Swamp Stalkers (Sarslayan)

Though Nature had returned to Esfah, and she had created the beast-folk to help defend the land, Death's minions still held the upper hand. Esfah lay torn and scarred from warfare, and the Selumari and Vagha had dwindled in numbers and hope. The Amazons were murmuring secession, wanting only to be left alone. Only the war-happy Firewalkers and the savage Feral felt any desire for war.

The horrors of war ate at the hearts of the soldiers, and many abandoned the cause. They fled, seeking cover in dense, impenetrable swamps, hoping that none would find them and punish them for their cowardice.

But someone did find them, someone who saw what an opportunity these soldiers presented. It was Death, and he unleashed his powerful sorcery at the refugees, seeking to enslave them.

Now Aguarehl, the youngest child of Nature, had returned to Esfah from wherever Nature had hidden her children. He was not yet strong enough to counteract his half-sibling's deadly magic, but Aguarehl's fetid swamp waters caught and held the magicks of Death, weakening them.

And so, what arose from the swamps were not the slaves Death had expected, but a vile, independent race of snake- men. Striking from their mysterious homelands, the Swamp Stalkers carry the gift of watery death, seeking to increase their numbers by mutating others.

Click here for more about this species.

ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Warmonger

Ravager

Annihilator

Crocosaur
Light Melee
Striker

Raider

Invader

Mudmen
Cavalry
Bog Runner

Marsh Swimmer

Wave Rider

Ormyrr
Missile
Sprayer

Stormer

Deluger

Swamp Beast
Magic
Bog Adept

Marsh Mage

Swamp Wizard

Swamp Giant

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Born of the Swamp
When at a terrain that contains green (water), Swamp Stalkers may count maneuver results as if they were save results.
Mutate
Immediately before taking your first march, after dragon attacks have been resolved, you may attempt to Mutate providing the following criteria are met:

  • An opposing player must have at least one unit in their Reserves Area.
  • You must have at least one army containing a Swamp Stalker at a terrain.
  • You must have at least one Swamp Stalker unit in your Dead Unit Area (DUA) (or a Deadlands minor terrain in play).

Target units an opponent's Reserve Area to make a save roll. Units that do not generate a save result are killed. One of your armies at a terrain that contains at least one Swamp Stalker unit can then recruit or promote Swamp Stalker units up to the health-worth that were killed this way. The number of units that may be targeted in this way is equal to the number of Swamp Stalker units in the Swamp Stalker player's Dead Unit Area (DUA), up to a maximum of one .


Spells

Black (Death) Spells
Palsy
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Subtract one result from the target’s non-maneuver rolls until the beginning of your next turn.
Swamp Fever
Race Swamp Stalkers Cost 3
Reserves No Cantrip No
Target three health-worth of unit(s) in an opposing army. Roll the targets. If they roll an ID result, they are killed. Any units killed by Swamp Fever make a second roll. If they roll an ID result they are buried.
Finger of Death
Race Any Cost 4
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target with no save possible.
Soiled Ground
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any unit killed at that terrain that goes into the Dead Unit Area (DUA) must make a save roll. Those that do not generate a save result are buried.
Green (Water) Spells
Watery Double
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target’s rolls until the beginning of your next turn.
Flash Flood
Race Any Cost 4
Reserves No Cantrip No
Target any terrain. Reduce that terrain one step unless an opposing army at that terrain generates at least six maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Flash Flood.
Mire
Race Swamp Stalkers Cost 5
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any army marching at that terrain must first make a maneuver roll. The marching player then selects health-worth of units equal to the maneuver results generated by this first roll. The army uses only those units, and items they carry, for any rolls in the march for both the maneuver step and the action step.
Wall of Fog
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Subtract six missile results from any missile attack targeting an army at that terrain until the beginning of your next turn.
Elemental Spells
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.

Special Action Icons (SAIs)

Species Icons
Bullseye Cantrip Coil Poison Rend
Smite Smother Surprise Tail Trample
Wave
SAI Effects
Bullseye
Dragon Attack, Missile During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Bullseye generates X missile results.
Cantrip
Magic, Non-Maneuver During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results.

During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list.
Coil
Dragon Attack, Melee During a melee attack, target one unit in the defending army. The target takes X damage and makes a combination roll, counting save and melee results. Any melee results that the target generates inflict damage on the Coiling unit with no save possible.

During a dragon attack, Coil generates X melee results.
Poison
Melee During a melee attack, target X health-worth of units in the defending army. Each targeted unit makes a save roll. Those that do not generate a save result are killed and must make another save roll. Those that do not generate a save result on this second roll are buried.
Rend
Dragon Attack, Maneuver, Melee During a melee or dragon attack, Rend generates X melee results. Roll this unit again and apply the new result as well.

During a maneuver roll, Rend generates X maneuver results.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.
Smother
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed.
Surprise
Melee During a melee attack, the defending army cannot counter-attack. The defending army may still make a save roll as normal. Surprise has no effect during a counter-attack.
Tail
Dragon Attack, Melee During a dragon or melee attack, Tail generates two melee results. Roll this unit again and apply the new result as well.
Trample
Any During any roll, Trample generates X maneuver and X melee results.
Wave
Melee, Maneuver During a melee attack, the defending army subtracts X from their save results.

During a maneuver roll while marching, subtract X from each counter-maneuvering army’s maneuver results. Wave does nothing if rolled during a counter-maneuver.