Transcript
Page 1: Warhammer Armies - Draconian
Page 2: Warhammer Armies - Draconian

DRACONIAN

By: Nikola DabićA.K.A. The 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.

Page 3: Warhammer Armies - Draconian

CONTENT

1 Appearence2 Draconian Beasts3 Draconian Geogrpahy3-4 Draconian Culture5-10 Draconian Mythology11-12 Draconian History12-13 Draconian Language14-16 Draconian Allowances & Special Rules16-19 Draconian Special Equipment20-22 The Lore of Ice23-26 Lords 27-32 Heroes33-34 Character Mounts35-41 Core Units42-47 Special Units48-56 Rare Units57 Referance Section 57-64 Suggested Miniatures

SPECIAL THANKS TO:

SIGMAR – A nice British ’’chap’’ which had made an army book for his Nautican army which was a great inspiration. I recommend reading it.

M4cR1II3n - A very nice guy which is working on some Unofficial Warhammer Armies (like Araby, Catahy, Kislev etc.) He made the Ice Lore, which I used with permission. You should check out his books.

Telepfenion – A guy from the Warhammer Fantasy Battles Reporter Forum which helped a lot with the Draconian Fluff.

Tyrantwache – A German girl from deviantART which made the Cover.

Page 4: Warhammer Armies - Draconian

APPEARENCE

A Draconian (Draconis Maximus) stands 2 Meters tall. It’s Scales are pitch black, their Underbellies are Yellow, their Fangs, Claws & Horns are sharp as daggers & their eyes glow Yellow. Their tales are between 75cm & 1m long (varies in the species). They also warm blood which keeps them from dying in the Icy Cold winters of their world. A Draconian usually comes with light armor (for their scales are pretty strong) a Light Shield, a long Sword or Axe & a Fir Coat & their Helmets are skulls which they get from different Ice-Age like creatures & Dragons. Their smaller counterparts are the Drakes (Draconis Minimus). Drakes basically have the same appearence as a Draconian, only it is a meter tall, has a very short tail & a short neck. It also has short teeth, claws & horns, but rock hard heads & tough legs (concentrated muscles) which allow them to move fast, jump high & deliver hard kicks which can brake a Mans jaw in a single hit. Then come the Foresters (Draconis Flaura). They have Green scales, Yellow Underbellies, they are two meters tall. They have Deer Antlers which they don’t use for anything but for decorations of sort. They are quite pieceful & tend to farming & taming different animal species. The Pyro’s (Draconis Inferno) are the same size as the Flaura, only Red. They have short horns which they never use. They do tend to be quite tempered, but they mostly express their anger on their work, thus forging metal into really tough Draconian armor & weapons. They also make good teachers & proffessors, for they quite like gaining more knowledge. The Diggers (Draconis Subtera) are as large as a Draconian (Draconis Maximus) only with thicker scales which cover their whole bodies. They also have large claws which they use for diggins tunnels & gathering rocks / metals. They might be frigtening, but they are quite pieceful. Belrada Giants (Draconis Gigantus) had long ago seperated from the Draconian, thus starting to raid their lands & pillage their villages. But not long ago, the Belrada Giants had started to unite with the Draconian race, and as it turns out, they aren’t only great warriors, but great builders as well. The Belrada Giants are 10-15 meters tall, they have long Tales with Tale Spikes on them & they have long necks holding a rock hard head holding razor sharp teeth. Their Icy breath can freeze any foe.

Page 5: Warhammer Armies - Draconian

DRACONIAN BEASTS

The Draconian had tamed a lot of beasts for their aid, using them not only for food & fir, but for war as well. Here is a list of those Creatures:

-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.

Page 6: Warhammer Armies - Draconian

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

Page 7: Warhammer Armies - Draconian

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 ____________________________________PunishemntA Draconian has to respect other of his race – 100 Whip LashesA Draconian should never harm a close allie – 45 Whip Lashes A Draconian must always be polite to strangers – Half tax rate increaseThis 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

Page 8: Warhammer Armies - Draconian

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.

Page 9: Warhammer Armies - Draconian

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:

Gudanka is the Draconian God of Lightning, Thunder & the Storms. He is also the protector of the Draconian, stopping anything that would harm them, often helped by his brother Krvatarus. Gudanka rides on a Lightning Cloud and armed with a Shield & Guderix (Gud – Storm / Erix – Spear = Storm Spear). Gudanka rearly speaks, but whenever he does, wise words come out. He travels the world, looking at anything interesting. Then he reports back to Gurmos which then gathers all the infromation about anything new he saw. Gudanka is never aggressive, he is more like a Blizzard, quiet, deadly & persistent. His ’’Sons’’ aren’t that great spellcastors, but they do know how to call the powers of their God & summon aBlizzard to the enemy, the Draconian are used to such blizzards, only slowing down a bit, but it is not ordinary for other races that a blizzard appears out of nowhere so that would be a great advantage to the Draconian. Gudanka’s ’’Sons’’ however are not purposly made for battle, but to redirect Storms, making less troubles to the Draconian Cities, Vilalges & Marching Armies. The Gudanka symbol is put to tall place sacret & must be protected or are under protection, thus being a ’’Keep Out’’ sign of some sort.

Page 10: Warhammer Armies - Draconian

Hundra:

Hundra, the Draconian Goddess of Art & Creativity. Mostly refering to the Draconian Females which are not so fond of battle & prefer to learn some astonishing dance moves which they can show to the Village or to their Husbands. There are a few who learnd some of Hundra’s dance moves, for they are quite complicated, that maybe even a Wood Elf Dancer would find it hard to pretform them. Her appearence is a slim Female Draconian with a pair of beautiful eyes & a mask to hide her face. The mask is forged by Schuaka which had gave to her so nobody else but him can see her beauty. Hundra accepted the gift as a token of love. Nobody can really tell why did Hundra fell in love with Schuaka. Maybe because the Hundra-Schuaka relationship is vice versa, Hundra representing grace & Schuaka representing hard work. The ’’Daughters’’ of Hundra are the most beautiful Draconian females and the most skilled dancers which serve by dancing for the King of a Draconian Kingdom. Sometimes they appear in the back of a Draconian army, inspiring Draconian troops with their dance moves.

Gurmos:

Gurmos is the Draconian God of Knowledge & Magic. He is prayed to when someone wishes to find something, something that will grant him more information, or they pray to him so a Magic Spell can work. Truly Gurmos is a pulled back character which spends little time with others & more to his own books. He has written thousands of Tomes in a massive Library he likes to keep secret. It is foretold that Gurmos made a deal with Pechoka, he would tell Pechoka all about the world above while Pechoka granted him a secret room in the Underworld to use as his Library. This deal Pechoka & Gurmos made is quite interesting for travelers, for they would imagine Gurmos reading a Tome to Pechoka while Pechoka listend carefully, remembering every word. Quite knowledge is not be used by anybody so the ’’Sons’’ of Gurmos keep his books safe, only some of Gurmos’ books are allowed to even see day light, let alone for anybody but the ’’Sons’’ of Gurmos to read it & learn from it. A ’’Son’’ of Gurmos often brings a Tome of the Lore of Ice, using the spells in meas of battle.

Page 11: Warhammer Armies - Draconian

Pechoka:

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:

Schuaka is the Draconian God of Technology & Research advancemant. He is known to weild Schu (Hammer) which he uses to form a power surge which he then unleashes on Metal to form one of the most powerful weapons ever known to the world, a weapon which is suitable to the Gods. He prefers not to use it to harm anybody, although he prefers to use his many different Warmachines, and his view was expanded when he discovered Gun Powder, which he found when the Draconian met the Dwarfs & formed an Alliance with them.. He’s ’’Sons’’ are known as the Forgers of Schuaka. They search the World for new types of Wood, Stone & Metal, but now in search of Gun Powder as well. Then they start forging those materials into the most powerful weapons of the Draconian.

Page 12: Warhammer Armies - Draconian

The Underworld:

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:

The Grand Arena:The Arena is the place where all Draconis Maximus died but without Honor not in a Battle. Here the Draconian get the chance to fight again, to prove their worth, while Pechoka & Krvatarus watch. If a Draconian proves himself to be worth for Valhalla, he will be transfered to Valgar Krvatarus himself. There the Draconian will know be happy. Although some Draconian would prefer to stay and watch rather then fight, which is quite rare. The Arena is massive & it more looks like a battle then a fight. The Female however deliver the food to all the ’’Gladiators’’ and the audiance. The Females here are the ones who refused to serve the Draconis Maximus Males, thus this way they learn to work. It might be crude, but the reward would be to bask in Valgar.

The Great Garden:The Great Garden is a place where all Draconis Flaura go when they die. There they can water the flowers, trim the bushes & bask under the mighty trees. This Garden is a place of piece and all of the harmless little wood critters from Belrada walk around. Every inch of the Great Garden is ground suitable for a farm. That is the dream of every Draconis Flaura.

The Flaming Forge:The flaming Forge is where all Draconis Inferno go when they die. The Great Forge is a place where each Draconis Inferno can build whatever he wants, whenever he wants, however he wants, without anybody itnerrupting him. The Females are like the ones in the Grand Arena, serving the males, but trying not to interrupt them. Some Draconis Inferno work as teachers, teaching the ones who died early how to forge & build.

Page 13: Warhammer Armies - Draconian

The Great MarketThis City is made for Draconis Minimus. It holds only the finest products, made so the Draconis Minimus can buy, sell & exchange. The Great Market is also very producive, producing any kind of resources you might use in a trade. Also there are some difficult diplomatic works out there. Just a place for a Drake (Draconis Minimus).

The Grand Palace:A place where a Draconis Gigantus can just lay back, drink beer & enjoy a life of luxury for the rest of eternity. The Draconis Gigantus live in the Grand Palace, not so many are worthy of such privilages, so others stay outside the palace in the Worker Village (just outside the Palace) which of course, it works for the Palace. A Dracois Gigantes who isn’t worthy enough to bask in the Grand Palace has to work his way to it by serving those who did deserve such luxury. Which includes making their meals, massage their tired backs & so on. The ones in the Palace might get restless so they go out & have a little fight, the winner gets the Grand Throne till others get restless. This might seem crude but it works for the Belrada Giants (Draconis Gigantus) & they love it there.

VALGAR:

Valgar (Val – Heaven / Gar – Field = Heavenly Fields) is a palce where all Draconian who died in a battle with Courage & Honor in their hearts go. The Draconian who came there are called Einher (Einher – The Fallen). There aren’t any other then the Draconis Maximus in there, so it would be obvious that this is place made for them & them only. The Draconian who were first in the Grand Arena in the Underworld and then accepted to Valhalla work as workers for the Draconian who died Honorably. There are Females here two, they usually work as maids for the Draconian, but they sometime go to war as Valkarias (Val – Heaven / Karias – Rider = Heavenly Riders) & healing the wounded. The lines of Einher & Valkarias form Krvatarus’ main army which is constantly growing. Females who have got there were either warriors themselves (which is rare) or they had properly served as maids in the living world, thus being rewarded with a life of leisure, until the Einher ask for their serveces. The Einher in Valgar fight against each other every day, then revive the next, so they would be ready to fight any foe, inlcuding their worst enemies, Daemons.

Page 14: Warhammer Armies - Draconian

DRACONIAN HISTORY

The Draconian History is a Mystery for other races, hance the Draconian do not want to talk about it much. Here are some events that the Draconian did tell about:

-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.

Page 15: Warhammer Armies - Draconian

-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

Page 16: Warhammer Armies - Draconian

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...

Page 17: Warhammer Armies - Draconian

DRACONIAN ARMY ALLOWANCES & SPECIAL RULES

Allowances:

Character Allowances:

ArmyPoints Value Total Characters Max. LordsLess then 2000 3 12000 or more 5 23000 or more 6 34000 or more 8 4Each +1000 +3 +2

Choosing Troops:

Army Points Value Core Units Special Units Rare UnitsLess then 2000 2+ 0-1 02000 or more 3+ 0-2 0-13000 or more 5+ 0-4 0-24000 or more 6+ 0-7 0-4Each +1000 +1 +0-1 +0-1

Army Wide Rules:

-Draconian troops don’t panic if a group of Drakes is defeated in combat, flees through a Draconian Unit etc.-Draconian 3+ Scaly Skin, Drakes 5+ Scaly Skin-Hate Daemons of Chaos-Furious Charge (Draconian Infantry only, Drakes excluded)-Warshout-Blizzard of Gudanka

Page 18: Warhammer Armies - Draconian

Furious Charge:

This Rule applies to all Draconian Infantry types (excluding Drake Scouts, Drake Archers, Fire Drakes & Drake Dragon Tamers).When a Draconian Infantry Unit charges, and hits the enemy, it causes an impact hit which counts as a S2 Hit.

Warshout:

When a Draconian players declares a Warshout, he chooses 1 Draconian Character/Champion & then he sees if he is gonna use a Drake or a Draconian, for there are 2 different types of a Warshout:-If a Warshout is done by a Drake, then all Draconian Troops within 6 Inches of the Drake gain +1A (excluding the Armored Zentar Beasts)-If a Warshout is done by a Draconian, then all Troops within 10 Inches of the Draconian gain +1A +2WS Immunity to Psychology & all Fallen Einherjar in that region are brought back to life.

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.

Page 19: Warhammer Armies - Draconian

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

ARMY SPECIAL EQUIPMENT

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.

+1WS, Heroic Killing Blow, Armor piercing (60pts)

Schuaka Hammer: A Hammer is a large weapon which requires both hands to be used, even for a Draconian Commander. This Weapon allows swift hits which toss enemies flying. It kills if it heats any vital parts instantly.

+1S, Killing Blow, +1S when fighting Warmachines (40pts)

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.

+1WS , Eternal Frenzy (25pts)

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.

+1S, Killing Blow (50pts)

Page 20: Warhammer Armies - Draconian

Armor:

Bronze Armor: Bronze Armor is granted to the Draconian Champions, thus recognizing them from the others. The Bronze Armor is usually decorated with other Jewelry, but not too much for the Draconian don’t see any point in wearing any unnecessary items. The Jewels however are used to represent the Champions archievements, just like Badges do for Humans. Different Jewels represent different awards. Some Draconian Commander can also wear these, but their armor has got extra Jewels to represent that they are Commanders, not Champions.

+2 Armor Save (+1 if added to a Drake Commander) (25/15pts)

Silver Armor: The Silver Armor is wore by Commanders who had Archieved much more in their entire lives then most. This Armor represents how did the Draconian get to his rank by writting Runes all over his armor & the shine of the Silver allows others to see it more clearly. This Armor is Special, and not as common as the Bronze Armor. Only a handfull of warriors had archieved the Silver Armor.

+3Armor Save (+2 if added to a Drake Commander) (50/30pts)

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.

+4 Armor Save (+3 if added to a Drake Commander) (80/50pts)

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)

Page 21: Warhammer Armies - Draconian

Magical Gems:

These Magical Gems are attached to Armor of the Draconian Commander who owns one. The Draconian only seem to be interested in Gems so there are no other Magic Items but the Gems. And the list of Gems is short.

-Gem of Krvatarus: This Gem adds +1 S to your character. 25pts

-Gem of Gudanka: This Gem adds +1 to Armor Save. 45pts

-Gem of Faurus: This Gem can heals 1 Wound, but it can only be used once. 65pts

-Gem of Hundra: This Gem adds +1 M to your character. 20pts

-Gem of Pechoka: When an enemy strikes the bearer of this Gem, the enemy that attacked suffers a S1 hit instantly. 50pts

-Gem of Gurmos: Once this Gem is activated, it allows you to pretform an Irresistable force (can be used one). 40pts

-Gem of Schuaka: This Gem automaticly disables an enemy Warmachine for 1 Game Turn. It can only be used once. 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

Page 22: Warhammer Armies - Draconian

-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 War: This Gem will instantly activate Warshouts in all Champion, Hero & Lord classes within 6 Inches around the Lord/Hero who uses this Gem. Can only be used once. 90pts

-Gem of Protection: Once this Gem is activated, it lasts for 2 turns. It makes your character immune to Magic. Can only be used once. 75pts

-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

Page 23: Warhammer Armies - Draconian

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 terrainfeature in line of sight to the caster (such as a river,pond, marsh or swamp). The terrain feature affectedis permanently frozen and treated as open groundfrom now on. All models in the terrain feature whenthe spell is cast immediately suffer a Strength 3 hitwith no armor saves allowed.Alternatively the spell may be cast on anyunengaged unit within line of sight. The unit suffersD6 Strength 3 hits. The unit moves as if in difficultterrain in its next movement phase.

Page 24: Warhammer Armies - Draconian

Shield of Cold Cast on 6+, Remains in Play

This spell is cast upon the Ice Mage himself and willremain in play. He is surrounded by a shield ofintense chill that disrupts the path of missiles asthey hit the frigid air pocket. All friendly units,including the wizard, within 12” gain a 4+ Wardsave against missile attacks at Strength 4 or less.The spell lasts until it is dispelled, the wizardchooses to end it, attempts to cast another spell or isslain.

Wind of Ice Cast on 7+

The caster sends a wind of snow and ice against hisenemies, freezing their weapons and armor,making them brittle as ice. Target one enemy unitwithin 24”. The enemy unit takes D6 Strength 2hits. In addition, they will suffer a -1 to their to hitrolls, to wound rolls and to any armor saves theyhave to take until the end of next turn.

Cold Shock Cast on 8+

The enemies’ blood literally turns to ice in theirveins. Place the small template anywhere within18”. Any enemy models fully under the templateare automatically hit. Models partially under thetemplate are hit on a 4+. Affected models must takea Toughness test or suffer one wound, with noarmor save allowed.

Page 25: Warhammer Armies - Draconian

Midwinter’s BreathCast on 9+

The caster breathes a torrent of the purest cold intothe ranks of the enemy. Place the Flame templatewith the point touching the base of the caster. Anyenemy models fully under the template areautomatically hit. Models partially under thetemplate are hit on a 4+. Affected models take aStrength 5 hit with no armor saves allowed. Thisspell may not be cast into combat.

Shardstorm Cast on 11+

Razor sharp shards of ice darken the sky as theyrain down onto the battlefield. Nominate a point onthe battlefield within line of sight. Roll an Artillerydice and double the result – this is the distance ininches measured from the nominated point that theShardstorm affects. If a Misfire is rolled then thecaster loses control of the Shardstorm and it affectsthe entire battlefield. All units (friendly and enemy)touched by the Shardstorm take 2D6 Strength 2 hitswith no armor saves allowed. Their extremitiesnumbed from the cold, units taking casualties maynot shoot in the next Shooting phase.

LORDS

Page 26: Warhammer Armies - Draconian

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.

Warlord Narish Points/Model : 210 pts

Guardian of Gudanka Points/Model: 180 pts

M WS BS S T W I A LdWarlordNarish

3 7 0 6 6 3 5 6 9

Guardian of Gudanka

3 7 5 7 6 3 4 2 6

Warlord Narish Equipment: Dual Rune SwordsGuardian of Gudanka Equipment: Great Weapon , Shield

Options:

May choose a total of 100pts of Magical Gems

Page 27: Warhammer Armies - Draconian

Warlord Narish Special Rules: Warshout, Immune to Psychology, 3+ Scaly Skin, Immunity to Magic (except Irresistable force)Guardian of Gudanka Special Rules: Lore of Ice, Blizzard of Gudanka, Immune to Psychology, 3+ Scaly Skin, Bodyguard

Commander Jerrmund

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.

Commander Jerrmund Points/Model: 205Zuki Beast Mount Points/Model: 50

M WS BS S T W I A LdCommander Jerrmund

3 6 0 5 5 3 6 3 10

Zeku Beast Mount

7 5 0 7 6 2 3 1 3

Equipment: Rune Sword, Whip

Options:

May choose a total of 100pts of Magical Gems

Commander Jerrmund Special Rules: Warshout, Whip Lash, Immune to Psychology, 3+ Scaly SkinZuki Beast Mount Special Rules: Monsterous Mount (read the Rulebook for more information)

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.

Page 28: Warhammer Armies - Draconian

Whenever Jerrmund strikes first, roll a D31 (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.

Drake Lord Harind:

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.

Drake Lord Harind Points/Model: 85ptsBelrada DragonPoints/Model: 135pts

M WS BS S T W I A LdDrake Lord Harind

6 4 0 3 3 2 7 1 7

Belrada Dragon 8 3 0 7 8 5 5 3 5

Equipment: Rune Dagger

Options:

May choose a total of 75pts of Magical Gems

Drake Lord Harind Special Rules: Warshout, 5+ Scaly SkinBelrada Dragon Special Rules: Ridden Monster (all rules that apply Monster Units), Fly, Dragons Fire, Large Target, 2+ Scaly Skin

Page 29: Warhammer Armies - Draconian

Draconian Commander:

A Draconian Commander is a Lord which is capable of leading hundreds of Draconian Warriors to battle. He is only matched by a Warlord. They are usually accompanied by a Draconian Battle Standard.

Points/Model: 150pts M WS BS S T W I A Ld

Draconian Commander

3 5 0 5 4 3 6 5 8

Equipment: Hand Weapon

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)

May choose a total of 100pts of Magical Gems

Special Rules: 3+ Scaly Skin, Warshout, Furious Charge, Immune to Psychology

Page 30: Warhammer Armies - Draconian

Heroes

Draconian Battle Standard Bearer

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 LdDraconian Battle Standard Bearer

3 4 0 4 4 3 6 5 10

Equipment: Hand Weapon, Banner

Options:

May wear Bronze Armor

May accompany a Draconian Commander

May ride a Chariot (to accompany a Draconian Commander)

May choose a total of 70pts of Magical Gems

Special Rules:

3+ Scaly Skin, Warshout, can choose only 1

Page 31: Warhammer Armies - Draconian

Guardian of Gudanka

The Guardians of Gudanka (also known as Sons of Gudanka) are mighty warriors who went in special Temple Training, gaining not only the ability to use spells from the Lore of Ice, but to use a Blade of Gudanka & summon Blizzards as well. They are the ones who had the most exhausting training of all Draconian.

Points/Model: 180pts M WS BS S T W I A Ld

Guardian of Gudanka

3 7 5 7 6 3 4 2 6

Equipment: Great Weapon, Shield

Options:

May Wear Silver Armor (+30pts)

May choose 1 Magical Gem

Special Rules:3+ Scaly Skin, Level 2 Loremaster, Blizzard of Gudanka, Lightning Bolt

Page 32: Warhammer Armies - Draconian

Lightning Bolt

When a Guardian of Gudanka dies, he produces an energy pulse that creates a lightning bolt, damaging all around him. The Electric burst is so powerful that no enemy attempts to strike a Guardian of Gudanka in close combat.

When a Guardian of Gudanka is killed, place a Small Artillery piece over the Guardian of Gudanka which died, then roll a D3

1 – The explosion didn’t happen, thus there was no damage dealth.2 – The explosion was not so powerful, it stoke a S3 hit to all which were beneath the Artillery piece, armor saves not allowed.3 – The explosion was powerful & it dealth a S7 hit to all beneath the Artillery piece, armor saves are not allowed.

Page 33: Warhammer Armies - Draconian

Student of Gurmos

The Students of Gurmos (also known as Sons of Gurmos) are powerful Spellcasters which had utterly mastered the Lore of Ice. They had special Temple Training, making them one of the most powerful Draconian Heroes ever. They aren’t tough themselves (for Draconian), but their spells are enough to cover that up. It is thought that they teach some Drakes how to use the Lore of Ice, thus brining the Drake Priest as their assistents.

Points/Model: 170pts M WS BS S T W I A Ld

Student of Gurmos

3 3 5 3 3 2 3 1 7

Equipment: Dagger

Options:

May wear Silver Armor

May choose a total of 150pts of Magical Gems

Special Rules:4+ Scaly Skin, Level 4 Loremaster, Energy Pulse

Page 34: Warhammer Armies - Draconian

Energy Pulse

When a Student of Gurmos is killed, there is a Pulse of pure energy surging the field, cancelling out all spells for a short period of time.

When a Student of Gurmos is killed, place a large Artillery piece over the killed Student of Gurmos, then roll a D31 – 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.

Page 35: Warhammer Armies - Draconian

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 LdDrake Priest

6 3 4 3 2 2 4 1 6

Equipment: Hand Weapon

Options:

May wear Silver Armor

May choose a total of 50pts of Magical Gems

Special Rules:5+ Scaly Skin, Level 3 Loremaster, Jump Kick (the Jumpkick ability will be discussed at the Drake Scout Regiment)

Page 36: Warhammer Armies - Draconian

Drake Commander

A Drake Commander is a Drake who had earned his keep in the Draconian military, he alone can match up the strength of another Hero. But he is not as skilled as a fully fledged Draconian Commander or Warlord. The Drake Commanders are numerous & you can find at least 3 per army (unless it’s an all Draconian Army). The Drake Commanders can also tame Drakkar & tame Zillo Beasts for battle. A single Drake Commander might not be enough to boost the moral of a Draconian Warrior, but he is quite a sight for an army of Drakes.

Points/Model: 75pts

M WS BS S T W I A LdDrake Commander

6 5 5 4 3 2 6 2 7

Equipment: Hand Weapon, Shield

Options:

May have Hand Weapon (+4pts), Rune Dagger

May have a Handgun (+5pts)

May wear Shield (+4pts), Rune Shield , Bronze Armor , Silver Armor , Golden Armor

May ride Zillo Beast (+15pts), Drake Chariot (+45pts), Drakkar (+75pts)

May choose a total of 35pts of Magical Gems

Page 37: Warhammer Armies - Draconian

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.

’’How does this work?’’

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.

When a Regiment of Fire Drakes is shooting, roll a D3 for each Fire Drake.If you get a 1, you’ll have to pass through a Panic test before you can shoot.

Page 38: Warhammer Armies - Draconian

If you get a 2 your Drakes shot, but missed. If you get a 3 your Drakes actuelly shot the enemy, either that or got really lucky.

CHARACTER MOUNTS

Zillo Beasts (+25pts)

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 LdZillo Beast 8 3 0 4 4 1 2 1 3

Drake Chariot (+50pts)

A Drake Chariotis

Page 39: Warhammer Armies - Draconian

used by the Drake Commanders to rush into battle & deal

Page 40: Warhammer Armies - Draconian

heavy damage (compared to his Drake counterparts). He

Page 41: Warhammer Armies - Draconian

and a Drake Champion (which is controlling the two Zeku

Page 42: Warhammer Armies - Draconian

Beasts which are pulling the Chariot) are a great

Page 43: Warhammer Armies - Draconian

sight to see indeed for a Drake Soldier.

M WS BS S T W I A LdDrake Chariot

0 0 0 3 3 2 0 0 0

Drake Champion

6 4 0 3 0 0 4 1 0

Two Zillo Beasts

8 3 0 4 4 2 2 1 3

Armor Save 3+

Page 44: Warhammer Armies - Draconian

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 LdDrakkar 9 3 0 4 5 2 2 1 3

Special Rules:+3 Scaly Skin, Flying Cavalry, Causes Fear

Zeku Beast (+75pts)

Zeku Beasts are one of the creatures

Page 45: Warhammer Armies - Draconian

that rome Belrada. Their horns are enough to puncture a man

Page 46: Warhammer Armies - Draconian

with a single hit. Their thick skin can repell arrows & other

Page 47: Warhammer Armies - Draconian

weak attacks & when it charges, the ground trembles.

Page 48: Warhammer Armies - Draconian

Some Draconian Commanders are somehow able to

Page 49: Warhammer Armies - Draconian

control them.

M WS BS S T W I A LdZeku Beast 7 3 0 6 5 2 2 2 5

Special Rules:Monsterous Mount, Causes Fear

Draconian Chariot (+105pts)

Draconian Commanders are fond of using 2 Zuki Beasts pulling a Chaiort made to trample over their enemies, also they prefer to bring a Battle Standard Bearer with them, to grab the attention of other Troops. The Chariot is controlled by a Draconian Champion which controlls it well.

M WS BS S T W I A LdDraconian Chariot

0 0 0 5 5 3 0 0 0

Draconian Champion

3 4 0 5 5 3 2 3 10

Page 50: Warhammer Armies - Draconian

Two Zuki Beasts

7 3 0 6 5 3 2 2 5

Armor Save 6+

Belrada Dragon (+135pts)

A Belrada Dragon is one of the strongest species of Dragons in the Warhammer World. Being issolated for a very long time, they grew to become primitive, but were tamed by the Draconian & used in War, usually with a Draconian Commander on it’s back leading his army.

M WS BS S T W I A LdBelrada Dragon

8 7 0 7 8 5 3 5 9

Special Rules:+2 Scaly Skin, Ridden Monster, Dragons Fire, Flying, Causes Terror, Large Target

CORE UNITS

Drake Scout Regiment

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.

Page 51: Warhammer Armies - Draconian

Points/Model:Flie & Rank: 3ptsSkrimishers: 5pts

Skrimishing:

M WS BS S T W I A LdDrake Scout 7 3 0 2 1 1 4 1 3Drake Champion 7 4 0 3 2 1 4 1 4

File & Rank:

M WS BS S T W I A LdDrake Scout 6 3 0 3 2 1 4 1 5Drake Champion 6 4 0 3 3 1 4 1 5

Unit Size: 12+

Equipment: Hand Weapon, Shield

Special Rules:

Page 52: Warhammer Armies - Draconian

5+ Scaly Skin, Speedy Charge, Jump, Jump Kick, Warshout (if Drake Champion included)

Options: Upgrade a Drake Scout to a Drake Champion +6pts

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.

The Speedy Charge allows a Drake Scout Regiment to Charge or Flee through an enemy unit. For this to work, toss a D6. On a roll of 1-2 the Charge didn’t work, thus you’d have to fight the enemy that gets in your way (or get killed by him if your fleeing).On a roll of 3-6 the Charge worked and you get to Charge or Flee through the enemy Unit that got in your way.The Speedy Charge also works if you have a Drake Pirest or a Drake Commander in your Regiment.

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:

Page 53: Warhammer Armies - Draconian

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

Unit Size: 12+

Equipment: Short bow, knife

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.

Page 54: Warhammer Armies - Draconian

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.

Fire Drake Regiment

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 LdFire Drake 6 1 5 1 1 1 2 1 4

Page 55: Warhammer Armies - Draconian

Units Size: 10+

Equipment: Handgun, knife

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.

’’How does this work?’’:

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.

When a Regiment of Fire Drakes is shooting, roll a D3 for each Fire Drake.If you get a 1, you’ll have to pass through a Panic test before you can shoot. If you get a 2 your Drakes shot, but missed. If you get a 3 your Drakes actuelly shot the enemy, either that or got really lucky.Note that they only flee if there isn’t a General or Lord in their line of sight.

Page 56: Warhammer Armies - Draconian

Draconian Warrior Regiment

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

Page 57: Warhammer Armies - Draconian

M WS BS S T W I A LdDraconian Warrior 3 4 0 5 5 1 2 3 9Draconian Champion 3 4 0 5 5 1 2 3 10

Unit size: 12+

Equipment: Hand Weapon, Shield

Special Rules:+5 Scaly Skin, Furious Charge, Warshout (if Champion included)

Options: Upgrade a Draconian Warrior to Draconian Champion +10pts

Spiked Guard Regiment

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.

Page 58: Warhammer Armies - Draconian

Points/Model: 25pts M WS BS S T W I A Ld

Spiked Guardian 3 5 0 5 5 1 6 3 8

Unit size: 12+

Equipment: Spear, Shield

Special Rules:+5 Scaly Skin, Furious Charge, Immune to Psychology, ’’Draw your Swords!’’ Can have only 1 Regiment per Lord character

’’Draw your Swords!’’:

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

Draconian Hound Pack

Page 59: Warhammer Armies - Draconian

The Draconian Hounds are beastly Hounds trained to serve the Draconian race in the same way Dogs do Humans, although these Hounds are most often used in wars, to sniff out the enemy, capture & pursue all fleeing targets & bring no prisoners. It is surprising how do these Hounds look like the Draconian themselves. They were probably degenerated Draconian which were formed a long time ago, and had ended up under Draconian control. Whatever the reason why they look like the Draconian, these beasts sure are a formidable foe.

Points/Model: 8pts M WS BS S T W I A Ld

Draconian Hound 6 4 0 4 3 1 3 1 6Pack Leader 6 4 0 4 3 1 3 1 7

Unit size: 10+

Equipment: None

Special Rules:+4 Scaly Skin, Swiftstride

Options: Upgrade a Draconian Hound to Pack Leader +4pts

Drake Cavalry

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

Page 60: Warhammer Armies - Draconian

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

File & Rank

M WS BS S T W I A LdDrake Rider 6 3 0 3 3 1 4 1 6Zillo Beast 7 3 0 4 3 1 2 1 3

Skrimishing

M WS BS S T W I A LdDrake Rider 7 3 0 3 2 1 4 1 5Zillo Beast 8 3 0 4 4 1 2 1 3

Unit Size: 12+

Equipment: Hand Weapon

Special Rules:

Page 61: Warhammer Armies - Draconian

+5 Scaly Skin (Rider), Skrimisher, Frightened

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

Page 62: Warhammer Armies - Draconian

M WS BS S T W I A LdDrake Rider 3 6 0 5 5 2 2 3 9Zillo Beast 7 3 0 6 5 2 2 2 5

Unit Size: 1+

Equipment: Hand Weapon, Shield

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.

Page 63: Warhammer Armies - Draconian

Points/Model: 20pts M WS BS S T W I A Ld

Drake Dragon Tamer

5 6 0 3 3 1 7 3 5

Drake Dragon Master

5 7 0 3 3 1 7 3 5

Unit Size: 6+

Equipment: Hand Weapon, Whip

Special Rules:5+ Scaly Skin, Speedy Charge, Jump, Jump Kick, Whip Lash

Options: Upgrade a Drake Dragon Tamer to Drake Dragon Master +4pts

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.

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.

Page 64: Warhammer Armies - Draconian

The Speedy Charge allows a Drake Scout Regiment to Charge or Flee through an enemy unit. For this to work, toss a D6. On a roll of 1-2 the Charge didn’t work, thus you’d have to fight the enemy that gets in your way (or get killed by him if your fleeing).On a roll of 3-6 the Charge worked and you get to Charge or Flee through the enemy Unit that got in your way. (more info on next page)The Speedy Charge also works if you have a Drake Pirest or a Drake Commander in your Regiment.

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

Page 65: Warhammer Armies - Draconian

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 LdServant of Krvatarus

4 6 0 5 3 1 3 4 5

Unit Size: 6+

Equipment: Hand Weapon

Special Rules:3+ Scaly Skin, Furious Charge, Immune to Psychology

Options: May have Additional Hand Weapon, Krvatarus Axe, Schuaka Hammer

RARE UNITS

Einhers

Page 66: Warhammer Armies - Draconian

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 Warrior 2 4 0 7 7 2 4 2 3Einher Champion

2 5 0 7 7 2 4 2 3

Units size: 10+

Equipment: Hand Weapon

Special Rules: Immune to Psychology, Immune to Magic, Immune to Poison, Icy Touch, Causes Fear, ‘’We have returned’’, Can’t march

Options:Einher Warrior:May have Additional Hand Weapon, Krvatarus Axe, Schuaka Hammer, ShieldUpgrade to Einher Champion

Einher Champion:May have Additional Hand Weapon, Krvatarus Axe, Schuaka Hammer, ShieldMay wear Bronze Armor Immune to Magic:

Page 67: Warhammer Armies - Draconian

An Einher is protected by a vail formed by the Draconian Gods. This allows them to defeat Wizards with plenty of ease. The power of the Draconian Gods is unmatched by any magic done by a mortal.

The Einher are immune to all sorts of Magic, be it casted by an enemy or a friend, which is an interesting twist. The Einher can also whiststand Irresistable Force.

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.

All enemies who engage either a Belrada Giant or an Einher in close combat suffers a -1WS -1S & -1T . The enemy is slowed down by -1M if he charges at these Units. All Fire based attacks loose -1S when attacking these Units (Belrada Giant s& Einhers).

‘’We have returned’’:

When the Draconian shout so loud that the very Gods hear them, the Einher rise up again to battle, yet another chance to win, yet another chance to kill.

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

Page 68: Warhammer Armies - Draconian

The Belrada Giants (Draconis Gigantus) are one of the strongest creatures that had ever walked upon the Icy Realms & beyond. They had merged with the Ice all around them, thus being more immune to cold weather & are able to produce cold constantly, just like most creatures would produce heat. They are usually armed with massive Axes & thick armor which protects them from most attacks. The Belrada Giants had seperated from the main Draconian colonies long ago, being a separate species, but not long ago, the Belrada Giants had started offering their servaces to the Draconian, fixing & constructing their Buildings, but also serving in war as their strongest soldiers. The Belrada Giants are a very scary sight indeed, not even the hardy Draconian don’t feel comfortable with them.

Points/Model: 85pts

M WS BS S T W I A LdBelrada Giant 5 7 0 8 8 3 4 1 2

Unit size: 1+

Equipment: Great Weapon, Heavy Armor

Special Rules:+6 Scaly Skin, Immune to Psychology, Causes Fear, Icy Touch, Arctic Winds, Icy Breath, Stubborn, Large Target, Impack Hit +2

Icy Touch:

Page 69: Warhammer Armies - Draconian

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.

All enemies who engage either a Belrada Giant or an Einher in close combat suffers a -1WS -1S & -1T . The enemy is slowed down by -1M if he charges at these Units. All Fire based attacks loose -1S when attacking these Units (Belrada Giant s& Einhers). Arctic Winds:

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 half3 – 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

Page 70: Warhammer Armies - Draconian

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

Page 71: Warhammer Armies - Draconian

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

Page 72: Warhammer Armies - Draconian

Dragon Trebuchet

The Dragon Trebuchet are one of the Draconian Warmachines, of which the Draconian aren’t quite that fond of using. The Trebuchet is armed with Rocks, Stones & anything that is hard enough but can fit into the Trebuchet. This how the Trebuchets are known for using chunks from their own walls & then hurling them into the air. This is not quite as effective as a round rock, but it is for sure it will take longer for it to run out of ammuntiion (stuff to throw at the enemy). A single Trebuchet is armed with a crew of 3 Drakes & a Dragons skull up front, just to show off the Trebuchet is a deadly weapon indeed, which it definetly is.

Points/Model: 75pts

M WS BS S T W I A LdDragon 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)

Equipment: Dagger (for Drakes)

Special Rules:Drale Crew,am: +2 Scaly Skin, Jump Kick

Page 73: Warhammer Armies - Draconian

Dragon Trebuchet: Stone Thrower rules

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.

Armored Zentar Beast

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: 150ptsDrake Commander: 75ptsDrake Archer: 3pts

Page 74: Warhammer Armies - Draconian

M WS BS S T W I A LdArmored Zentar Beast

5 3 0 6 7 5 2 4 5

Drake Commander 6 5 7 4 3 2 6 2 7Drake Archer 5 1 5 2 1 1 2 1 4

Unit size: 7+

Equipment: Shortbow, Handweapon, Ballista or 5 Crossbows

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:

Armored Zentar Beast: 4 Side Mounted Crossbows (2 on the left side of the howdah & 2 on the right side & one on the back) or Ballista.

Drake Commander: May have Hand Weapon (+4pts), Rune Dagger (+8pts)

May have a Handgun (+5pts)

May wear Shield (+4pts), Rune Shield), Bronze Armor, Silver Armor Golden Armor

May have a total of 35pts of Magical Gems

Allows the Armored Zentar Beast (as a whole Unit) to be used as a Hero class cahracter.

‘’Out of the Way!’’

Page 75: Warhammer Armies - Draconian

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.

Whenever an Armored Zentar is charging towards an enemy, all Draconian minis will move out of the way to their left or right (use the movemant of that Unit, split it in half & then move the unit to either left or right depending of the number you’ve got). All Draconian Units will abandon whatever they are doing to make way for the Armored Zentar Beast, including fighting an opponent (this action does not count as Flee).

THE REFERANCE SECTION

M WS BS S T W I A Ld pts base unit

Lord Characters

Warlord Narish 3 7 0 6 6 3 5 6 9 210 25×25 n/a

Commander Jerrmund 3 6 0 5 5 3 6 3 10 205 50×50 n/aDrake Lord Harind 6 4 0 3 3 2 7 1 7 85 50×50 n/a

Page 76: Warhammer Armies - Draconian

Draconian Commander 3 5 0 5 4 3 6 5 8 150 25×25 n/a

Hero CharactersDraconian Battle Stndard Bearer 3 4 0 4 4 3 6 5 10 100 25×25 n/a

Guardian of Gudanka 3 7 5 7 6 3 4 2 6 180 25×25 n/a

Student of Gurmos 3 3 5 3 3 2 3 1 7 170 25×25 n/aDrake Priest 6 3 4 3 2 2 4 1 6 100 20×20 n/aDrake Commander 6 5 7 4 3 2 6 2 7 75 20×20 n/a

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 WS BS S T W I A Ld pts base unit

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+

Page 77: Warhammer Armies - Draconian

Special Units

Draconian Hound Pack 6 4 0 4 3 1 3 1 6 8 25×50 10+

Drake Cavalry 6/7 3 0 3 3/2 1 4 1 6/5 15 25×50 12+Draconian Cavalry 3 6 0 5 5 2 2 3 9 75 50×50 n/aDrake Dragon Tamers 5 6 0 3 3 1 7 3 5 20 20×20 6+Servants of Krvatarus 4 6 0 5 3 1 3 4 5 25 25×25 6+

NOTE THAT THESE ARE THE STATISTICS OF THE REGULAR UNITS (not Champions) & RIDERS (excluding the mounts) SO IF YOU WANT TO SEE THE STATS OF THE CHAMPIONS & THE MOUNTS, GO TO THE PROFILES OF THAT UNIT (all but the Spiked Guard & Servants of Krvatarus don’t have Champions/Mounts, just a heads up)!

M WS BS S T W I A Ld pts base unitRare UnitsEinher Warrior 2 4 0 7 7 2 4 2 3 35 25×25 10+Belrada Giant 5 7 0 8 8 3 4 1 2 85 50×50 n/aDrakkar Pack 7 3 0 4 3 2 2 1 3 75 40×40 2+Drakkar Rider 5 5 0 3 2 1 4 1 4 80 40×40 n/aDragon Tebuchet 0 0 0 0 8 3 0 0 0 75 n/a 3Armored Zentar Beast 5 3 0 6 7 5 2 4 5 150 50×100 7

NOTE THAT THE MOUNTS/CREWMEN/CHAMPIONS ARE NOT LISTED HERE, LOOK AT THE PROFILES OF THAT UNIT TO SEE

Page 78: Warhammer Armies - Draconian

THE STATS OF THE MOUNTS/CREWMEN/CHAMPION OF THAT UNIT (the only Units without Mounts/Crewmen/Champions here are Belrada Giants & Drakkar Packs, just a heads up)!

SUGGESTED MINIATURES

Lord Characters:

Lizardmen Saurus Oldblood as: Dragonmaster Dragon + Skink Chief -Warlord Narish with Sword & Shield as:-Commander Jerrmund Drake Lord Harind-Draconian Commander

Hero Characters:

SEARCHING…Lizardmen Battle Standrad Chakax, the Eterinty Still Searching Bearer as: Warden as: for Student ofDraconian Battle Standrad Guardian of Gudanka Gurmos Bearer

Page 79: Warhammer Armies - Draconian

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:

Lord of the Rings Wargs as: Goblin Wolf Chariot as: Zillo Beasts Drake Chariot

Page 80: Warhammer Armies - Draconian

Ogre Kingdoms Rhinox as: Orc Boar Chariot as: Zeku Beast Draconian Chariot

Lizardmen Terradon as: Dragonmaster Dragon as: Drakkar Belrada Dragon

Core Units:

Lizardmen Skink Regiment can be used to make:

Page 81: Warhammer Armies - Draconian

Drake Scouts (with Hand Weapons/Spears & Shield), Drake Archers (with Blowpipes) & Fire Drakes (different type of Blowpipe)

Lizardmen Saurus Warrior Regiment as: Saurus Warriors with Spears:Draconian Warrior Regiment Spiked Guards

Special Units:

Chaos Warhounds as: Lizardmen Skink Regiment as: Draconian Hound Pack Drake Dragon Tamers (Spears & Hand Weapons)

Page 82: Warhammer Armies - Draconian

Lizardmen Skink Regiment + Lord of the Rings Wargs as: Drake Cavalry (Skinks with Spears & Shields)

Lizardmen Cold One Riders + Ogre K. Rhinox as: Draconian Cavalry

Lizardmen Saurus Regiment as Servants of Krvatarus (Hand Weapons)

Page 83: Warhammer Armies - Draconian

Rare Units:

Lizardmen Temple Guards as: Bloodthirster, Greater Daemon Einhers (Hand Weapons) of Khorne (just Axe) as: Belrada Giant

Page 84: Warhammer Armies - Draconian

Lizardmen Terradon as: Drakkar Pack (without the Rider) or Drakkar Rider (with the Rider)

Lord of the Rings, Gondor Battlecry Trebuchet as: Dragon Trebuchet with Drake (Skink) crew instead of Human

Page 85: Warhammer Armies - Draconian

Lizardmen Steggadon as Armored Zentar Beast (with Ballista) The Skink Crew as Drake Archers & the Skink Champion as the Drake Champion, I can find Crossbows from other miniatures.

All of the Miniatures which are listed above are respectful property of Games Workshop(Warhammer Fantasy Battles & Lord of the Rings)The pictures of the miniatures are used without permission (I apolagize to all from GW for this).

This Army Book is in no way adorsed by Games Workshop, it is completely Unofficial & Fan-Made.

I hope you all enjoyed reading this Army Book.


Top Related