I can only imagine what new breeds of lizardmen we can unlock after we complete research on the Spawning Pools

Yeah, Im expecting Xanathos to give us a template to create our own variation of lizardman once we unlock the pools.

And in fact, what species do you think most of lizardman are based? Skink look like Iguanas for me and Kroxigors always remind of crocodiles, while Cold ones are raptors and Slaan are toads, but I cant pin down saurus for some odd reason.

Also, do you think we maybe have the blueprints of the others races in the tablets? maybe that can help too.
 
nah lets finish the spawning pools before anything else...if we manage to get it all done then we can get our cities to thrive even more so if we build a couple level 1 cities, as well as use geomantic ritual to create the territory needed for them to be fortress cities for our own,

sort of like making a big valley with those cities being the entrances to said valley. would be a good way to wall ourselves off from massive retaliation, especially if we make the mountains a death-trap for any living being coming in.

thus keeping the swarm from truly overwhelming us.
(turning said mountains into volcano's on a drop of a hat to explode from the side like mount Saint Helene...wipe our the attacking forces or at least the vanguard!)
 
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.
Question. What happens if a skink priest tries to manipulate another wind? Can they simply not make the attempt at all? Are they limited to really small quantities-say, enough aqshy to light a candle and not much more?
That's one of the projects you unlock after finishing the spawning pools. Eventually you get ones of all eight winds, which can work together to wield high magic.
Useful, if our slann are busy with something, and I suspect available in much higher quantity.
 
Last edited:
Question. What happens if a skink priest tries to manipulate another wind? Can they simply not make the attempt at all? Are they limited to really small quantities-say, enough aqshy to light a candle and not much more?
Useful, if our slann are busy with something, and I suspect available in much higher quantity.
They wouldn't try, but if they hypothetically did, they just couldn't. Manipulating different winds requires shifting the way you perceive the world and how your mind works in different manners for each one, and they don't have that capacity, instead being optimized for channeling whichever wind they're born to use.

Yeah, they're not nearly as powerful as slann, but they are way more widespread and help with covering the magical needs of a battle or what have you that they may be too occupied to cover, ie buffing your troops so the slann are free to nuke a target, or even just to make sure an army has magic if all the slann are busy somewhere else.
 
@Xantalos , which war beasts used by the lizardmen are engineered for them by the old ones, and are there any that just happened to evolve into a convenient niche?

Also, is it possible that we meet dark age of technology humans or men of iron?
 
@Xantalos , which war beasts used by the lizardmen are engineered for them by the old ones, and are there any that just happened to evolve into a convenient niche?

Also, is it possible that we meet dark age of technology humans or men of iron?
Technically they all have been Old One engineered, but the one that's closest to its original state would probably be the Bastilodon.

Most certainly! In a place as big as the galaxy, there's room for almost any peculiarity if you look hard enough.
 
Technically they all have been Old One engineered, but the one that's closest to its original state would probably be the Bastilodon.

Most certainly! In a place as big as the galaxy, there's room for almost any peculiarity if you look hard enough.
Xantalos, how are you thinking about approaching Space Hulks?

I come to thinking that with their random movements it wouldn't be that odd for one to pop up in our system at some point and so I was curious how the Lizardmen might use such a mass of ship metal.
 
Xantalos, how are you thinking about approaching Space Hulks?

I come to thinking that with their random movements it wouldn't be that odd for one to pop up in our system at some point and so I was curious how the Lizardmen might use such a mass of ship metal.
I assume you mean what you'd be doing with them if you captured one? If so, the default response I'd imagine would be purging it of all it's various corrupted and infested elements and breaking it up for building materials, possibly taking inspiration for various technologies from the alien gizmos and ship wrecks you find within. Perhaps some unique goodies!

On the whole you wouldn't utilize them as actual ships or anything though. They're too disorganized and prone to infiltration by subversive elements. Chaos likes space hulks because there's often stranded crew of the ships that get caught in them they can torment and corrupt, and they're relatively easy to infuse with the power of the dark gods. Tyranids like hulks because hey, free ride to new systems to genesteal. Orks really like hulks because there's always something to fight, even when you're piloting them places. For you guys, they're too ... disorganized and unreliable to really be tolerable as units. Though I suppose you could launch them at other systems like giant interstellar bullets if you wanted.
 
I assume you mean what you'd be doing with them if you captured one? If so, the default response I'd imagine would be purging it of all it's various corrupted and infested elements and breaking it up for building materials, possibly taking inspiration for various technologies from the alien gizmos and ship wrecks you find within. Perhaps some unique goodies!

On the whole you wouldn't utilize them as actual ships or anything though. They're too disorganized and prone to infiltration by subversive elements. Chaos likes space hulks because there's often stranded crew of the ships that get caught in them they can torment and corrupt, and they're relatively easy to infuse with the power of the dark gods. Tyranids like hulks because hey, free ride to new systems to genesteal. Orks really like hulks because there's always something to fight, even when you're piloting them places. For you guys, they're too ... disorganized and unreliable to really be tolerable as units. Though I suppose you could launch them at other systems like giant interstellar bullets if you wanted.
Nice.

Totally a silly move, but I just have to giggle at the idea of a Space Hulk arriving in our system and then having the Slaan just go NOOOOOOPE and punting it somewhere else entirely.

Galactic Tennis via Space Hulk.
 
Nice.

Totally a silly move, but I just have to giggle at the idea of a Space Hulk arriving in our system and then having the Slaan just go NOOOOOOPE and punting it somewhere else entirely.

Galactic Tennis via Space Hulk.

oh god...were going to turn this into our version of Blood-bowl for the Slann when they have nothing to do when we hit extra-terrestrial empire stage aren't we?

that would be something I would vote for...and for the players as well.
(not to mention we could practically call chaos on this that we have a better team then them!)
 
Am now imaging a group of Saurus trapped on a Hulk and having to survive inside for centuries before escaping. Random super badass Saurus Warrior unit pops up outta Nowhere!
 
Am now imaging a group of Saurus trapped on a Hulk and having to survive inside for centuries before escaping. Random super badass Saurus Warrior unit pops up outta Nowhere!
They could totally do it to.

Which actually segues into another point, that being that our Saurus are swole enough that our threshold for "Given up for dead" is pretty high from what I can tell.
 
oh god...were going to turn this into our version of Blood-bowl for the Slann when they have nothing to do when we hit extra-terrestrial empire stage aren't we?

that would be something I would vote for...and for the players as well.
(not to mention we could practically call chaos on this that we have a better team then them!)
One word.

FOOOOOUUUUURRRRR *Whack*
 
They could totally do it to.

Which actually segues into another point, that being that our Saurus are swole enough that our threshold for "Given up for dead" is pretty high from what I can tell.
You had a skink vanish into the warp for 8000 years and survive, you can pretty much assume that unless you see one of your guys die, they've a good shot at being alive.
 
They could totally do it to.

Which actually segues into another point, that being that our Saurus are swole enough that our threshold for "Given up for dead" is pretty high from what I can tell.

During exploration of a recently discovered Space Hulk, the sinister machinations of a cult onboard drag the ship back into the warp with the Slann and his honor gaurd still onboard.

One year later, thanks to the power of unity all Slann hold and some not insignificant effort, the rest of the Slann rip that sucker back into the Material Realm.

Inside, One Thousand years have passed. The Slann and it's Honor Gaurd have spent the majority of that time traversing the massive hulk, slaughtering daemons and discovering methods to attempt an escape from there prison. Along the way, the party slaughters Orks, Tyranids, Hrud, a hellish variety of other Xenos, the cultists and there Master, a literally endless tide of daemons, and finally a possessed Knarloc and it's brood of possessed Kroot war beasts.

They were in the process of attempting to jury rig the numerous ships jump drives to all activate at the same time when the Collective managed to pull them out.

At which point, the Slann aboard ship asked for a resupply, and then asked permission to continue his explorations and experiments aboard the ship. It was a perfect place to examine all kinds of unknown creatures and see how they fought.
 
During exploration of a recently discovered Space Hulk, the sinister machinations of a cult onboard drag the ship back into the warp with the Slann and his honor gaurd still onboard.

One year later, thanks to the power of unity all Slann hold and some not insignificant effort, the rest of the Slann rip that sucker back into the Material Realm.

Inside, One Thousand years have passed. The Slann and it's Honor Gaurd have spent the majority of that time traversing the massive hulk, slaughtering daemons and discovering methods to attempt an escape from there prison. Along the way, the party slaughters Orks, Tyranids, Hrud, a hellish variety of other Xenos, the cultists and there Master, a literally endless tide of daemons, and finally a possessed Knarloc and it's brood of possessed Kroot war beasts.

They were in the process of attempting to jury rig the numerous ships jump drives to all activate at the same time when the Collective managed to pull them out.

At which point, the Slann aboard ship asked for a resupply, and then asked permission to continue his explorations and experiments aboard the ship. It was a perfect place to examine all kinds of unknown creatures and see how they fought.

this would totally happen...and that guy would become a hero character and get honor guard and a whole heck of allot of saurus and skinks to help out, along with kroxigor's along for the ride.

pretty much eventually take over the hulk, and after examining the examples of technology break it apart for materials carefully as they bring the warp engines offline and such, as well as insuring it wont go into the warp again.
 
Nice.

Totally a silly move, but I just have to giggle at the idea of a Space Hulk arriving in our system and then having the Slaan just go NOOOOOOPE and punting it somewhere else entirely.

Galactic Tennis via Space Hulk.
Seems to me they'd just put it on a collision course with an unused planet to pick over the bits when its done burning.
 
What level would we need the geomantic web to be at for this to become a viable option?
You can exert the necessary force to throw most hulks with a ritual as early as mag 3, assuming you were aiming for another planet in or the star of your solar system. Realistically speaking you probably won't be in a position to do it that until mag 5 at the earliest, and probably mag 6 if you wanted to throw it at someone else.

'Course, if you used a mag 6 ritual to throw a single decently-sized hulk at a planet, it'd probably hit hard enough to straight-up shatter the planet it impacted.
 
Back
Top