Snakemen All Snakemen Ignore Terrain, and are Base 2

Name

VP

Move

Wnds

Armor

Magic

Morale

Melee

Missile

Special

Nyoka Swordsman

17

6"

1

3 – Shield

2

7

2 / 2

 

Infiltrate (21)

Nyoka Spearman

23

6"

1

3 – Shield

2

7

1 / 2 - Str (1) Long Weapons

1 / 2

 

Infiltrate (28)

Nyoka Bowman

29

6"

1

2

2

7

2 / 2

Bow (21"): 1 / 2 Str (1)

Infiltrate (36)

Nyoka Charmer

32

6"

1

2 – Evasion 1

3

8

1 / 2 Eldritch - Long Weapon

1 / 2

 

Infiltrate (40)

Enemies may be charmed

Nyoka Python

(Swordsman)

21

5"

1

4 - Shield

2

7

2 / 2

1 / 2 - Str (3) Last Strike

 

Infiltrate (26)

Nyoka Mamba

(Dual Swordman)

31

8"

1

2 – Evasion 1

2

7

2 / 2

1 / 2 – Str (1) First Strike

 

Infiltrate (39)

Kaa Swordsman

25

6"

1

3 - Shield

2

8

1 / 2 – First Strike

1 / 3 Eldritch

 

Infiltrate (31)

Kaa Hurler

38

6"

1

3 - Shield

2

8

1 / 2 – Str (1)

1 / 3 Eldritch

Knife (9"): 1 / 2 Str (2) Natural

Infiltrate (47)

Kaa Snake-archer

38

6"

1

2

2

8

1 / 2

1 / 3 Eldritch

Bow (21"): 1 / 2

Str (1) Magic

Infiltrate (48)

Charming enemies – any enemy unit engaged with Charmers must take a unit save at the beginning of the magic phase. Those which fail lose a point of evasion, or become "slow" targets if they had no evasion, until the end of the turn. (3 point/wound ability). Enemy units with twice as many wounds as there are Charmers are immune.

Serpent Heroes

Name

VP

Move

Wnds

Armor

Magic

Morale

Melee

Missile

Special

Kaa Lord

158

8"

4

3 Fixed Evasion 1

3

10

Fearless

3 / 4 – Str (1) Magic, First Strike

1 / 4 – Eldritch, First Strike

(1 / 4)

Infiltrate (205)

Kaa Commander

117

8"

3

3 Fixed

Evasion 1

3

9

Fearless

3 / 3 – Str (1) Magic, First Strike

1 / 4 – Eldritch, First Strike

(1 / 3)

Infiltrate (159)

Kaa Wizard

363

8"

3

3 Fixed

Evasion 1

4

9

Fearless

2 / 3 – Str (1) Magic, First Strike

1 / 4 – Eldritch, First Strike

(1 / 3)

Infiltrate (459)

Spell Caster: Earth, Water, Nature