pt base uni
S S d s t
Core Units
Drake Scout
Regiment 7/6 3 0 2 1/2 1 4 1 3/4 3/5 20×20 12+
Drake Archer
Regiment 6 1 5 2 1 1 2 1 4 3 20×20 12+
Fire Drake
Regiment 6 1 7 1 1 1 2 1 4 5 20×20 10+
Draconian
Warrior Regiment 3 4 0 5 5 1 2 3 9 23 25×25 12+
Spiked Guard
Regiment 3 5 0 5 5 1 6 3 8 25 25×25 12+
Special Units
Draconian
Hound Pack 6 4 0 4 3 1 3 1 6 8 25×50 10+
SUGGESTED MINIATURES
Lord Characters:
Hero Characters:
SEARCHING…
Lizardmen Battle Standrad Chakax, the Eterinty Still Searching
Bearer as: Warden as: for Student of
Draconian Battle Standrad Guardian of Gudanka Gurmos
Bearer
Tiqtaq’to, Master of Skies, Skink Chief with Blowpipe, Skink Chief with
Sword & Shield
as: Drake Commander on Drakkar, with Handgun, with Hand Weapon…
Skink Priest as: Drake Priest Lizardmen Steggadon as:
Armored Zentar Beast
Character Mounts:
Special Units: