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.

Alpha/Alpha+ Psykers are way above what I'd put 5th Gen Slaan at, considering that it'd be at the level of 'Manipulate reality at will over the area of an entire star system, through pure power'. I mean, maybe it's because the Warp is much calmer then, that allows them to act to such an extent?
 
Alpha/Alpha+ Psykers are way above what I'd put 5th Gen Slaan at, considering that it'd be at the level of 'Manipulate reality at will over the area of an entire star system, through pure power'. I mean, maybe it's because the Warp is much calmer then, that allows them to act to such an extent?
The showings of Alpha level psykers, aside from the Emperor and Magnus, are rather varied in their heights.

And affecting the Immaterium, the areas of mentality, are a lot easier then the Materium. Not to mention the use of sorcery to affect the Warp. Others "merely" are able to destroy armies and snap Titans in half, per the official statements. Well in line with Slann abilities.

Many of the psykers that do those system scale feats are insane, possessed, utilized sorcery, or more than one of the above.

Immaterial based manipulation often doesn't match up with combat ability on a similar scale in the materium.
 
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Alpha/Alpha+ Psykers are way above what I'd put 5th Gen Slaan at, considering that it'd be at the level of 'Manipulate reality at will over the area of an entire star system, through pure power'. I mean, maybe it's because the Warp is much calmer then, that allows them to act to such an extent?
I generally go by their ability to actually affect the physical world when referring to the psyker scale. The oft-cited outlier of that alpha+ fetus that was mind controlling an entire star system from inside the womb was pretty damn far above the baseline alpha/+ line, (a feat like that is something Chaacalot could pull off, and I can't really think of anyone else) and also possibly an Asimov Mule reference, so I don't consider that a really useful example. As EVA noted, the feats an alpha+ is typically able to achieve in battle is on the general scale of 'I punch Titans in the balls with my mind'.
 
I generally go by their ability to actually affect the physical world when referring to the psyker scale. The oft-cited outlier of that alpha+ fetus that was mind controlling an entire star system from inside the womb was pretty damn far above the baseline alpha/+ line, (a feat like that is something Chaacalot could pull off, and I can't really think of anyone else) and also possibly an Asimov Mule reference, so I don't consider that a really useful example. As EVA noted, the feats an alpha+ is typically able to achieve in battle is on the general scale of 'I punch Titans in the balls with my mind'.
I mean, the Slann one in all can project their minds across a planet...possibly more, they're just not used to doing it beyond lunar scale, having had little reason before. But they can't hit and destroy countries from the other side of the planet (well, not the younger ones) without exhausting themselves or using the Geomantic Web.

It's a LOT easier to do things based on affecting the Warp, the Immaterium, the realm of the mind. Most of the big feats we see are based on the mind, like driving people crazy or controlling them mentally. And that's easier to do...especially considering your physical form usually isn't in imminent peril when doing that, save for some Greater Daemons, and they're basically channeling the madness of Chaos, as I said above.

That psychic alien cyborg thing that controlled 1400 systems, for example, was done in by a mere single, if oversized Astartes Chapter. That suggests it was a feat done when not under pressure, and again, is an Immaterium focused thing.

It's what makes sorcerers so dangerous.
 
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I mean, the Slann one in all can project their minds across a planet...possibly more, they're just not used to doing it beyond lunar scale, having had little reason before. But they can't hit and destroy countries from the other side of the planet (well, not the younger ones) without exhausting themselves or using the Geomantic Web.

It's a LOT easier to do things based on affecting the Warp, the Immaterium, the realm of the mind. Most of the big feats we see are based on the mind, like driving people crazy or controlling them mentally. And that's easier to do...especially considering your physical form usually isn't in imminent peril when doing that, save for some Greater Daemons, and they're basically channeling the madness of Chaos, as I said above.

That psychic alien cyborg thing that controlled 1400 systems, for example, was done in by a mere single, if oversized Astartes Chapter. That suggests it was a feat done when not under pressure, and again, is an Immaterium focused thing.

It's what makes sorcerers so dangerous.
And Slaan are in some ways above sorcerers like sorcerers are above normal psykers given the sheer depth of their knowledge in using the Warp and the Winds.
 
Slann also don't have to worry about horrific cases of insanity, chaos corruption, or demonic possession like human Alpha+ Psykers do.
 
Yeah, if anything we are going to be a little bit OP, just punching things with the power of the slaan minds...and that is before we use rituals.

It make convencional warfare....silly.

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.

Is not just the aspect of the emperor as prometheus(I mean, having a eagle eat your liver every day is kinda similar to the torment in the golden throne) but to play the nature of the primarchs as sort of warp entity and to how the emperor make it, it also show is hubris and is power and how far he is going to go.

And about trickng the chaos gods....it depends, the writen move A LOT in their nature, sometimes they are four diferent satan(usually in pro imperium novels), other times they are sort of evil pagan gods(more often in pro chaos novels, specially in fantasy), and other they weird lovecrafnian creatures.

So, how knows.
 
I think it's both the evil pagan gods AND the whole the whole Satan thing that everyone should realize is creepily evil in the first place!

As well as being idiot warp anomalies in whole since they keep making their situation worse then before because they can't help but throw gasoline and napalm into a campfire!
 
As well as being idiot warp anomalies in whole since they keep making their situation worse then before because they can't help but throw gasoline and napalm into a campfire!

Well that is the thing: chaos is not somone who throw gasoline but THE gasoline, they are make of strife and conflict and is kinda demanding fire to not burn because you dont like it, it is what it is.

Hell look the emperor, he seen incapable to understand anyone beyond a zero-sum game were you need to conquerer or be conquered, something even Horus understood as wrong(shame erebus step in, really, fuck him).
 
Well that is the thing: chaos is not somone who throw gasoline but THE gasoline, they are make of strife and conflict and is kinda demanding fire to not burn because you dont like it, it is what it is.

Hell look the emperor, he seen incapable to understand anyone beyond a zero-sum game were you need to conquerer or be conquered, something even Horus understood as wrong(shame erebus step in, really, fuck him).
You're taking a very specific view of the Emperor, when the Emperor himself is an extremely complicated subject, nevermind one dictated by Xantalos in this thread.
 
Awesome, so provided that happens the 5th gen slann can still contribute after death albeit less. Excellent indeed xD. Because we need everything we can get to survive lol.
 
Current Lizardmen Breeds
Slann: The toadlike leader caste of the lizardmen, slann have a stumpy body, oversized, bulbous heads, long but thin and frail arms and legs, and large mirror-like eyes. Their skin is smooth and leathery, and varies in color depending on the individual, though they are most commonly a shade of red or green. They are surprisingly diminutive creatures, being around 5 feet (1.5m) tall when seated. Their physical frailty, however, conceals a massive store of psychic power - even the weakest of the slann can end armies and sunder the landscape with naught but their mind.

Saurus: Made by the Old Ones to be the eternal defenders of their works, the Saurus fulfill their purpose well. Standing more than 9 feet tall (3m), rippling with savage strength and inborn combat ability from the day they are spawned, Saurus have an innate knack for all things relating to war. There is no weapon they do not have a natural talent for, no military maneuver they cannot instinctively pull off. And as they age, they only get deadlier.

- Temple Guard: A rare breed of saurus, spawned to serve as bodyguards for the slann. Temple Guard are naturally tougher and stronger than their counterparts, and have keen senses that let them spot any potential threat to their masters and ruthlessly destroy it. Armored and armed with the most potent equipment the lizardmen possess, the Temple Guard present a nigh-insurmountable obstacle to any who would dare harm a slann.

Kroxigor: At 5 meters (roughly 16 feet) in height, with limbs thicker than tree trunks, teeth the size of daggers, and the strength to rip a humanoid in half at the waist, the kroxigor present an intimidating visage. But they are simple creatures that are at heart gentle giants; their minds are one-track things, easily directed by the skinks they work with, and they have no innate talent for battle the way saurus do. They were built for construction instead, and have an uncanny ability to understand and visualize architectural concepts on an instinctual level, knowing in their gut the best way to build a structure. In battle, however, they are still a fearsome foe to face, often swinging around ten-foot maces with enough force to pulverize stone.

Skink: The most common lizardmen subspecies, skinks are small, perhaps 4 feet (1.2m) tall, discounting their colorful crests, which they can flare upwards when distressed. Agile, skittish, and talkative, skinks instinctively work in groups, accomplishing much of the intersectional work that keeps the lizardmen operating smoothly. They direct kroxigor to work sites, act as scouts and harassment in battle with saurus, and attend to the needs of the slann, conveying their orders to the rest of the lizardmen. They are the glue that keeps the children of the Old Ones working together effectively, and are thus valuable despite their relative lack of combat prowess compared to the other breeds.

- Skink Priest (Octarine Cabals): The only breed of lizardmen capable of wielding magic aside from the slann, skink priests are born with the capability of channeling one wind of magic and grow more formidable with that wind as they age rather than branching out into others. They often act as emissaries for the slann, and in their absence are essentially the leaders of lizardmen society. It is not uncommon for the eldest of them to receive a Temple Guard to protect them, an honor rarely afforded to anyone not a slann. They are now often seen as members of Octarine Cabals, teams of eight skink priests encompassing all the Winds that blend their spells to produce rudimentary Qhyash and generate more force than they would be capable of separately.

Azyr: Skink priests with deep blue scales at spawning, that gradually lighten to a blue so pale it's almost white. Their eyes are a bright, electric blue that eventually become a mosaic of the night sky as they become more suffused with magic. Azyrite skink priests are lighter than they should be physically, and move with a deft grace borne of foresight, weaving around obstacles and blows they see coming before they are even made. The air around them smells of ozone, and in battle the eldest of them can manifest a shell of lightning around themselves.

Ghur: Skink priests with brown scales at spawning, which develops into a color reminiscent of honey as they get older. Their eyes are pure amber with a black slit down the middle, and tend to shift to resemble that of various predators when looked at. Priests of Ghur are brawny things, taller than their brethren and more muscled than the average saurus. They can command most any nonsapient creature they meet with an instinctive ease, and rouse the spirits of their allies to primal savagery, allowing them to perform supernatural physical feats. In battle the eldest of them can even shift their form, becoming taller than a saurus or taking the form of one of the many predators they have met.

Chamon: Golden skinks, Chamon priests do not change color as they age, but the lustre of their scales increases, to the point where things are sometimes set ablaze from their reflected radiance. Their eyes fade to orbs of pure gold as they age, and they are far heavier than their counterparts, their flesh and bones attaining a density similar to that of metal than meat. They move with robotic precision, and are able to manipulate the physical properties of materials. Their precision with this effect increases as they age.

Ghyran: Skink priests with scales that start out the bright green of grass, and develop into the dark emerald of deep lake water as they age. Regardless of their age, their eyes are large, dark things, fixing everything they see with a steady gaze. They commonly have a multitude of plant species growing on and around their person, and the eldest among them passively manifest primitive spirits of biodiversity and growth around their person. With a wave of their hand they can seal wounds, promote growth of a variety of organisms, alter the terrain of any place with sufficient life in it, and mold the flesh of any creature they gaze upon, in ways as minor as causing teeth to fall out to significant changes like inducing those same teeth to grow so rapidly that they pierce through the victim's skull and brain.

Hysh: These skink priests start out with pure white scales accented with golden eyes, claws, and head frills, and gradually grow in luminescence as they age, becoming literal beacons of light. Their scales and flesh eventually become transparent, illuminated by their inner radiance. They have abilities stretching from the obvious ability to manipulate most forms of radiation in a variety of ways - spontaneously modifying the wavelength and energy content of electromagnetic radiation, shaping and redirecting light rays according to their whim, and crafting flawless illusions out of light and sound - to concepts pertaining to purity and alignment, such as the ability to purge the taint of magic from an area, forge solid constructs of light that burn impure beings, and teleportation between lit areas.

Shyish: Holders of the Wind of Death, these skinks are born with deep violet scales that fade to the off-white of bone as they age. They are slender, skeletal even – their scales seem to hang off their bones, and their colorless eyes are reminiscent of the empty gaze of the dead. They can bring death to those around them, or hold off the end for a time if it is needed. They can gather the souls of the dead to their side, and the greatest among them can call their allies back from death to fight at their side for a short while.

Aqshy: These skink priests start life as a vibrant red, with deep orange crests and eyes that shimmer with an ember's radiance. As they age, their scales will lighten and their eyes will burn brighter, until the eldest specimens sport near-white coloration, a hint of the sheer heat they can give off at will. They can directly manipulate energy in a variety of ways outstripping many other skink priest breeds – control of fire being the most obvious example. They may also manipulate the temperature of a thing or area, imbue themselves and others with increased speed and strength by harnessing kinetic energy, and alter the emotional impulses of those around them. They may stoke rage, terror, or grim resolve, or snuff out bravery and happiness with equal ease. The potency and variety of effects they may call upon, as with other priests, increases as they age.

Ulgu: These skink priests begin life with dark grey scales reminiscent of the smoke from a fire. As they age, their coloration shifts to match their eyes, which are not any color in particular, and are difficult to look at without one's gaze sliding away. The oldest among them are thus under a perpetual form of camouflage, near-impossible to perceive if they wish to be hidden. Their abilities revolve primarily around manipulating that perception - they can render themselves invisible by bending light around their forms, or cause others to see illusions. As they age, the scope of their powers increases - they can mold shadow into steed and blade, teleport between any two scraps of darkness, and at the highest peaks of their might, shape reality itself as if it were one of their illusions.

- Chameleon Skink: A specialist breed of skink, Chameleon Skinks have color-changing skin that allows them to blend into any environment in less than a second. Additionally, they have the ability to control their body temperature and heart rate, and can hold their breath for nearly an hour if needed, allowing them to slip by almost any form of detection. They operate on their own in the outskirts of lizardmen territory, detecting and ambushing any hostile beings intruding into their hunting grounds. They will set traps, lure their foe into killing grounds, and lie in wait for days before shooting a poisoned dart into their quarry's flesh, even if they have to aim through an eye-slit or minuscule joints in their armor. The poison they coat their darts in is produced in their saliva, and grows only more potent the older they are.
 
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Yes, another info post. I've been wanting to make this for a while, though - it'll let me update it later when you unlock more of them.
 
I can only imagine what new breeds of lizardmen we can unlock after we complete research on the Spawning Pools
 
If I recall correctly spawning pools unlock research to get our dinos to spawn from them (partly to make tracking them easier). That is likely to apply to other creatures we incorporate into our forces as well.
 
If I recall correctly spawning pools unlock research to get our dinos to spawn from them (partly to make tracking them easier). That is likely to apply to other creatures we incorporate into our forces as well.

Dreadsaurs and thunder beasts...we will really go to town with expansion!!!

I hope our brethren in the stars are doing okay...
 
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