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Anurai 0.2.0
Quote from IoM-Christian on 2026-02-03, 20:24
----- ARMY ----- Anurai are a swift-moving, melee-orientated force, and born of water and mire, they are also amphibious:
- Units ignore movement penalties for water, marsh, and mud terrain.
- Units gain +1 MORALE within 10 cm of water terrain.
- Only enemies who can ignore water terrain can charge units inside it.
The movements of the swampborn are synergetic, fluid, rhythmic, and communal.
- Anurai units within 15 cm of another friendly Anurai unit gain +1 to Rally tests.
- If two or more Anurai units charge the same target, they gain +1 attack on the first impact roll.
Every Anurai learns to harvest, refine, and weaponise venoms.
- All Anurai models may buy Toxin (x) up to 3, for melee weapons and ranged attacks at 2 pts per (x)
- On a natural (x) to hit, the target suffers -1 MOVE or -1 ATTACK (attacker chooses) on its next activation.
The more heavily armoured ones wear lacquered chitin, or woven reed plate armour. Very few wear metal armour.
- Their shields are of lacquered plates or shaped like stylised frog heads, lotus leaves, or turtle shell motifs.
The army must consist of at least 35% core troops.
----- COMMAND -----
1 Marsh Warden General in 1 Unit of 1 (CMD) [ pts]
Generally the tallest of the strategically minded Anurai are appointed as generals, often clad in more elaborate attire than the rest and showing their elongated throat sacs and ritual scars.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 11 1 1 0 1-3 2 9 May wield: Ceremonial trident, s1, s1,r2 / Bone-inlaid spear, s1, r2 / Macuahuitl-blade, s2, r1
May buy a shield.
May buy command levels up to 8 at 10 points each.
0-2 Sacred Shell Guard in 1 Unit of 1-2 (CMD) [ pts] + [ per model]
Elite bodyguards protect the general at all costs.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 11 1 1 0 1-3 1 - Equipped as the general.
Special rule: Wound Soaker
0-1 Battle Standard Bearer in 1 Unit of 1 (CMD) [ pts]
A proud Anurai carrying a totem pole standard of carved swamp spirits, glowing fungus lanterns, or wind chimes made from insect carapaces.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 11 1 1 0 1-2 1 8 Wield: 1H weapon.
0-1 Battle Instrument Carrier in 1 Unit of 1 (CMD) [ pts]]
A proud Anurai carrying a drum made from stretched swamp beast hide, or a resonant gourd horn, or reed pipes.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 11 1 1 0 1-2 1 8 Wield: 1H weapon.
----- CORE ----- Core units may buy 1 champion, 1 banner bearer, and 1 musician at double the cost of their equipped rank and file models.
A Champion may buy command levels up to 2, at 5 points per level.
0-12 Striders in 1-3 Units of 3-8 (AUX) [ pts] + [ per model]
Tall, lanky Anurai with very long legs for fast swamp movement and quick battlefield control.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 14 1 1 0 0-2 1 7 Wield: Spear, r1, and Blowpipe, r20
Special Rule: Long‑Legged (May charge across difficult terrain, counting it as open ground unless it is otherwise impassable to them.)
0-12 Spear-Kin in 1-3 Units of 3-6 (COR) [ pts] + [ per model]
These disciplined infantry are specialised in controlling captured marsh points.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 11 1 1 1 1-2 1 9 May wield 2H spear, s1, r2 / 1H spear, r1.
Shields may be bought by units with 1H spears.
Special rule: Phalanx Wall (If they did not move this turn, they gain +1 protection against melee attacks.)
0-12 Sentinels in 1-3 Units of 3-6 (COR) [ pts] + [ per model]
These heavies are trained to stand and hold rather than swiftly advance. They are excellent for holding mires and certain areas on a battlefield.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 10 1 1 1 2-3 1 7 Wield 2H Macuahuitl-blade, s1, r2 / 1H spear, r1, 1H Macuahuitl-blade, s1
Shields may be bought by units with 1H weapons.
Special rule: Bounchy Line (Enemy units suffer -1 to AIM when charging. Cannot be pushed, knocked back, or displaced by abilities.)
0-12 Hunters in 1-4 Units of 2-6 (COR) [ pts] + [ per model]
These nimble bog hunters have pouches of toxins, paralytic frog venom, or hallucinogenic powders giving their piercing weapons +1 strength.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 0-1 1 7 Wield: sling, r25 / 1H javelin, s1, r20 / blowpipe, s1, r20 / darts, s1, r20
Special Rule: Slip Away (When charged, they may immediately make a half‑MOVE retreat before combat is resolved.)
0-12 Reed Warriors in 1-4 Units of 2-6 (COR) [ pts] + [ per model]
These warriors are wild and have painted their skin with odd, intimidating patterns.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 11 2 1 0 1 1 7 Dual wielding melee troops with Macuahuitl-blades or long bone knives.
Special Rule: Frenzied Dance (first round each have +1 ATTACK)
Special Rule: Ambush (May deploy in difficult terrain or within 15 cm of it.)
----- AUXILIARY ----- 0-12 Lotus Sentinels in 1-3 Units of 3-6 (AUX) [pts] + [ per model]
Elite ceremonial heavies to prevent enemy breakthroughs, who, due to their turtleshell armour are slow.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 7 1 1 0 4 1 9 Wield: pole arm, r2, and shield
Special Rule: Turtle‑Shell Wall (If they are in base‑to‑base contact with another friendly Sentinel, each gain +1 ARMOUR.)
0-12 Lotus Brutes in 1-3 Units of 2-4 (AUX) [ pts] + [ per model]
These slow but devastating elite heavies, are bulkier than other Anurai.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 9 1 2 0 1-2 2 7 Massive 2H clubs r1, s1 / stone hammers, s2 / or 1H weapon.
May buy shields.
Special Rules: Impact (On a successful charge, their first attack deals +1 damage.) Thick‑Skinned (Reduce incoming damage by 1 (minimum 1).)
0-12 Lotus Archers in 1-3 Units of 2-6 (AUX) [ pts] + [ per model]
Elite ranged unit with ornate bows and ritual masks.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 1 1 7 Wield: Bow, r40. Arrows tipped with paralytic toxins.
Special Rule: Lotus Calm If they did not move, their ranged attacks gain +1 AIM.
0-12 Lotus Monks in 1-2 Units of 2-8 (AUX) [ pts] + [ per model]
Elite calm, disciplined, and spiritual martial arts specialists.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 2 1 0 1-2 1 8 Wield: Staff, r2, s1.
Special Rule: Parry (-1 enemy ATTACK in melee)
----- MACHINES ----- The Anurai don’t see themselves as a “machine” culture, but they do use organic, ritual, or environmental war engines.
0-2 Reed Tension Ballista in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]
A ballista made from giant reeds, sinew, and carved bone
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE -3 1 2 30 3 3 7 Fires barbed bolts. If the bolt wounds, the target suffers -1 MOVE next turn.
3 crew
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 0 0 1 1 7
0-2 Bog Gas Cauldron in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]
A bubbling alchemical device.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE - 1 1 5 cm * Health 4 4 7 Special Rule: Prebattle deploy. releases choking swamp vapors within a radius exual to 5 cm * its health. The choking fumes makes enemy units inside suffer -1 ATTACK and -1 MORALE.
Crew of 3 masked alchemists.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 0 0 1 1 7
0-2 Fungal Mortar in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]
Lobs spore pods that burst into clouds of blinding or entangling fungus.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE -3 1 1 30 3 3 7 Place a 5 cm fungal cloud template, units inside treat terrain as Dangerous next turn.
Crew of 3.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 0 0 1 1 7
----- SUPPORT ----- Besides what one would expect of battlefield magic, their magic support has a complex system of seers, mediums, and ancestral echoes, all serving to boost their comrades and nerf opponents.
0-2 Spirit Mediums in 1-2 Units of 1 (SUP) [ pts]
Barely armoured and unable to attack but able to defend, these trance-dancing casters channel swamp spirits.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 1-2 2 7 Special rule: Trance (grants +1 MORALE to all units within 20cm.)
0-2 Swamp Seers in 1-2 Units of 1 (SUP) [ pts]
These enigmatic casters who commune with ancestral spirits wield heavy staffs topped with glowing fungi or spirit stones. Seeing them often makes one think of water, decay, dreams, echoes, or illusions.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 1-2 2 7 Special Rule: Echo Sight (Once per turn, reroll a failed hit or wound roll for a nearby unit.)
0-2 Ancestral Echoes in 1-2 Units of 1-2 (SUP) [ pts] + [ per model]
Semi-ethereal Anurai spirits that fight alongside the living.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 1-2 2 7 Special rule: Ethereal (Ignore terrain and gain +1 ARMOR against non‑magical attacks.). Units within 20 cm gain Fearless.
0-2 Tide Shamans in 1-2 Units of 1 (SUP) [ pts]
Shamans who manipulate elements such as tides, currents, and rain. Often in amphibious rituals, water sprays, or under wild storms.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 1-2 2 7 Special Rule: Call the Rain (Once per game, reduce all ranged attack ranges by 15cm for one round.)
0-4 Toxin Alchemists in 1-4 Units of 1 (SUP) [ pts]
Poison masters and battlefield chemists carrying scrolls of swamp magic that join units and boost their performance.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 1-2 2 7 Wield: Gourds, vials, and toxic powders.
Special rule: may buff their unit with +1 AIM, or grant them a reroll each turn.
0-2 Bog Lantern Bearer in 1-2 Units of 1-2 (SUP) [ pts] + [ per model]
Two models carrying a glowing fungal lantern.
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE 12 1 1 0 1-2 2 7 Wield: none
MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE -2 1 1 5 cm * Health 4 4 7 Special Rule:
Lantern Aura (Friendly units within range gain +1 MORALE and ignore enemy debuff auras.) Sunblast (Once per game, the bearers may cause the lantern to create a 5 cm blind zone template that blocks all line of sight for a round. Then the lamp dies off.)
----- ALLIES ----- 10% Core Units from other Invader Armies.
| ----- ARMY ----- |
Anurai are a swift-moving, melee-orientated force, and born of water and mire, they are also amphibious:
- Units ignore movement penalties for water, marsh, and mud terrain.
- Units gain +1 MORALE within 10 cm of water terrain.
- Only enemies who can ignore water terrain can charge units inside it.
The movements of the swampborn are synergetic, fluid, rhythmic, and communal.
- Anurai units within 15 cm of another friendly Anurai unit gain +1 to Rally tests.
- If two or more Anurai units charge the same target, they gain +1 attack on the first impact roll.
Every Anurai learns to harvest, refine, and weaponise venoms.
- All Anurai models may buy Toxin (x) up to 3, for melee weapons and ranged attacks at 2 pts per (x)
- On a natural (x) to hit, the target suffers -1 MOVE or -1 ATTACK (attacker chooses) on its next activation.
The more heavily armoured ones wear lacquered chitin, or woven reed plate armour. Very few wear metal armour.
- Their shields are of lacquered plates or shaped like stylised frog heads, lotus leaves, or turtle shell motifs.
The army must consist of at least 35% core troops.
| ----- COMMAND ----- |
1 Marsh Warden General in 1 Unit of 1 (CMD) [ pts]
Generally the tallest of the strategically minded Anurai are appointed as generals, often clad in more elaborate attire than the rest and showing their elongated throat sacs and ritual scars.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 1-3 | 2 | 9 |
May wield: Ceremonial trident, s1, s1,r2 / Bone-inlaid spear, s1, r2 / Macuahuitl-blade, s2, r1
May buy a shield.
May buy command levels up to 8 at 10 points each.
0-2 Sacred Shell Guard in 1 Unit of 1-2 (CMD) [ pts] + [ per model]
Elite bodyguards protect the general at all costs.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 1-3 | 1 | - |
Equipped as the general.
Special rule: Wound Soaker
0-1 Battle Standard Bearer in 1 Unit of 1 (CMD) [ pts]
A proud Anurai carrying a totem pole standard of carved swamp spirits, glowing fungus lanterns, or wind chimes made from insect carapaces.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 1-2 | 1 | 8 |
Wield: 1H weapon.
0-1 Battle Instrument Carrier in 1 Unit of 1 (CMD) [ pts]]
A proud Anurai carrying a drum made from stretched swamp beast hide, or a resonant gourd horn, or reed pipes.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 1-2 | 1 | 8 |
Wield: 1H weapon.
| ----- CORE ----- |
Core units may buy 1 champion, 1 banner bearer, and 1 musician at double the cost of their equipped rank and file models.
A Champion may buy command levels up to 2, at 5 points per level.
0-12 Striders in 1-3 Units of 3-8 (AUX) [ pts] + [ per model]
Tall, lanky Anurai with very long legs for fast swamp movement and quick battlefield control.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 14 | 1 | 1 | 0 | 0-2 | 1 | 7 |
Wield: Spear, r1, and Blowpipe, r20
Special Rule: Long‑Legged (May charge across difficult terrain, counting it as open ground unless it is otherwise impassable to them.)
0-12 Spear-Kin in 1-3 Units of 3-6 (COR) [ pts] + [ per model]
These disciplined infantry are specialised in controlling captured marsh points.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 11 | 1 | 1 | 1 | 1-2 | 1 | 9 |
May wield 2H spear, s1, r2 / 1H spear, r1.
Shields may be bought by units with 1H spears.
Special rule: Phalanx Wall (If they did not move this turn, they gain +1 protection against melee attacks.)
0-12 Sentinels in 1-3 Units of 3-6 (COR) [ pts] + [ per model]
These heavies are trained to stand and hold rather than swiftly advance. They are excellent for holding mires and certain areas on a battlefield.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 10 | 1 | 1 | 1 | 2-3 | 1 | 7 |
Wield 2H Macuahuitl-blade, s1, r2 / 1H spear, r1, 1H Macuahuitl-blade, s1
Shields may be bought by units with 1H weapons.
Special rule: Bounchy Line (Enemy units suffer -1 to AIM when charging. Cannot be pushed, knocked back, or displaced by abilities.)
0-12 Hunters in 1-4 Units of 2-6 (COR) [ pts] + [ per model]
These nimble bog hunters have pouches of toxins, paralytic frog venom, or hallucinogenic powders giving their piercing weapons +1 strength.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 0-1 | 1 | 7 |
Wield: sling, r25 / 1H javelin, s1, r20 / blowpipe, s1, r20 / darts, s1, r20
Special Rule: Slip Away (When charged, they may immediately make a half‑MOVE retreat before combat is resolved.)
0-12 Reed Warriors in 1-4 Units of 2-6 (COR) [ pts] + [ per model]
These warriors are wild and have painted their skin with odd, intimidating patterns.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 11 | 2 | 1 | 0 | 1 | 1 | 7 |
Dual wielding melee troops with Macuahuitl-blades or long bone knives.
Special Rule: Frenzied Dance (first round each have +1 ATTACK)
Special Rule: Ambush (May deploy in difficult terrain or within 15 cm of it.)
| ----- AUXILIARY ----- |
0-12 Lotus Sentinels in 1-3 Units of 3-6 (AUX) [pts] + [ per model]
Elite ceremonial heavies to prevent enemy breakthroughs, who, due to their turtleshell armour are slow.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 4 | 1 | 9 |
Wield: pole arm, r2, and shield
Special Rule: Turtle‑Shell Wall (If they are in base‑to‑base contact with another friendly Sentinel, each gain +1 ARMOUR.)
0-12 Lotus Brutes in 1-3 Units of 2-4 (AUX) [ pts] + [ per model]
These slow but devastating elite heavies, are bulkier than other Anurai.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 9 | 1 | 2 | 0 | 1-2 | 2 | 7 |
Massive 2H clubs r1, s1 / stone hammers, s2 / or 1H weapon.
May buy shields.
Special Rules: Impact (On a successful charge, their first attack deals +1 damage.) Thick‑Skinned (Reduce incoming damage by 1 (minimum 1).)
0-12 Lotus Archers in 1-3 Units of 2-6 (AUX) [ pts] + [ per model]
Elite ranged unit with ornate bows and ritual masks.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 1 | 1 | 7 |
Wield: Bow, r40. Arrows tipped with paralytic toxins.
Special Rule: Lotus Calm If they did not move, their ranged attacks gain +1 AIM.
0-12 Lotus Monks in 1-2 Units of 2-8 (AUX) [ pts] + [ per model]
Elite calm, disciplined, and spiritual martial arts specialists.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 2 | 1 | 0 | 1-2 | 1 | 8 |
Wield: Staff, r2, s1.
Special Rule: Parry (-1 enemy ATTACK in melee)
| ----- MACHINES ----- |
The Anurai don’t see themselves as a “machine” culture, but they do use organic, ritual, or environmental war engines.
0-2 Reed Tension Ballista in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]
A ballista made from giant reeds, sinew, and carved bone
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| -3 | 1 | 2 | 30 | 3 | 3 | 7 |
Fires barbed bolts. If the bolt wounds, the target suffers -1 MOVE next turn.
3 crew
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 0 | 0 | 1 | 1 | 7 |
0-2 Bog Gas Cauldron in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]
A bubbling alchemical device.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| - | 1 | 1 | 5 cm * Health | 4 | 4 | 7 |
Special Rule: Prebattle deploy. releases choking swamp vapors within a radius exual to 5 cm * its health. The choking fumes makes enemy units inside suffer -1 ATTACK and -1 MORALE.
Crew of 3 masked alchemists.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 0 | 0 | 1 | 1 | 7 |
0-2 Fungal Mortar in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]
Lobs spore pods that burst into clouds of blinding or entangling fungus.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| -3 | 1 | 1 | 30 | 3 | 3 | 7 |
Place a 5 cm fungal cloud template, units inside treat terrain as Dangerous next turn.
Crew of 3.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 0 | 0 | 1 | 1 | 7 |
| ----- SUPPORT ----- |
Besides what one would expect of battlefield magic, their magic support has a complex system of seers, mediums, and ancestral echoes, all serving to boost their comrades and nerf opponents.
0-2 Spirit Mediums in 1-2 Units of 1 (SUP) [ pts]
Barely armoured and unable to attack but able to defend, these trance-dancing casters channel swamp spirits.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 1-2 | 2 | 7 |
Special rule: Trance (grants +1 MORALE to all units within 20cm.)
0-2 Swamp Seers in 1-2 Units of 1 (SUP) [ pts]
These enigmatic casters who commune with ancestral spirits wield heavy staffs topped with glowing fungi or spirit stones. Seeing them often makes one think of water, decay, dreams, echoes, or illusions.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 1-2 | 2 | 7 |
Special Rule: Echo Sight (Once per turn, reroll a failed hit or wound roll for a nearby unit.)
0-2 Ancestral Echoes in 1-2 Units of 1-2 (SUP) [ pts] + [ per model]
Semi-ethereal Anurai spirits that fight alongside the living.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 1-2 | 2 | 7 |
Special rule: Ethereal (Ignore terrain and gain +1 ARMOR against non‑magical attacks.). Units within 20 cm gain Fearless.
0-2 Tide Shamans in 1-2 Units of 1 (SUP) [ pts]
Shamans who manipulate elements such as tides, currents, and rain. Often in amphibious rituals, water sprays, or under wild storms.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 1-2 | 2 | 7 |
Special Rule: Call the Rain (Once per game, reduce all ranged attack ranges by 15cm for one round.)
0-4 Toxin Alchemists in 1-4 Units of 1 (SUP) [ pts]
Poison masters and battlefield chemists carrying scrolls of swamp magic that join units and boost their performance.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 1-2 | 2 | 7 |
Wield: Gourds, vials, and toxic powders.
Special rule: may buff their unit with +1 AIM, or grant them a reroll each turn.
0-2 Bog Lantern Bearer in 1-2 Units of 1-2 (SUP) [ pts] + [ per model]
Two models carrying a glowing fungal lantern.
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| 12 | 1 | 1 | 0 | 1-2 | 2 | 7 |
Wield: none
| MOVE | ATTACK | STRENGTH | REACH | ARMOUR | HEALTH | MORALE |
| -2 | 1 | 1 | 5 cm * Health | 4 | 4 | 7 |
Special Rule:
Lantern Aura (Friendly units within range gain +1 MORALE and ignore enemy debuff auras.) Sunblast (Once per game, the bearers may cause the lantern to create a 5 cm blind zone template that blocks all line of sight for a round. Then the lamp dies off.)
| ----- ALLIES ----- |
10% Core Units from other Invader Armies.
Quote from IoM-Christian on 2026-02-03, 20:25Anurai 0.0.1
Added the 1st version of a army list
Anurai 0.0.1
Added the 1st version of a army list
Quote from IoM-Christian on 2026-03-01, 18:14Anurai 0.1.10
Corrected ranges to cm.
Moved some units within groups.
Removed a few units.
Adjusted several unit amounts.
Anurai 0.1.10
Corrected ranges to cm.
Moved some units within groups.
Removed a few units.
Adjusted several unit amounts.
Quote from IoM-Christian on 2026-03-11, 13:39Anurai 0.2.0
Nerfed the Toxin rule.
Removed elite archers from support.
Edited Bog Gas Cauldron.
Merged and nerfed Toxic Scribes and Mire Alchemists, into Toxic Alchemists
Edited Bog Lantern.
Altered Allies, to be Core units only.
Anurai 0.2.0
Nerfed the Toxin rule.
Removed elite archers from support.
Edited Bog Gas Cauldron.
Merged and nerfed Toxic Scribes and Mire Alchemists, into Toxic Alchemists
Edited Bog Lantern.
Altered Allies, to be Core units only.
