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Hutankai 0.0.1
Quote from IoM-Christian on 2026-01-21, 07:18Hutankai have two distinctive cultures inhabiting their 'Kampungs of the Scale'. Those of the trees, either in large Kapok treetop citadels, or at stilt-towns in marshes or at flood deltas. Or those of the caves, often mouths of volcanic vents.
----- ARMY ----- 1 General and 4 Core Units making up for at least 50% of army total value
Due to a stored energy reserve, Huntakai units may once per game charge at triple their move.
Skinks have calloused hides counting as armour 1. Caiman have scaly hides counting as armor 2. And Komodo have scaly hides counting as armour 3.
----- COMMAND -----
1 Komodo General in 1 Unit of 1 (CMD) [ pts]
These large komodo-like creatures are the top of Hutankai society.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 2 2 1 1-4 3 10 Komodo are height 2, on 30 mm bases.
May buy command level up to 8.
May wield: sword, shield, halberd.
Special Rule: Komodo "Scale Lord" Presence: Units with line of sight to their general can use its leadership for morale tests.
May mount:
Great Buaya (The "River Dread")
Colossal, prehistoric-looking caimans with volcanic glass shards embedded in their scales. These are sacred beasts, believed to be the direct offspring of the Great Buaya spirit. Only a Scale Lord who has survived the Rite of the Maw is permitted to ride one.
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 11 1 1 0 0-3 +2 - Special Rules: Crushing Bite ignores normal enemy armor. Death Roll. If the Great Buaya hits with an attack, you can forgo dealing damage to instead "Pin" the target. The target unit cannot Move or Retreat in its next activation unless it clears a leadership roll. Volcanic Scutes. The Buaya's scales are infused with volcanic glass. Any enemy unit that rolls a '1' to hit the Buaya in melee takes 1 Strength 2 hit as they cut themselves on the mount’s jagged hide.
0-2 Generals Guard in 1 Unit of 1-2 (CMD) [] + []
These may safeguard the General if it is not mounted.
Komodo are height 2, on 30 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 2 2 1 1-4 2 - May wield: as general
Special rule: Wound Soaker
0-1 Army Battle Banner in 1 Unit of 1 (CMD) []
Although elevated roles, its still below Komodo dignity, thus this is carried out by specially selected Caiman.
Caiman are height 2, on 30 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 2 2 0 1-3 2 8 May wield: sword, spear
Special Rule:
0-1 Army Battle Musician in 1 Unit of 1 (CMD) []
Although elevated roles, its still below Komodo dignity, thus this is carried out by specially selected Caiman.
Caiman are height 2, on 30 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 2 2 0 1-3 2 8 May wield: sword, spear
Special Rule:
----- CORE ----- Core units may buy Champions, each allowed to buy up to Command level 3 @ 10 points each.
If a Caiman champion is opted as SKIRMISH leader, it gains Inspirator (D6A)
Armour and weapon as unit
0-16 Skink warrior in 1-4 Units of 2-8 (COR) [] + [per model]
Skink are height 1, on 20 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 11 2 1 0 1-3 1 6 Units may wield: sword, spear
Units may buy shield.
Special Rule:
1 unit may buy Veteran
1 unit may mount:
Giant Monitor ("Skulker")
A massive, low-slung lizard (think a 15-foot Komodo dragon). They are masters of the jungle floor, able to "sprint" in short bursts and climb trees. Known as Skulkers, these beasts are treated as "cousins" to the Hutankai and are often raised from the same hatcheries.
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 11 1 1 0 0-2 +2 - Special rules: Apex Predator's Scent. This mount can smell the fear (and the blood) of hidden foes so any "Cover" bonus of any enemy unit within 20 cm is ignored.Wall-Crawler. This unit can move vertically at its full Move characteristic and does not treat steep hills, cliffs, or ruins as difficult terrain.
0-48 Skink Scout in 1-6 Units of 4-12 (COR) [pts] + [ per model]
Skink are height 1, on 20 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 11 2 1 0 1-2 1 6 Units may wield: javelin, blowpipes, short bow
Units may buy poison darts (+1 AIM)
Special Rule: Skirmish, Cannot be targeted by ranged attacks if they are further than half range of weapons away and in cover, reflecting their status as stealthy predators.
1 unit may be guerrilla
1 unit may mount:
Crested Pterosaurs ("Sky-Snappers")
Flying Scouts. Beaked, reptilian flyers with leathery wings. The Beastmaster directs them using high-pitched whistles. The Beastmaster can use the Pterosaurs' eyes; as long as this unit is on the board, the Beastmaster’s command range is doubled.
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 15 1 2 1 0-1 +1 - Special Rules: Flying. Dive-Bomb. If this unit moves at least 10 cm and ends in combat, it gains +1 Strength on the turn it charged.
0-48 Caiman warrior in 1-6 Units of 2-8 (COR) [ pts] + [ per model]
Caiman are height 2, on 30 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 2 2 0 1-3 2 8 Units may wield: sword, spear, halberd, dual wield, 2 h weapon
may buy shield.
Special Rule: When a Caiman unit loses a point of Health, the unit gain +1 Attack for the rest of the turn, representing their primal fury.
2 units may mount one of the following:
Giant Monitor ("Skulker")
A massive, low-slung lizard (think a 15-foot Komodo dragon). They are masters of the jungle floor, able to "sprint" in short bursts and climb trees. Known as Skulkers, these beasts are treated as "cousins" to the Hutankai and are often raised from the same hatcheries.
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 12 1 2 0 0-2 +1 - Special rules: Apex Predator's Scent. This mount can smell the fear (and the blood) of hidden foes so any "Cover" bonus of any enemy unit within 20 cm is ignored.Wall-Crawler. This unit can move vertically at its full Move characteristic and does not treat steep hills, cliffs, or ruins as difficult terrain.
Marsh-Strider ( "Basilisk")
A long-legged, bipedal lizard similar to a frilled-neck lizard but the size of a horse. They are fast runners and can "run" across the surface of water for short distances. They are used by the Kampungs of the Scale to travel between islands and navigate the mangrove roots where heavier mounts would sink.
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 13 1 2 0 0-3 +1 - Special rules Surface Tension. The Marsh-Strider can move over water (rivers, lakes, swamps) as if it were open flat ground. If the unit ends its movement on deep water, it is considered to be "swimming" and gains a +1 Armor bonus against ranged attacks. Frilled Menace. Once per game, when this unit is charged, it can flare its neck frills. The charging unit must pass a Leadership Test; if they fail, they lose their charging bonus and strike last.
If mounted they may buy light lance.
0-16 Caiman Warrior Elite in 1-4 Units of 2-8 (COR) [ pts] + [per model]
These units are royal guard, special temple force, etc.
Caiman are height 2, on 30 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 2 2 0 2-5 2 8 Units may wield: sword, spear, guardian patu
Units may buy shields.
Special Rule:
1 unit may mount Coiled Jungle Sentinel
Giant, thick-bodied constrictors that do not have legs. The rider sits in a high, ornate saddle lashed to the upper "neck" of the snake.
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 10 1 2 0 0-2 +1 - Special Rules: Higher vantage point allowing them to look over friendly units so they can "Charge" enemies through friendly units or across obstackes. Hypnotic Sway. The rhythmic movement of the serpent makes it incredibly hard to land a decisive blow, so enemy units in base-to-base contact suffer a -1 penalty to their Attacks.
----- AUXILIARY ----- 0-2 Caiman Beastmaster in 1-2 units of 1 (AUX) [80 pts]
Caiman are height 2, on 30 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 2 2 0 2-3 2 8 May wield: handler's billhook, clawed gloves.
Special Rule: Wild Instincts, if a unengaged beast unit is more than 15 cm away from a Beastmaster, it must pass a Leadership test at the start of the turn. If it fails, it cannot move toward the enemy and must instead move toward the nearest Beastmaster or Jungle terrain
Beastmasters may buy the following:
0-1 Great Buaya (The "River Dread")
Colossal, prehistoric-looking caimans with volcanic glass shards embedded in their scales. These are sacred beasts, believed to be the direct offspring of the Great Buaya spirit. Only a Beastmaster of great renown who has survived the Rite of the Maw is permitted to handle one.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 11 1 1 0 5 3 6 Special Rules: Crushing Bite ignores normal enemy armor. Death Roll. If the Great Buaya hits with an attack, you can forgo dealing damage to instead "Pin" the target. The target unit cannot Move or Retreat in its next activation unless it clears a leadership roll. Volcanic Scutes. The Buaya's scales are infused with volcanic glass. Any enemy unit that rolls a '1' to hit the Buaya in melee takes 1 Strength 2 hit as they cut themselves on the mount’s jagged hide.
0-1 Volcanic Salamander ("Magma-Spitter")
Artillery / Ranged Support. A heavy, slow-moving amphibian that lives in the volcanic vents. It stores pressurized gases and boiling sludge in its throat. The Beastmaster ensures the Salamander stays "fed" with volcanic stones, allowing it to reroll a failed "To-Hit" roll once per turn.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 6 1 2 15 3 3 6 Special Rules:Sludge Shot. Instead of a normal attack, it spits a glob of boiling mud. The target takes a hit and has its Move reduced by half for one turn as the mud cools and hardens.
0-1 Titan Megalania ("Old One")
Heavy Support / Monster. A massive, ancient monitor lizard with a venomous bite and a tail that can shatter bones. If the Beastmaster is within 3cm, the Megalania gains +1 Attack as it is goaded into a frenzy.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 8 2+1 3 1 4 4 6 Special Rules: Septic Bite. Any model wounded by the Megalania (but not killed) suffers a permanent -1 Strength for the rest of the game as the necrotic venom sets in.
0-1 Swarm of Pygmy Snap-Jaws
Small undeveloped caimen. Tarpit / Area Denial. A carpet of small, aggressive, 1-meter-long crocodiles that move as a single unit. The Beastmaster can "crack the whip," allowing the Swarm to make a free 5cm move toward the nearest enemy.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 3 1 0 1 3 6 Special Rules:Ankle-Biters.Enemies fighting a Swarm cannot perform a "Retreat" move. Once they are in the water/mud with the Snap-Jaws, they are stuck there.
----- SUPPORT ----- Mana Manipulators can be either of the three Hutankai subraces. Untrained in tail attacks, but of higher health than their fellow kin, they focus on magic support by calling the Spirits of the Jungle (Buffs/Debuffs), and earth-vent Vulcanic Vapors (Environmental Control/Illusions).
0-1 Komodo Shaman in 1 unit of 1 (Sup) [ pts]
Komodo Shamans are immensely skilled.
May buy mana manipulator level up to 8.
Komodo are height 2, on 30 mm bases.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 2 1 1-2 3 10 Special Rule: The Shifting Mists: As long as the shaman is on the battlefield, the air is always heavy with a light, magical fog. So, the entire army gains Soft Cover against ranged attacks beyond half their range.
May Mount a Coiled Jungle Sentinel
Giant, thick-bodied constrictors that do not have legs. The rider sits in a high, ornate saddle lashed to the upper "neck" of the snake. The Shamans believe the Naga can hear the "whispers of the earth" through their bellies, making them the perfect companions for those who weave the Veil of Vapors.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 11 1 1 0 5 3 - Special Rules:
- Higher vantage point allowing them to look over friendly units.
- Hypnotic Sway. The rhythmic movement of the serpent makes it incredibly hard to land a decisive blow, so enemies in base-to-base contact suffer a -1 penalty to their Attacks (minimum of 1).
- Toxic Vapors. Once per turn, the Coiled Jungle Sentinel can exhale a cloud of corrosive mist, Place a 3cm template beside the Couled Jungle Sentinel; any unit inside takes a Strength 1 hit that ignores all Armor.
0-1 Caiman Druid in 1 unit of 1 (Sup) [ pts]
Not as strong as their kin but smarter.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 1 2 0 1-2 3 8 Caiman are height 2, on 30 mm bases.
0-1 Skink Druid in 1 unit of 1 (Sup) [ pts]
Not as swift as their kin, but smarter.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 11 1 1 0 1-2 2 6 Skink are height 1, on 20 mm bases
Hutankai have two distinctive cultures inhabiting their 'Kampungs of the Scale'. Those of the trees, either in large Kapok treetop citadels, or at stilt-towns in marshes or at flood deltas. Or those of the caves, often mouths of volcanic vents.
| ----- ARMY ----- |
1 General and 4 Core Units making up for at least 50% of army total value
Due to a stored energy reserve, Huntakai units may once per game charge at triple their move.
Skinks have calloused hides counting as armour 1. Caiman have scaly hides counting as armor 2. And Komodo have scaly hides counting as armour 3.
| ----- COMMAND ----- |
1 Komodo General in 1 Unit of 1 (CMD) [ pts]
These large komodo-like creatures are the top of Hutankai society.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 2 | 2 | 1 | 1-4 | 3 | 10 |
Komodo are height 2, on 30 mm bases.
May buy command level up to 8.
May wield: sword, shield, halberd.
Special Rule: Komodo "Scale Lord" Presence: Units with line of sight to their general can use its leadership for morale tests.
May mount:
Great Buaya (The "River Dread")
Colossal, prehistoric-looking caimans with volcanic glass shards embedded in their scales. These are sacred beasts, believed to be the direct offspring of the Great Buaya spirit. Only a Scale Lord who has survived the Rite of the Maw is permitted to ride one.
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 0-3 | +2 | - |
Special Rules: Crushing Bite ignores normal enemy armor. Death Roll. If the Great Buaya hits with an attack, you can forgo dealing damage to instead "Pin" the target. The target unit cannot Move or Retreat in its next activation unless it clears a leadership roll. Volcanic Scutes. The Buaya's scales are infused with volcanic glass. Any enemy unit that rolls a '1' to hit the Buaya in melee takes 1 Strength 2 hit as they cut themselves on the mount’s jagged hide.
0-2 Generals Guard in 1 Unit of 1-2 (CMD) [] + []
These may safeguard the General if it is not mounted.

Komodo are height 2, on 30 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 2 | 2 | 1 | 1-4 | 2 | - |
May wield: as general
Special rule: Wound Soaker
0-1 Army Battle Banner in 1 Unit of 1 (CMD) []
Although elevated roles, its still below Komodo dignity, thus this is carried out by specially selected Caiman.

Caiman are height 2, on 30 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 2 | 2 | 0 | 1-3 | 2 | 8 |
May wield: sword, spear
Special Rule:
0-1 Army Battle Musician in 1 Unit of 1 (CMD) []
Although elevated roles, its still below Komodo dignity, thus this is carried out by specially selected Caiman.


Caiman are height 2, on 30 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 2 | 2 | 0 | 1-3 | 2 | 8 |
May wield: sword, spear
Special Rule:
| ----- CORE ----- |
Core units may buy Champions, each allowed to buy up to Command level 3 @ 10 points each.
If a Caiman champion is opted as SKIRMISH leader, it gains Inspirator (D6A)

Armour and weapon as unit
0-16 Skink warrior in 1-4 Units of 2-8 (COR) [] + [per model]

Skink are height 1, on 20 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 11 | 2 | 1 | 0 | 1-3 | 1 | 6 |
Units may wield: sword, spear
Units may buy shield.
Special Rule:
1 unit may buy Veteran
1 unit may mount:
Giant Monitor ("Skulker")
A massive, low-slung lizard (think a 15-foot Komodo dragon). They are masters of the jungle floor, able to "sprint" in short bursts and climb trees. Known as Skulkers, these beasts are treated as "cousins" to the Hutankai and are often raised from the same hatcheries.
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 0-2 | +2 | - |
Special rules: Apex Predator's Scent. This mount can smell the fear (and the blood) of hidden foes so any "Cover" bonus of any enemy unit within 20 cm is ignored.Wall-Crawler. This unit can move vertically at its full Move characteristic and does not treat steep hills, cliffs, or ruins as difficult terrain.
0-48 Skink Scout in 1-6 Units of 4-12 (COR) [pts] + [ per model]

Skink are height 1, on 20 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 11 | 2 | 1 | 0 | 1-2 | 1 | 6 |
Units may wield: javelin, blowpipes, short bow
Units may buy poison darts (+1 AIM)
Special Rule: Skirmish, Cannot be targeted by ranged attacks if they are further than half range of weapons away and in cover, reflecting their status as stealthy predators.
1 unit may be guerrilla
1 unit may mount:
Crested Pterosaurs ("Sky-Snappers")
Flying Scouts. Beaked, reptilian flyers with leathery wings. The Beastmaster directs them using high-pitched whistles. The Beastmaster can use the Pterosaurs' eyes; as long as this unit is on the board, the Beastmaster’s command range is doubled.
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 15 | 1 | 2 | 1 | 0-1 | +1 | - |
Special Rules: Flying. Dive-Bomb. If this unit moves at least 10 cm and ends in combat, it gains +1 Strength on the turn it charged.
0-48 Caiman warrior in 1-6 Units of 2-8 (COR) [ pts] + [ per model]

Caiman are height 2, on 30 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 2 | 2 | 0 | 1-3 | 2 | 8 |
Units may wield: sword, spear, halberd, dual wield, 2 h weapon
may buy shield.
Special Rule: When a Caiman unit loses a point of Health, the unit gain +1 Attack for the rest of the turn, representing their primal fury.
2 units may mount one of the following:
Giant Monitor ("Skulker")
A massive, low-slung lizard (think a 15-foot Komodo dragon). They are masters of the jungle floor, able to "sprint" in short bursts and climb trees. Known as Skulkers, these beasts are treated as "cousins" to the Hutankai and are often raised from the same hatcheries.
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 12 | 1 | 2 | 0 | 0-2 | +1 | - |
Special rules: Apex Predator's Scent. This mount can smell the fear (and the blood) of hidden foes so any "Cover" bonus of any enemy unit within 20 cm is ignored.Wall-Crawler. This unit can move vertically at its full Move characteristic and does not treat steep hills, cliffs, or ruins as difficult terrain.
Marsh-Strider ( "Basilisk")
A long-legged, bipedal lizard similar to a frilled-neck lizard but the size of a horse. They are fast runners and can "run" across the surface of water for short distances. They are used by the Kampungs of the Scale to travel between islands and navigate the mangrove roots where heavier mounts would sink.
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 13 | 1 | 2 | 0 | 0-3 | +1 | - |
Special rules Surface Tension. The Marsh-Strider can move over water (rivers, lakes, swamps) as if it were open flat ground. If the unit ends its movement on deep water, it is considered to be "swimming" and gains a +1 Armor bonus against ranged attacks. Frilled Menace. Once per game, when this unit is charged, it can flare its neck frills. The charging unit must pass a Leadership Test; if they fail, they lose their charging bonus and strike last.
If mounted they may buy light lance.
0-16 Caiman Warrior Elite in 1-4 Units of 2-8 (COR) [ pts] + [per model]
These units are royal guard, special temple force, etc.

Caiman are height 2, on 30 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 2 | 2 | 0 | 2-5 | 2 | 8 |
Units may wield: sword, spear, guardian patu
Units may buy shields.
Special Rule:
1 unit may mount Coiled Jungle Sentinel
Giant, thick-bodied constrictors that do not have legs. The rider sits in a high, ornate saddle lashed to the upper "neck" of the snake.
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 10 | 1 | 2 | 0 | 0-2 | +1 | - |
Special Rules: Higher vantage point allowing them to look over friendly units so they can "Charge" enemies through friendly units or across obstackes. Hypnotic Sway. The rhythmic movement of the serpent makes it incredibly hard to land a decisive blow, so enemy units in base-to-base contact suffer a -1 penalty to their Attacks.
| ----- AUXILIARY ----- |
0-2 Caiman Beastmaster in 1-2 units of 1 (AUX) [80 pts]

Caiman are height 2, on 30 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 2 | 2 | 0 | 2-3 | 2 | 8 |
May wield: handler's billhook, clawed gloves.
Special Rule: Wild Instincts, if a unengaged beast unit is more than 15 cm away from a Beastmaster, it must pass a Leadership test at the start of the turn. If it fails, it cannot move toward the enemy and must instead move toward the nearest Beastmaster or Jungle terrain
Beastmasters may buy the following:
0-1 Great Buaya (The "River Dread")
Colossal, prehistoric-looking caimans with volcanic glass shards embedded in their scales. These are sacred beasts, believed to be the direct offspring of the Great Buaya spirit. Only a Beastmaster of great renown who has survived the Rite of the Maw is permitted to handle one.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 5 | 3 | 6 |
Special Rules: Crushing Bite ignores normal enemy armor. Death Roll. If the Great Buaya hits with an attack, you can forgo dealing damage to instead "Pin" the target. The target unit cannot Move or Retreat in its next activation unless it clears a leadership roll. Volcanic Scutes. The Buaya's scales are infused with volcanic glass. Any enemy unit that rolls a '1' to hit the Buaya in melee takes 1 Strength 2 hit as they cut themselves on the mount’s jagged hide.
0-1 Volcanic Salamander ("Magma-Spitter")
Artillery / Ranged Support. A heavy, slow-moving amphibian that lives in the volcanic vents. It stores pressurized gases and boiling sludge in its throat. The Beastmaster ensures the Salamander stays "fed" with volcanic stones, allowing it to reroll a failed "To-Hit" roll once per turn.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 6 | 1 | 2 | 15 | 3 | 3 | 6 |
Special Rules:Sludge Shot. Instead of a normal attack, it spits a glob of boiling mud. The target takes a hit and has its Move reduced by half for one turn as the mud cools and hardens.
0-1 Titan Megalania ("Old One")
Heavy Support / Monster. A massive, ancient monitor lizard with a venomous bite and a tail that can shatter bones. If the Beastmaster is within 3cm, the Megalania gains +1 Attack as it is goaded into a frenzy.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 8 | 2+1 | 3 | 1 | 4 | 4 | 6 |
Special Rules: Septic Bite. Any model wounded by the Megalania (but not killed) suffers a permanent -1 Strength for the rest of the game as the necrotic venom sets in.
0-1 Swarm of Pygmy Snap-Jaws
Small undeveloped caimen. Tarpit / Area Denial. A carpet of small, aggressive, 1-meter-long crocodiles that move as a single unit. The Beastmaster can "crack the whip," allowing the Swarm to make a free 5cm move toward the nearest enemy.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 3 | 1 | 0 | 1 | 3 | 6 |
Special Rules:Ankle-Biters.Enemies fighting a Swarm cannot perform a "Retreat" move. Once they are in the water/mud with the Snap-Jaws, they are stuck there.
| ----- SUPPORT ----- |
Mana Manipulators can be either of the three Hutankai subraces. Untrained in tail attacks, but of higher health than their fellow kin, they focus on magic support by calling the Spirits of the Jungle (Buffs/Debuffs), and earth-vent Vulcanic Vapors (Environmental Control/Illusions).
0-1 Komodo Shaman in 1 unit of 1 (Sup) [ pts]
Komodo Shamans are immensely skilled.

May buy mana manipulator level up to 8.
Komodo are height 2, on 30 mm bases.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 2 | 1 | 1-2 | 3 | 10 |
Special Rule: The Shifting Mists: As long as the shaman is on the battlefield, the air is always heavy with a light, magical fog. So, the entire army gains Soft Cover against ranged attacks beyond half their range.
May Mount a Coiled Jungle Sentinel
Giant, thick-bodied constrictors that do not have legs. The rider sits in a high, ornate saddle lashed to the upper "neck" of the snake. The Shamans believe the Naga can hear the "whispers of the earth" through their bellies, making them the perfect companions for those who weave the Veil of Vapors.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 5 | 3 | - |
Special Rules:
- Higher vantage point allowing them to look over friendly units.
- Hypnotic Sway. The rhythmic movement of the serpent makes it incredibly hard to land a decisive blow, so enemies in base-to-base contact suffer a -1 penalty to their Attacks (minimum of 1).
- Toxic Vapors. Once per turn, the Coiled Jungle Sentinel can exhale a cloud of corrosive mist, Place a 3cm template beside the Couled Jungle Sentinel; any unit inside takes a Strength 1 hit that ignores all Armor.
0-1 Caiman Druid in 1 unit of 1 (Sup) [ pts]
Not as strong as their kin but smarter.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 1 | 2 | 0 | 1-2 | 3 | 8 |
Caiman are height 2, on 30 mm bases.
0-1 Skink Druid in 1 unit of 1 (Sup) [ pts]
Not as swift as their kin, but smarter.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 11 | 1 | 1 | 0 | 1-2 | 2 | 6 |
Skink are height 1, on 20 mm bases
