Slann Starmaster (260)

- General

- Trait: Great Rememberer

 Artefact: Incandescent Rectrices

Engine of the Gods (220)

- Artefact: Gryph-feather Charm 

Skink Starpriest (80)


10 x Skinks (60)

- Boltspitters & Star Bucklers

40 x Skinks (240)

- Boltspitters & Star Bucklers

40 x Skinks (240)

- Boltspitters & Star Bucklers


6 x Ripperdactyl Riders (280)


Dread Saurian (420)


Shadowstrike Starhost (180)

Endless Spells

Soulsnare Shackles (20)

Total: 2000 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 145


This list is all about scoring objectives. It isn’t about killing your opponent’s units unless that unit will prevent you from winning the game.

The dread saurian and the ripperdactyls are your main deleters.  Use them to identify and destroy what units will help your opponent score points with.

Many skinks do skink things like stand on objectives and run away from enemies.
Slann and the engine make more skinks.

Allegience Ability

Great rememberer allows you to teleport twice. You can either use this on the unit of 40 skinks to get them inbetween your opponent and the objectives or send the dread saurian somewhere to wreak havoc.

Using the slann general you can generate summoning points to make units of 10 skinks or if there are any good realm spells feel free to make use of those.

Artefacts, Command Traits & Abilities

Great remember for the extra teleport but you can use the other 2 if you like. It’s just they detract from your summoning points so aren’t always that helpful.

The engine gets +1 movement and a -1 to be hit, -2 if you summon starlight on him can make him very hard to kill.

The slann can have any artifact you want but they’re mostly shit. If he needs the rectrices to survive you’ve probably already fucked up.

Flying dread saurians and skinks are funny.


The slann is mostly covered above but generally you don’t want him anywhere near an enemy. He gets very upset when enemies gaze upon his bulky glory.

He mostly makes summon points for more skinks, you get on average 15 a turn so you can drop a unit or 2 every turn to keep your numbers up. Then you can supply line them forward with their 8 inch movement and either a run or preferably a charge and a run away in combat.

Remember about the constellations. You can sacrifice a spell to change it. I would recommend +1 to spells if you aren’t summoning much and +1 to run and charge otherwise. The reroll hits looks good but remember, your skinks will be rerolling 1s to hit and wound from shadowstrike and their attacks don’t count anyway. The rippers reroll everything on your turn and the dread rerolls 1s against monsters already.

The Engine is there for objectives and also to either make more skinks or d6 mortals on someone. Ideally small heroes they it can one shot or otherwise units that skinks won’t really hurt. Double turn is great for moving all of your skinks 16 inchs where also letting the ripper/dread kill anything.

The starpriest is also there.

Other Units

The rippers are your main hammers. With a unit of 6 they can really do some damage. They do not have rend however and cannot take any hits. Ideally you want them to kill everything they are in combat with. Don’t worry too much about losing them just make sure they kill units that help your opponent score objectives. 

If wizards count as 20 models or are the only things that can score and your opponent has 2 squishy wizards, kill them turn 1.  Sometimes you can win the game turn 1 if they allow you to kill key units.

Don’t rush the rippers out turn 1 if theres not a good target. Opponents will often cage themselves in to avoid the rippers. If this happens, don’t be afraid to just move onto objectives or give them the turn. They will have to either open up and let you get something or spend the rest of the game bubbled and fearing the rippers.

The dread saurian is great at killing good save models with its -2 rend 6 damage bite. You can use the starpriest to double the damage of this on a 6 for max damage to allow it to one shot even the biggest monsters. However be aware he is also very swingy and can often to nothing. He is a great distraction however as people will try to take him on other the objectives sometimes which is good news for the slann.

He also makes skinks immune to battleshock which will help one day.

Skinks stand in the way of enemies. They also stand on objectives. You can use them to engage and run away to cover more distance. With movement 8, a charge and a movement 8 withdraw (not a retreat) they can cover a lot of ground. If they are flying you can do it over your enemy for maximum banter. I think they can also shoot but I’m a little unsure on this.


Shadowstrike allows your rippers to start in the sky, they also get +1 to wound rolls when they drop so some of the attacks wound on a 2+.

Also you get 2d6 movement on your skinks at the start. This could be enough to get on the point or block in another way. Be warned not to mess up a good set-up you’ve done. Avoid making good set-up decisions then messing it up before your opponent has a turn.


No thanks stormcunts.

Magic, Endless & Realm Spells

The slann is the greatest magic caster in all of the mortal realms. 

With three spells and 3 unbinds if you are playing with realm rules he can be a beast. Also remember that you can channel spells though the starpriest or the engine and depending on your roll you get another +6 inches. 

If realm rules are in effect consider using Arcane Might. Remember that every spell you cast costs 5 skinks but if more numbers won’t help go for it.

Light of the heavens is a bit shit although against chaos deamons it can help a bit. If plaguebearers come back on a 1 it can mess with that.

Summon starlight is amazing. Either chuck it on their best unit to debuff it or stick it on something of yours that might get attacked.

Shackles are there to slow the enemy when they aren’t near objectives. If the enemy can’t fly you can use shackles to completely shut down a unit.

In-Game Guide

Always play for objectives.

Depending on the objective you need to think about what units are going to score points.
Use the rippers and dread saurian to scare your opponent away from points or kill units that can score. 

Use skinks to block routes and delay your opponents. Run in combat but don’t run too far so it slows their movement. Be aware if you just run 3 inches away they might still be able to pile in and attack you so avoid that.

Teleport units of skinks and spread them if needed to stop the opponent being able to advance the board.

If you are ahead on victory points and you kill their last unit that can score, you win the game. It’s difficult to get a list that is good on every objective so take advantage of your opponents weakness.
If you go first, you can teleport 40 skinks into annoying positions or a dread saurian 9 inches away to put pressure on your opponent.

Secondary Objectives

The best secondary objective is to achieve your primary objective.

Honest Goblin

United Kingdom