| Ok guys... Here's what I've got so far... I went through the DRM and Andreyada stuff and assigned stats based on what the model looks like and how I think it should work in combat... I think they work fairly well. Gonna need some good names. And I have NO IDEA how to price them. Right now I'm thinking that the formations should be self-contained with little (If any) possibility of 'mixed' formations of different types. Largely because each fills a very specific role in combat, I feel, and I don't think it'd be wise to let them mingle.
 Prepare for spam!
 
 
 Names: Legions of the Old Ones, Guardians of Life, Defenders of Sanctity, Masters of the Universe, Saviors of Creation.
 
 Initiative: 2+, Old One vehicles are Initiative 1+
 
 Strategy Rating: 4
 
 "Born to Fight: All Saurus, Kroxigar, Saurus Guards and Kroxigar Assault Engines formations gain a +2 bonus to Rally checks at the end of the turn. This means that they will never have to test to rally unless Broken."
 
 Regeneration: Models marked with 'Regeneration' trait regenerate 1 DC in each end-phase regardless of other conditions. Destroyed War Engines may not regenerate at all (It will take them longer then the span of the battle to recover to fighting capacity, though they typically will recover someday).
 
 Battle Screens: Models marked as having Battle Screens have specialized warp shields around them designed to disrupt and turn aside even the mightiest of blows against their armored hulls. The vehicle gains a 4+ save against Titan Killer weapons, this save only applies to TK weapons however it may be taken in assaults and even when suffering crossfire. The save is never reduced for being hit by crossfire or sniper shots (It's a full 360 degree field with no weak points). Roll for each point of damage a TK weapon would inflict separately.
 
 
 Slanni Mage-Priest.
 
 Move: N/A. Type: N/A. Move: N/A. CC: N/A. FF: N/A
 
 Weapons		Range	Firepower	Notes
 Warp Blast		(15cm)	Small Arms	MW, EA +1
 Lightning Strike	45cm		MW4+		-
 
 Notes: Character, Invulnerable Save, Supreme Commander.
 
 
 Skinks (Kray Scouts)
 
 Move: 15cm Type: Inf Armor: None CC: 6+ FF: 5+
 
 Weapon		Range	Firepower	Notes
 Assault Rifles	(15cm)	Small Arms	-
 Grenade Launcher	30cm		AP6+/AT6+	-
 
 Notes: Scouts.
 
 
 Chameleon Skinks (Upgraded Kray Scouts)
 
 Move: 15cm Type: Inf Armor: 5+ CC: 5+ FF: 4+
 
 Weapon		Range	Firepower	Notes
 Assault Rifles	(15cm)	Small Arms	-
 Sniper Rifle		30cm		AP 5+		Sniper
 
 Notes: First Strike, infiltrate, Scouts.
 
 
 Saurus (Kray Med Infantry)
 
 Move: 15cm. Type: Inf Armor: 4+ CC: 5+ FF: 4+
 
 Weapon		Range	Firepower	Notes
 Sun Guns		(15cm)	Small Arms	-
 2x Machine Gun	30cm		AP 5+		-
 
 Notes: None.
 
 
 Saurus Guards (Kray Guards)
 
 Move: 15cm. Type: Inf Armor: 4+. CC: 4+. FF: 4+.
 
 Weapons		Range	Firepower	Notes
 Crescent Blades	Melee		Assault	-
 2x Heavy MG	30cm		AP4+/AT6+
 
 Notes: None.
 
 
 Kroxigores (Kray Heavy Infantry)
 
 Move: 15cm Type: Inf Armor: 4+ CC: 4+. FF: 4+
 
 Weapons		Range	Firepower	Notes
 Sun Guns		(15cm)	Small Arms	-
 2x Multi-Rockets	45cm		AP5+/AT5+	-
 
 Notes: None.
 
 
 Kroxigore Assault Machine (Velite Walker)
 
 Move: 25cm Type: AV Armor: 3+ CC: 3+ FF: 5+
 
 Weapons		Range	Firepower	Notes
 Power Mace		Melee		Assault	MW, EA +1
 Heavy MG		30cm		AP4+/AT6+	-
 
 Notes: Walker.
 
 
 Light Battle Walker (Verger Walker)
 
 Move: 15cm Type: AV Armor: 3+ CC: 6+ FF: 4+
 
 Weapons		Range	Firepower	Notes
 Plasma Missiles	45cm		AP4+/AT5+	-
 Ion Cannon		45cm		AP4+/AT4+	-
 
 Notes: Walker.
 
 
 Battle Walker (Vorace Walker)
 
 Move: 20cm Type: AV Armor: 4+ CC: 6+ FF: 3+
 
 Weapons		Range	Firepower	Notes
 Heavy Ion Cannon	75cm		AP4+/AT4+	-
 3x Twin Heavy MG	30cm		AP3+/AT5+	Forward Fire Arc
 
 Notes: Reinforced Armor, Walker.
 
 
 Support Walker (Varan Walker)
 
 Move: 20cm. Type: AV. Armor: 5+. CC: 6+. FF: 5+.
 
 Weapons		Range	Firepower	Notes
 Heavy MG		30cm		AP4+/AT6+	-
 Calliope Gun	60cm		3BP		Indirect Fire, Slow Firing
 
 Notes: Walker.
 
 
 "Light" Old-One Tank. (Aurika Light Tank)
 
 Move: 25cm. Type: AV. Armor: 4+. CC: 6+. FF: 5+
 
 Weapons		Range	Firepower	Notes
 Warp Cannon	75cm		MW4+		-
 
 Notes: Skimmer.
 
 
 Field Teleporter (Gara Transporter)
 
 Move: 25cm. Type: WE. Armor: 4+. CC: 6+. FF: 6+.
 
 Weapons		Range	Firepower	Notes
 2x Machine Gun	30cm		AP 5+		-
 
 DC 3. Critical: The Warp Field on the teleporter overloads, the vehicle takes an extra DC and every other model within 2d6 cm takes a MW hit on 5+.
 
 Notes: Skimmer, Reinforced Armor, Thick Rear Armor, Fearless, Regenerate, Battlescreen, Teleporter.
 
 Teleporter: The Field Teleporter carries a warp-matrix allowing it to pull nearby formations to itself over a distance. Only one formation per turn may make use of the teleporter. When a formation with at least one base within 30cm of the Teleporter activates, if that formation is made up entirely  of Infantry, then it may take an action which allows a Move and use the Field Teleporter as it's starting point for movement of all units in the formation. Effectively the formation  is re-deployed from the Teleporter.
 
 
 Old-One Missile Tank (Arka Medium Tank)
 
 Move: 25cm. Type: WE. Armor: 4+. CC: 6+. FF: 5+.
 
 Weapons		Range	Firepower	Notes
 Vortex Launcher	45cm		3BP		Ignore Cover, Disrupt, Indirect Fire
 
 DC 3. Critical: The tank's Fire-Control system is damaged, it may no longer Indirect Fire. Any further criticals inflict an extra DC instead.
 
 Notes: Skimmer, Reinforced Armor, Thick Rear Armor, Fearless, Regenerate, Battlescreen.
 
 
 Old-One AA Tank. (Gerresh AA Tank)
 
 Move: 25cm. Type: WE. Armor: 4+. CC: 6+. FF: 4+.
 
 Weapons		Range	Firepower	Notes
 2x Twin Warp Gun	30cm		MW4+		-
 OR			30cm		AA4+		Macro-Weapon
 
 DC 3. Critical: The Anti-Grav engines are temporarily damaged. The Vehicle moves 1d6cm in a random direction then stops. If it contacts a piece of impassable terrain it takes an extra 1DC of damage and immediately stops. If it comes into contact with an enemy stand it stops immediately but does no further damage.
 
 Notes: Skimmer, Reinforced Armor, Thick Rear Armor, Fearless, Regenerate, Battlescreen.
 
 
 Old-One Heavy Battle Tank. (Arkalesh Heavy Tank)
 
 Move: 25cm. Type: WE. Armor: 4+. CC: 6+. FF: 4+.
 
 Weapons		Range	Firepower	Notes
 Warp Demolisher	75cm		2x MW 2+	TK(D3)
 2x Multi-Rockets	45cm		AP5+/AT5+	FxF Arc
 
 DC 6. Critical: The Warp engines of the tank are damaged, the vehicle takes an extra DC and every unit within 2d6 cm takes a MW hit on a 4+.
 
 Notes: Skimmer, Reinforced Armor, Thick Rear Armor, Fearless, Regenerate, Battlescreen.
 
 
 Flying Temple
 
 Move: 20cm. Type: WE. Armor: 4+. CC: 6+. FF: 3+.
 
 Weapons		Range	Firepower	Notes
 4x Battle Heads	(15cm)	Small Arms	MW, EA +1
 Eye of Slann		120cm	MW3+		TK(D3)
 OR			120cm	AA4+		TK(D3)
 Wrath of Old		60cm		4BP		MW, Ignore Cover.
 
 DC 8. Critical: The ancient powers which hold the vessel aloft are overcome for a brief moment. The Temple drifts D6cm in a random direction, if it comes into contact with impassable terrain or an enemy base it stops immediately. At the end of this move every unit (including the Temple!) within 5cm of the temple takes an automatic MW hit as the temple crashes to the ground. The repair systems onboard will fix the damage before the vessel's next move.
 
 Notes: Skimmer, Reinforced Armor, Thick Rear Armor, Fearless, Regenerate, Battlescreen, Transport (May carry up to 16 of the following: Skinks, Chameleon Skinks, Saurus, Saurus Guards, Kroxigores, Kroxigore Assault Machines or Light Battle Walkers. Kroxigore Assault Machines and Light Battle Walkers take up 2 spaces each.)
 
 
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