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Faction: Stygian

Referred to as the Watcher of the Ways by the Dwarves, the Ophidian lurks in the darkness of massive subterranean caves watching the movements of those who traverse its vaulted underworld. Bred by the Stygian, the Ophidians are their eyes and ears, flying hundreds of miles and relaying their information back to their Priestesses through a link established before they even hatched.

Prevalent in the under realms, they are becoming more and more common in surface battles as well. A Stygian force with an Ophidian or two has superior reconnaissance and tactical advantages. Also a sub-race of the Stygian, Ophidians are powerful and dangerous beast. Their cold intelligence is nonetheless disturbingly clear in their emotionless eyes. Like all the Stygian though, its true intentions are unfathomable, content as it is to glide upon its huge membranous wings and hunt for its meals and spy for its mistress.

In battle, the Ophidian is a terror to engage, a flying arsenal capable of horrific devastation in a variety of ways. Its sharpened bone jaws are capable of snapping a humanoid’s head clean off with one pass, its tail capable of knocking down a charging mount and as if this wasn’t bad enough, an Ophidian can spit corrosive acid over long distances. Its acid, like that of its cousin the Venom Spawn, will eat through metal and stone equally well.

© 1999 Target Games

Concept Art

Unit Rules from the 2.Edition.

Article print Type: Close Combat Individual

Ophidian (1) Costs: 91
108-10 2462/5 1604

Special Rules:
- Flyer
- Steadfast
- Cold Blooded
- Cannot Run
- Spit Venom: The Ophidian may spend an Action to spit a stream of corrosive venom at an opponent up to 12 inches away, Natural Weapon - (1x) Venom (12) Residual Damage Attack. If a model with more than one Wound sustains damage from this attack, it must keep making damage rolls until it either dies or successfully defends against it. This represents the corrosive properties of the Venom Spawns acid.
- Superior Recon: By paying an additional 25 points, a force with at least one Ophidian and a Priestess in it may view the nature of the enemy´s army before the battle is joined. Following the Deployment of Unit Cards the Stygian player may reveal an Ophidian model before Initiative is rolled. That Ophidian has scouted the land and has telepathically relayed to the Priestess the exact nature of one enemy force. In game terms, this means the enemy army must remove two false leads that it may have deployed. If the Stygian player wishes to reveal a second Ophidian, that model may scout out another enemy army for an additional 25 points, a useful tactic in multi-player games. Alternately, a secod Ophidian may also scout for more False Leads in the same army as the first Ophidian. All Ophidian that scout enemy armies must begin the game at a height band 6.
- Ophidians have a Bite attack, Natural Weapon (1x) Bite (13) and a Tail Attack, Natural Weapon - (1x) Tail (14).


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