Dragons are an ancient species of reptile. They antedate the rise of Chaos, belonging to an older world order than that of warm blooded creatures. Today they are few in number, and those that remain are reclusive. Legends tell of dragons that sleep beneath the earth guarding fabulous treasures acquired in past ages. Popular stories recall times when dragons could be seen high above the forests of the Empire, winging their way towards some unknown destination. If any remain within the old world they are careful to avoid contact with humans, or else are truly sleeping, awaiting some final call to apocalyptic battle. Dragons are capable creatures and may have magic powers. They vary in their appearance and abilities to some degree, but the popular codification into varieties based on color is a fallacy - a dragons color has no strict relationship to its abilities or size. It is true that both color and other traits are genetically linked, and that a specific family of dragons may retain the same color and abilities over many generations.
Alignment: Dragons can be of any alignment.
Base Size: As appropriate for the model.
Special Rules:
Dragons have variable characteristics as shown below. In any case they have 4 stomp attacks, a bite attack and a tail lash. Stomps and tail lash cause 1 wound, the bite causes D3 wounds on any damaged target. All dragons save on a 5 or 6 due to their tough hides.
Dragons are amongst the most powerful of all creatures. Blows struck by them will penetrate most armor. An enemy's armor saving throw is reduced by -3 is struck in hand to hand combat by a Dragon.
Dragons may have one of the following breath weapons. Breath weapons may be employed to shoot the enemy during the shooting phase. All breath attacks use the 12" dragon breath template, and models whose bases are wholly or partially under the template are hit on a D6 score of a 4+.
Fire: Fire is the most common of the Dragons breath weapons and most folk associate these creatures with fire breathing. Fire breath has a strength 4 (5 against flammable targets). Normal saving throws are allowed, damaging hits cause 1 wound.
Smoke: Smoke attacks envelope the target in hot, sulphurous, choking fumes. The fumes are slightly poisonous and the associated heat alone can kill. Smoke causes strength 3 hits. Saving throws for normal (non-magical) armour are not allowed. All hits cause 1 wound.
Chill: This attack causes a chilling blast that saps the life force from its target. All hits automatically cause 1 wound. Normal saving throws may be made.
Desiccation: The shrivelling desiccation attack withers all living flesh, but has no effect on undead, ethereal, or demonic creatures. Hits are resolved at strength 3, with no saving throw allowed (even magic armour). All hits cause one wound.
Acid: Acid breath takes the form of corrosive, gaseous blast that corrodes metal and dissolves flesh. Hits from acid are strength 3, with no saving throw allowed (even for magic armour). All hits cause one wound.
Dragon-bolt: The dragon bolt attack allows the dragon to spew a volatile ball of plasmic energy. This attack does not use the dragon breath template, but instead is directed against a single model. Normal targeting rules apply for using a dragon-bolt against an individual member of a unit. This has a range of 18" and hits automatically. The dragon bolt causes 1 strength 10 hit. Damaged targets take D10 wounds. No saving throw for armour is allowed (even magic armour).
Sleep Gas: This attack causes members of a unit to fall asleep, effectively removing them from the battle without harming them. Models may resist the sleep gas by rolling under their toughness on a D6 (a roll of a 6 is always a failure).
Fear Gas: All units hit by this attack must make an immediate panic test. If the test is failed, the unit routs immediately.
Slow Gas: All units hit by this gas will be slowed down to half movement rate and half their attacks. The gas lasts for one complete turn.
Sonic Vibration: This is a particularly nasty attack which causes damage by sound waves. Each hit is at a strength 8 and causes not one but D6 wounds. Normal saving throws are not allowed. Due to nature of this attack, the dragon may only use this every other turn.
For competition games, a dragon's breath weapon must be
established immediately prior to the game and under the
supervision of the GM. The following chart is used:
| D10 | Result |
|---|---|
| 1 | Fire |
| 2 | Smoke |
| 3 | Chill |
| 4 | Desiccation |
| 5 | Acid |
| 6 | Dragon-Bolt |
| 7 | Sleep Gas |
| 8 | Fear Gas |
| 9 | Slow Gas |
| 10 | Sonic Vibration |
A dragon may give up any other breath weapon in order to gain the fire attack, but then forgoes the opportunity to have magic powers. A dragon which has a naturally rolled fire breath attack may still have magic powers as normal.
Dragons may use magic at a base cost of 100 points. For every
additional 50 pts., you may add +1 to the die roll.
| D6 | Magic Level |
|---|---|
| 1-3 | 0 |
| 4 | 1 |
| 5 | 2 |
| 6 | 3 |
| 7 | 4 |
| 8+ | 5 |
Dragons spells are chosen according to its alignment, and the
alignment of the army.
| D6 roll | Alignment | Spells |
|---|---|---|
| 1-4 | Neutral | One Color |
| 5-6 | Good/Evil | High/Dark |
A neutral dragon may only take one color magic. Good dragons can choose high magic and evil dragons can choose dark magic spells. Dragons cannot use magic items.
A dragon may have wings for an additional 50 points.
Dragons have a basically similar shape, but vary in size a great deal. Accordingly, they have been graded into six size categories. Points values have been allocated by common sense rather than the normal points system.
| Profile | M | WS | BS | S | T | W | I | A | Ld | Pts |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon 1 | 6 | 4 | 0 | 5 | 5 | 7 | 2 | 6 | 7 | 250 |
| Dragon 2 | 6 | 5 | 0 | 6 | 5 | 8 | 3 | 6 | 7 | 350 |
| Dragon 3 | 6 | 6 | 0 | 6 | 6 | 8 | 4 | 6 | 8 | 500 |
| Dragon 4 | 6 | 7 | 0 | 7 | 6 | 9 | 5 | 6 | 8 | 600 |
| Dragon 5 | 6 | 8 | 0 | 7 | 7 | 9 | 6 | 6 | 9 | 700 |
| Dragon 6 | 6 | 9 | 0 | 8 | 7 | 10 | 7 | 6 | 9 | 800 |
Flying Profile: 32"
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