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■ Anurai 0.3.3

Anurai theme

----- 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.
  • Being amphibious they may charge enemies across, within, or on water terrain.

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, each unit gain +1 attack on the first impact roll.

Every Anurai harvest, refine, and weaponise toxins.

  • All Anurai models may buy Toxin (x) up to 3, for weapons attacks at 2 pts per (x) (target suffers -1 AIM 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.

Troopers use coloured ankle-bands as body-tags, heres their armus breakdown:

Black, Brown, Red, Orange, Yellow, Green, Blue, Violet, Grey, White, Silver, Gold.

6-Band (Command)
Band 1: 1st significant digit
Band 2: 2nd significant digit
Band 3: 3rd significant digit
Band 4: Ability
Band 5: Command Points
Band 6: Magic Touched

5-Band (core)
Band 1: 1st significant digit
Band 2: 2nd significant digit
Band 3: 3rd significant digit
Band 4: Ability
Band 5: Command Points

4-Band (auxiliary)
Band 1: 1st significant digit
Band 2: 2nd significant digit
Band 3: Ability
Band 4: Command Points

3-Band (support/warmachine crew)
Bands 1–2: Significant digits
Band 3: Ability.

 

The army must consist of at least 35% core troops.

Anurai infantry use 25*25mm bases.

 

----- COMMAND -----

1 Marsh Warden General in 1 Unit of 1 (CMD) [39 pts]

Generally the largest of the Anurai are appointed as generals, often clad in far more elaborate attire than the rest and showing their elongated throat sacs and ritual scars.

 

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
11 1 0 0 1-3 2 9

May wield: 1H Katana, s1 | 2H spear, s1, r2 | 2H Naginata-blade, s1, r1

May buy a shield.

May buy command levels up to 8 at 10 points each.

 

0-2 Lotus Shell-Guard in 1 Unit of 1-2 (CMD) [32 pts] + [22 per model]

Elite bodyguards protect the general at all costs.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
11 1 0 0 1-3 1 -

Equipped as the general.

Special rule: Wound Soaker

 

0-1 Battle Standard Bearer in 1 Unit of  1 (CMD) [30 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 0 0 1-2 1 8

Wield: 1H weapon.

 

0-1 Battle Instrument Carrier in 1 Unit of 1 (CMD) [30 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 0 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.

 

0-8 Lotus Sentinels in 1 Unit of 2-8 (COR) [pts] + [ per model]

Steadfast elite individuals with ornate armour, weapons, and ceremonial masks, are trained to prevent enemy breakths.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
9 1 1 0 1-4 2 9

Wield: 1H weapon | Polearm, r2 | 2H Club s1, r1 | 2H Hammer, s2

Elite

May buy shield if armed with a 1H weapon.

Special Rule: Turtle‑Shell Wall (If they are in base‑to‑base contact with another friendly Sentinel, each gain +1 ARMOUR.) Impact (On a successful charge, their first attack deals +1 damage.) Thick‑Skinned (Reduce incoming damage by 1 (minimum 1).)

 

0-8 Lotus Archers in 1 Unit of 2-8 (COR) [ pts] + [ per model]

Long-sighted archery trained ranged elites with ornate bows, a4mour, and masks.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
11 1 0 0 1-2 1 7

Wield: Bow, r40.

Elite

Special Rule: Lotus Calm If they did not move, their ranged attacks gain +1 AIM.

 

0-8 Lotus Monks in 1 Unit of 2-8 (COR) [74 pts] + [28 per model]

Calm, disciplined, and spiritual martial art elites.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 2 0 0 1-2 1 8

Wield: Unarmed | Staff, r2, s1.

Elite

Special Rule: Parry (-1 enemy ATTACK in melee)

 

0-16 Bramble Guard in 1-3 Units of 3-6 (COR) [83 pts] + [22 per model]

Units trained to stand and hold battlefield areas conquered rather than swift advance. Compared to other Anurai rank and file they look quite heavy in their laquered armour. They either long range weapons or a single sword and thorny-wine woven shields depending on their task and terrain.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
10 1 0 0 2-3 1 7

Wield 1H Katana, s1 | 2H Naginata-blade, s1, r1 | 2H spear, s1, r2

Shields may be bought by units with 1H weapons.

Special rule: Bounchy Line

 

0-16 Thistle-Kin in 1-3 Units of 3-6 (COR) [87 pts] + [23 per model]

These disciplined infantry are specialised in controlling captured battlefield points with their long range weapons.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
11 1 0 1 1-3 1 8

May wield: 1H Spear, r1 | 2H spear, s1, r2 | 2H Naginata-blade, s1, r1 | Pike, r3

Shields may be bought by units with 1H spears.

Special rule: Phalanx Wall

 

0-16 Mangrove Breachers in 1-3 Units of 3-6 (COR) [98 pts] + [27 per model]

These heavies use weapons made of heavy, dense, saltwater-hardened wood and iron to smash through shield walls and breach fortifications.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
11 1 1 0 0-2 2 7

Wield: 1H weapon, s1 | 2H weapon, s2 | 2H weapon, r2 | 2H weapon, s1, r1

Special Rule: Veteran

 

----- AUXILIARY -----

0-12 Cattail Striders in 1-2 Units of 3-8 (AUX) [79 pts] + [24 per model]

Tall, lanky Anurai with very long legs for fast battlefield movement regardless of terrain.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
14 1 0 0 0-2 1 7

Wield: 1H Axe | 1H Spear, r1 | Blowpipe, r20

Vanguard | Ambush

Special Rule: Long‑Legged (May charge across difficult terrain, counting it as open ground unless it is otherwise impassable to them.)

 

0-12 Briar-Reed Berserkers in 1-2 Units of 3-8 (AUX) [98 pts] + [27 per model]

These dual wielding wild-warriors generally have their skin painted in odd patterns.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
11 2 0 0 1 1 7

Dual wielding: Sword | Kama | Mace | Club

Ambush

Special Rule: Frenzied Dance (first round each have +1 ATTACK)

 

0-12 Fern Scouts in 1-2 Units of 3-8 (AUX) [83 pts] + [22 per model]

These bold ones are trained as scouts pushing forward on the battlefield.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 0-1 1 7

Wield: Dagger | Darts,  r20 | Blowpipe, r30 | Slingshot, r40 | Sling, r50

Scout

Special Rule: . Slip Away (When charged, they may immediately make a half‑MOVE retreat before combat is resolved.)

 

----- MACHINES -----

The Anurai don’t see themselves as a “machine” culture, but they do at times use light war engines.

 

0-2 Bamboo Ballista in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]

Made from wood, bamboo, liana, and carved bone. These two-wheeled ballistas are used to target heavily armoured or tough foes.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
-3 1 2 30 3 3 7

Fires barbed bolts. If the bolt wounds, the target also suffers -1 MOVE for each wound taken.

3 crew

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1 1 7

Wield: Dagger.

 

0-2 Bog Gas Cauldron in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]

A wheeled frame with a bubbling alchemical device producing a toxic mist.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
-6 - - 5 cm * Health 4 4 -

Special Rule: Prebattle deploy. releases choking swamp vapors within a radius exual to 5 cm * its health. The choking fumes makes enemy units touched 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

Wield: Dagger

 

0-2 Fungal Mortar in 1-2 Units of 1-2 (MAC) [ pts] + [ per model]

Lobs spore pods that burst on impact and grow into areas of entangling fungi.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
-4 1 - 30 3 3 7

Special Rule: For each round not fired, add another spore pod to the mortar. When fired, place a 5 cm fungal cloud template for each pod fired around the impact area using the artillery dice. Units touched count as passing dangerous terrain.

Crew of 3.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1 1 7

Wield: Dagger

 

----- SUPPORT -----

If one expect Anurai utilising of battlefield magic like most others, one is in for a surprise as their support is a complex system of unit boosting and opponent nerfing individuals rooted in their ancestral tad-pool way of things. Each unit may have one of each bestowing their ability to it.

 

0-* Spirit Mediums in * Units of 1 (SUP) [ pts]

Trance-dancing channellers aiding the alertness of the unit by summoning spirits of those lost in swamps, bogs, marshes.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1-2 2 7

Special rule: The unit they join gain Insight (+1 MORALE),

 

0-* Swamp Seers in * Units of 1 (SUP) [ pts]

Enigmatic casters wielding heavy staffs topped with glowing fungi or spirit stones, who utilise ancestral spirit energies to nullify magic.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1-2 2 7

Special Rule: The unit they join gain Echo Sight (Each gain D6A Dispels at game start).

 

0-* Moist Shamans in * Units of 1 (SUP) [ pts]

Shamans manipulating elements such as tides, currents, water sprays, and rain, in ritual dancing and spinning at their units rear.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1-2 2 7

Special Rule: The unit they join gain Rain Shield (+1 Protection from missile), or Splash-Spray (+1 protection from melee).

 

0-* Mire-Mix Brewer in * Units of 1 (SUP) [ pts]

Battlefield chemists carrying vials, potions, etc of concentrated swamp brews bestowing strength, accuracy, agility, quickness, etc.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1-2 2 7

Wield: Gourds, vials, and toxic powders.

Special rule: The unit they join gain Boosted (+1 AIM).

 

0-* Bog Lanterns in * Units of 1 (SUP) [ pts] + [ per model]

Carrying a fungal lantern with a intense glow inside that can be unleashed to blind melee foes.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1-2 2 7

Wield: Lantern

Special Rule: Lantern Aura (Enemy suffers -1 AIM).

 

0-* Nightshade Stalker in * Units of 1 (SUP) [ pts] + [ per model]

Assassins whichjump out of rank and attack its selected target model prior melee engagement.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
12 1 0 0 1-2 2 7

Wield: Throwing Stars, s1, r4

Special Rule: Emerging Assassin (1D6A attacks at 1 model).

 

----- ALLIES -----

10% Core Units from other Invader Armies.

Anurai 0.0.1

Added the 1st version of a army list

Anurai 0.1.10

Corrected ranges to cm.

Moved some units within groups.

Removed a few units.

Adjusted several unit amounts.

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.

Anurai 0.2.0

Defined Anurai infantry base size.

Anurai 0.3.0

Added a unit of Breechers.

Moved Lotus units to core and changed their max from 12 to 8, and lowered units from 3 to 2.

Moved Striders, Reed, and Hunters to auxiliary.

Revised Bog Lantern effects.

 

Removed ancestral echoes:

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 0 0 1-2 2 7

Special rule: Ethereal (Ignore terrain and gain +1 ARMOR against non‑magical attacks.). Units within 20 cm gain Fearless.

 

Anurai 0.3.1

Altered support unit to units that may join other units and add their ability to the unit they joined.

Anurai 0.3.2

Renamed a lot of the units and added Nightshade Stalkers

Anurai 0.3.3

Added the ankle-band system.