There's a bunch of topics that get unlocked by figuring out how spawning pools work, mostly related to increasing their functionality and the variety of things they can spawn.
If you've got a bunch of whatever and magic and voila, new citizens ... figuring out how that works should enable the creation of other forms of life, right?
 
Lizardmen Age Categories
Just a little infopost I wrote up today since I was contemplating how exactly to show lizardmen development over time, what with letting the spawning pool scenes brew in my head. This metric only applies to saurus, skinks, and kroxigor - slann have, well, their generations to distinguish them already, and accrue power at a different rate than the other types of lizards.

I'll update this later with a description of every type and subtype of lizardman so you can keep track of what breeds you have when you eventually accrue more.

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Lizardmen are universally immortal and only grow stronger as they age and overcome challenges. Similar to the Orks, a lizardman may experience accelerated development if they are involved in many conflicts or successful projects. Unlike the greenskins, however, who have a rate of development wholly tied to how much fighting they have taken part in, a lizardman's development proceeds regardless of what they are doing, allowing a Temple Guard to stand still for a thousand years and become more formidable despite having done nothing in all that time.

For the sake of convenience, lizardmen development is divided into several stages, listed here. Though Saurus are generally the default example with Oldbloods and whatnot, this scale applies to skinks and kroxigor as well. It's not completely delineated - a 700 year-old saurus will be more formidable than a 300 year-old, despite the fact that they are in the same stage.

Base: Freshly spawned lizardmen, and those who have lived for only a short time. Though they are born with ingrained combat instincts and knowledge of their purpose, compared to their elders they are but neophytes. Saurus Warriors are an example of this stage - even when freshly spawned they have innate knowledge of how to kill, defend, and work in sync with their brethren. As they age this innate knowledge becomes backed up by experience.

Veteran: This category is reached when a lizardmen reaches 100 years of age, or upon the acquirement of sufficient experience. Their scales have hardened, their wits have sharpened, and their ability to survive hostile situations, destroy their enemies, and accomplish their designated tasks has increased manyfold. Saurus Scar-Veterans are an example of this stage of development - they have mastered the art of individual and battlefield unit combat, and now the scope of their innate understanding of war widens to include entire regiments and battlefields. They instinctively enact optimal combat strategies against a foe, often commanding subsets of a lizardman army while their superiors oversee the campaign as a whole. Additionally, their ferocity in personal combat has only become greater, standing leagues above a standard Warrior.

Elder: When a lizardman has reached their first millenium, they are considered an Elder, and are generally looked toward as a leader in whatever project they are taking part in. Saurus of this stage are referred to as Oldbloods, and are among the foremost combatants the lizardmen possess. Their scales are tougher than steel, their combat instincts have been honed to a razor's edge by centuries of battle, and their command abilities have grown to encompass entire armies and campaigns, which they manage with an instinctual prowess backed up by cumulative decades of experience. Where younger saurus attack with their claws and fangs, an Oldblood strikes with the force of legions.

Ancient: Few indeed are the lizardmen that could claim to have reached three thousand years of age, but those that do are known as among the eldest scions of the lizardmen save for the slann. Few saurus live this long, and those that do are typically known more by their name than by a label. They are to Oldbloods as Oldbloods are to freshly-spawned saurus, capable of battling even the mightiest of foes to a standstill and outthinking the finest military genuises in their areas of expertise. Kroq-Gar, Chakax and Gor-Rok are examples of this age category, and their potency can hardly be overstated.

Primordial: Save for perhaps the wandering kroxigor Nakai, there are no living non-slann lizardmen who could claim to be older than ten thousand years. Those who reach such a precipice of age and experience, however... legends are told of them for a reason.
 
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we need to get Kor-gar to 10k years...I imagine he would give a primarch a hard time, especially if it was the more moderate combat level ones, the experts might have a edge...but then again by that point Kor-gar might as well ride a Dread Saurian.
 
@Xantalos
So a 5th gen slann gets more powerful over time. What sort of psyker or magic user from 40k is a basic 5th gen slann comparable to?

Also it's obvious we should keep slann alive as long as possible. But one bright side is even at rest they grow stronger. So those with living bodies are still growing stronger :) correct?

So the most basic lizardman is the skink yes? If a skink reached the final category of age how many imperial Guardsmen is that skink worth? They are the universal fodder currency cx.
 
we need to get Kor-gar to 10k years...I imagine he would give a primarch a hard time, especially if it was the more moderate combat level ones, the experts might have a edge...but then again by that point Kor-gar might as well ride a Dread Saurian.
Regular Oldbloods were able to take on Bloodthirsters and win. I have no doubt Kroq-Gar, the Ancient Scar Veteran, is perfectly capable of giving Primarchs a hard time, and defeat more than one, at least at the time of the Great Crusade. He doesn't need another 2000 years.
 
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Man 0_0 if we start eliminating Primarchs that would really start some shit lol. Easiest way to remove Chaos's great plan? Kill their greatest would be servants xD.

Though I feel Slann would be better for just wipe out said Primarchs from a distance, because Primarchs have killed some rediculious shit. I think the fact that we have aging empowerment just by being is scary xD.
 
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Man 0_0 if we start eliminating Primarchs that would really start some shit lol. Easiest way to remove Chaos's great plan? Kill their greatest would be servants xD.

Though I feel Slann would be better for just wipe out said Primarchs from a distance, because Primarchs have killed some rediculious shit. I think the fact that we have aging empowerment just by being is scary xD.


Right now how to even begin addressing this....I really doubt that even Kroq-Gar could kill a Primarch as he is now, in the....5Kish years in the future, sure probably then, but not now. Also, this is obvioiusly going AU, some of the canon traitor primarchs might be loyal this go around, and some of the loyal ones could turn traitor, the only one who knows for sure is the QM. Second, killing the Primarchs, for any reason, is going to get the full force of The Great Crusade and The Emperor Himself on us, and the only ones who win in that resulting war are The Orks and Chaos. War with Humanity is something we should avoid at all costs if possible.

Slann are bullshit, but primarchs are bullshit, and it would in no way be one sided. Aging empowerment is great. It means shit if our dudes die before they can benefit from it.
 
True, I'm most excited for the prospect of our people once we figure out low level spawning pools. Because the more of us that live from earlier a date in universe the better off we are. Turtle Masters 30k-teen.
 
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Slann are bullshit, but primarchs are bullshit, and it would in no way be one sided. Aging empowerment is great. It means shit if our dudes die before they can benefit from it.

Yeah, Slaan are awsome and shit but the emperor manage to steal from the chaods gods itself, even they count do that.

Which I wonder what the slaan will said after watching the emperor...

To quote: "Fuck you, you didn't win."

Chaos fuck them hard but they didnt let them win.

Classic warhammer.

Which means that the lizards and chaos are reaaaaaaally going to hate each other.
 
That shit isn't canon.
I do see the angle they were trying to go for, admittedly, play up the Emperor's aspect as the immortal trickster and all that, but eh it just doesn't work well, both because it'd be a stupid thing to do on his part and because it makes the mistake of personifying the chaos gods too much. They're not really singular entities you can 'trick' per se, after all.

@ErraticWizard, I think I may have given a more detailed answer to this at some point in the past, but basically a 5th gen slann is roughly equivalent to an Alpha/Alpha+ on the psyker scale, and it goes up from there. Can't really give an exact answer of how many IG a primordial stage skink would be able to kill, since that really depends on the level of equipment you've unlocked. Safe to say probably a lot though, I'd call a skink like that your equivalent to Sly Marbo except you already have that in Oxyotl, who I suppose would actually count as being in that category due to living in the Warp for 8000 years.

Kroq-Gar's actually pretty close to qualifying as the primordial stage, since lizardmen development isn't wholly based around age (just mostly - see quest title) but also partially around how successful they are at doing their jobs. And he's a hero unit so that helps too. It's not an Orkish level or anything, but I anticipate him reaching that milestone by the time you guys get offplanet.

On Primarchs ... I can't say until you meet them (if you ever do), but they're ... well, my interpretation of them is similar but different to the mainstream fandom interpretation. You'll see.
 
I'd call a skink like that your equivalent to Sly Marbo except you already have that in Oxyotl, who I suppose would actually count as being in that category due to living in the Warp for 8000 years.
...I didn't really think about that...but you could seriously argue that Oxyotl has the most combat experience out of any Lizardman alive. Granted most of that is in The Warp against Demons, so not quite as good against material foes, but that eight thousand years of experiance is far from cheep.
 
Imperium sucks, go lizards! Fight for a free galaxy in Memory of the Old Ones!
 
...I didn't really think about that...but you could seriously argue that Oxyotl has the most combat experience out of any Lizardman alive. Granted most of that is in The Warp against Demons, so not quite as good against material foes, but that eight thousand years of experiance is far from cheep.
In an objective sense it was far more than eight thousand years since linear time doesn't really exist in the warp. The only way to compare his time there to a hypothetical equivalent chameleon skink would be comparing their kill tallies and approximating Oxyotl's 'time' in the warp by that measure.

And his kill tally is extensive.
 
In an objective sense it was far more than eight thousand years since linear time doesn't really exist in the warp. The only way to compare his time there to a hypothetical equivalent chameleon skink would be comparing their kill tallies and approximating Oxyotl's 'time' in the warp by that measure.

And his kill tally is extensive.
Quick question boss. I know eight 5th Generation Slann are the bare minimum needed to scout out the other continents but could share what's the maximum we could have scout them and not...go overboard? Put unneeded slann power on that option? You know what I mean.

Also would Iwannabuildthat help with Forging Districts research?
 
@Xantalos
Is it possible at some point we could get a research list up front? It's hard to know what to do when we don't know how difficult most things are...or what is even open to research.

I think you may have mentioned something like that at some point.
 
we should first finish up getting the spawning pools done, then get tablets going to see if we cant find anything to help the mind fog-

im all for either sacrificing the bug hive-mind to sotek to beat down the mind fog, or empower him slowly via sheer numbers, but the mind fog HAS TO GO.

forging district would be next, and afterwards plunder the vaults to find the good stuff!
(during this time we keep building up our cities for good geomantic powers to get ready for inevitable swarming)
 
we should first finish up getting the spawning pools done, then get tablets going to see if we cant find anything to help the mind fog-

im all for either sacrificing the bug hive-mind to sotek to beat down the mind fog, or empower him slowly via sheer numbers, but the mind fog HAS TO GO.

forging district would be next, and afterwards plunder the vaults to find the good stuff!
(during this time we keep building up our cities for good geomantic powers to get ready for inevitable swarming)
*Shrug* Thread can and will vote for what they want but I've already got like the next....4 or 5 turns planned out, with the only real variables being Slann numbers and the Parasites reaction to our Ritual sacrifice, them running or swarming us with everything they have is gunna be the game changer.

Basically Turn 4: Finish Mind Fog examination, finish Parasite Examination, depending on Slann Power, scout one/both of the other continents*. Set up fortifications with 4 City Actions, set up Basic and Advanced Dino Pens with 3 city actions and Iwannabuildthat, and depending on any new choices, exploit the jungle for any new warbeasts.

*if the numbers allow it

Turn 5: Start Alternative Solutions Research for the Sotek Sacrifice Ritual, do our best to finish Spawning Pool Research, spend 6 City Actions upgrading Tlaxtlan and Xlanhuapec to level 3 to better be able to handle a Parasite Offensive, and either set up further fortifications or do more local warbeasts recruitment.

Turn 6: Depends on if the Alternative Solutions/Spawning Pools Research finished. If it did, do the ritual with Slann Support so it goes off sooner, have our forces on standby, have Slann scouting the continent to cheat the fog of war, and once the locals are dead, start expanding and spend all 8 of our City Actions having the new cities finished that turn. If the research didn't finish? Have to see at that point.

Turn 7: Well....this is when shit gets dicey. If the bugs are throwing everything they got at us? Spend Actions fortifying and upgrading our two new cities, have the ritual go off again for more souls, and then probably start on the Forging Districts while the other slann help fend off the bugs.

Turn 8: Sotek has been fed, Geomatic Ritual with everything we can spare to kill the damn mind fog, if it dies? Great Jobs done. If it doesn't and is just wounded? Do the ritual attack again, assuming Sotek isn't too damaged, or just remove the Mind Fog the normal way. Kill the local bugs, set up more cities, fortify, and get ready to repeat.
 
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Quick question boss. I know eight 5th Generation Slann are the bare minimum needed to scout out the other continents but could share what's the maximum we could have scout them and not...go overboard? Put unneeded slann power on that option? You know what I mean.

Also would Iwannabuildthat help with Forging Districts research?
Assuming you wanna make sure all their secrets are plumbed? 10, assuming there doesn't turn out to be something that requires more attention to figure out.

Yeah, he'll be able to help with pretty much any domestic project that isn't abjectly focused around gods or magic. Setting up the infrastructure for that sort of thing, he can do though. But pretty much everything else he can help with. If it involves setting up infrastructure, he's your guy.

@Xantalos
Is it possible at some point we could get a research list up front? It's hard to know what to do when we don't know how difficult most things are...or what is even open to research.

I think you may have mentioned something like that at some point.
Yeah, I do intend to set up something along those lines. Do you mean an ongoing list of what research projects are currently available like I have in FADW, only more organized? Or something different?
 
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