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==Army Rules== '''Cold Blooded''' Discipline tests by units with this rule are minimized. Your units have pretty standard discipline (except skinks) but that discipline 8 is going a long way with this rule. With a character babysitting you can expect your units to hold their own for a long time. That said, your skink units are only discipline 5 across the board, even with this rule they will bolt at a bad combat, keep a babysitter nearby. '''Telepathic Link''' A frog can cast damage spells through models with Telepathic Link as long as the two models are within 24" of each other. Gives you a lot of flexibility in your spellcasting, allowing you to assblast your biggest spells while only risking minor characters or a tanky dinosaur. '''Engine of the Ancients''' max 1 per army. The model part gains Telepathic Link and nearby units gain Aegis (5+ vs ranged). A great support upgrade, giving your frog a nexus to cast spells while actively supporting nearby units. Can trade the aegis save to boost a magic path for you or to bitch slap some enemies. '''Born Predator''' reroll to-hit rolls of 1 in melee. All of your Saurians and Caimans have this rule and it makes them scary to fight. ===Armory=== '''Blowpipe''' 2 shots at weak strength and short-range but at least they're poisoned. Generally, a pass, to make the most out of it you will be shooting with penalties (-1 for moving, -1 to range usually) making your already meh skinks only hit on 6s anyways. It does have +1 to hit against giants, but you have better tools for killing monsters anyways. '''Poisoned Javelin''' only 1 shot at short range, but at the user's STR and AP and has quick to fire. 1 fewer shot than the blowpipes, but you'll at least be hitting things more after running up and has the ability to be buffed by spells and other goodies. '''Giant Blowpipes''' Read Blowpipes above but 8 shots, +1 str, and quick to fire, is only available on Taurosaurs. If you take it as a character mount it additionally has a better to hit. Its main issue is that it is only available on Taurosaurs. Taurosaurs are CC monsters and have a huge number of strong impact hits and stomps at great strength in addition to its large number of standard attacks and attacks from its skink crew, so if your target is within 12" and shootable, why haven't you charged it and done much more damage? '''Great Bow''' Again only on the Taurosaur and you couldn't ask for a better bolt thrower chassis. Compared to other race's bolt throwers, it has a shorter range and less strength, but it will do the work and you can always just charge. If you need some mid range shooting support, this will do the job. ===Hereditary Spell=== '''Spark of Creation''' only 1d6 hits, but with great strength and decent AP. Best used against elite infantry and can still do work even against the heaviest of armors.
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