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■ Anurai 0.4.0

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Anurai theme

----- ARMY -----

Anurai are a swift-moving, melee-orientated force that is born of water and mire, and 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 their Rally tests.

  • If two or more Anurai units charge the same target, each unit gains +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; here's their army's breakdown:

Black, brown, red, orange, yellow, green, blue, violet, grey, white, silver, and gold.

6-Band (Command)
Band 1-3: significant digits, Band 4: status, Band 5: command points, Band 6: Magic Touched

5-Band (core)
Band 1-3: significant digits, Band 4: status, Band 5: command points

4-Band (auxiliary)
Band 1-3: significant digits, Band 4: status

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

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

Anurai infantry use 25*25 mm bases.

 

----- COMMAND -----

1 Marsh Warden General in 1 Unit of 1 (CMD) [36 pts]

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

 

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH MORALE
11 1 0 0 1-4 2 9

May wield: 1H Katana | 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 1-4 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) [71 pts] + [26 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) [65 pts] + [22 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 3-8 (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 3-8 (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 3-8 (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 3-6 (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 3-6 (AUX) [98 pts] + [27 per model]

These wild ones are determined for bloody melee and thus far more dangerous at impact than most. Thei generally have painted their skin 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: Battle Eyes (1)

 

0-12 Fern Scouts in 1-2 Units of 3-6 (AUX) [89 pts] + [24 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: 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 what others would  consider warmachines.

 

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 to anyone but Anurai.

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

Special Rule: Prebattle deploy. Release choking swamp vapors within a radius exual to 5 cm * its health. Enemies coming within range suffer -1 MOVE and -1 MORALE.

Crew of 3 masked alchemists, that may leave the warmachine if its destroyed.

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]

A wheeled frame that lobs spore pods across the battlefield. The pods bursts on impact and rapidly 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 a pod to the load. When fired, roll ARTILLERY DICE for each pod and place one 5 cm fungal cloud template for each pod. Units touched gain -1 MOVE and -1 AIM.

Crew of 3, that may leave the warmachine if its destroyed.

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 core and auxiliary unit boosting and opponent nerfing individuals. Each unit may buy one of each support individual.

 

0-* Spirit-Caller in * Units of 1 (SUP) [45 pts]

Trance-dancing buffers of the presence of the unit with summonned spirit-heads..

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

Wield: Talismans

The unit they join gain Insight

 

0-* Swamp-Seer in * Units of 1 (SUP) [45 pts]

Enigmatic casters utilising ancestral energies to nullify hostile magic.

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

Wield: Staff topped witha  glowing spirit stone.

Special Rule: The unit they join gain Echo Sight

 

0-* Mist-Shaman in * Units of 1 (SUP) [45 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

Wield: Waterskins.

Special Rule: The unit they join gain Shielded

 

0-* Bog-Brewer in * Units of 1 (SUP) [45 pts]

Chemists utilising 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, bowls, vials, pouches, etc.

Special rule: The unit they join gain Boosted

 

0-* Spore-Sprayer in * Units of 1 (SUP) [45 pts]

Their fungal topped maces will release a cloud of opponent-blinding spores on impact, regardless if its an enemy face or the top of a unit members head.

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

Wield: fungi topped mace

Special Rule: The unit they join gain Spore-fog

 

0-* Croakin Kah-geh in * Units of 1 (SUP) [45 pts]

Trained to join units, and after charge move, they give a large croak and unleash their ranged attack on a single model prior melee engagement.

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

Wield: Throwing Weapon, r4

Special Rule: The model has Assassin

 

----- 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.

Anurai 0.3.4

Removed the Ballista from warmachines.

Changed the effects of Bog Gas Cauldron and Spore Pod Lobber.

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