This is permanent for the rest of the game. The banners of Aqshy send out searing waves of fire, electricity and other energy on a regular basis. The TG are also undersized so you might want to get another box to get them up to strength. The Salamanders are perfect for this spell as you can have as many as you want, a unit of 5 Salamanders shooting five S4 Flame Cannon Template shots over a horde of something or a tough unit to weaken them for your Saurus, is golden. Any who approach an area under their protection risk being cut down and weakened with a hail of enchanted arrows of every kind before being eliminated by a decisive charge of treekin and cavalry.
|Published (Last):||27 September 2012|
|PDF File Size:||7.13 Mb|
|ePub File Size:||4.5 Mb|
|Price:||Free* [*Free Regsitration Required]|
He has an awesome book of artwork for sale here. The following rules are designed to enable Lizardmen to be used in 40K. The Enchantments are designed so that when fighting another assault army it does not become a big scrum in the middle, as the various status effects that are used are each effective against certain types of opponent.
The Code of Honour is designed to balance this army against particularly units which are overly powerful when fighting primitive armies with limited ranged weaponry. Fewer still are those that use this knowledge to fight against these vile beings. Amongst these staunch defenders of mankind there are some who are aware that these are far from the oldest gods in the galaxy. Archivists of obscure heretical works have gathered together scraps of information indicating that these Elder Gods are very much still alive and influencing events on a grand scale.
Out of desperation the Necron race united in a war against the Old Ones to take their technology by force, but were outmatched by the Old Ones before they could successfully obtain more than a handful of artefacts. DISTANT GODS As the empire of the Old Ones fell, the Elder Gods knew that without worshippers their might would dwindle until they were easy prey for the lesser entities of the warp, and so instructed their Eldar supporters to set up priesthoods dedicated to each of them, protected by warriors dedicated to each god.
As the War in Heaven came to an end and the Necrons entered stasis, the Eldar Empire flourished and spread across the stars. Not wanting to involve themselves too directly and cause the Eldar to fall to the same fate as the Old Ones, the Elder Gods adopted a more distant approach, providing enigmatic answers and clues to those who sought their advice while keeping their technology levels sufficiently low that their abilities never rivalled that of the gods.
Unfortunately, while this tended to make the Eldar see mysteriousness as a sign of wisdom and power, they too became arrogant in time and failed to keep their decadence in check. By the time it was possible to foresee the outcome out of this, there was barely enough time to construct the craftworlds and escape the empire before it was consumed in the cataclysm surrounding the birth of Slaanesh.
The Elder Gods, close to the epicentre of the blast, found themselves weakened by both the deaths of their followers and the maelstrom created in their place. Within moments they found themselves under attack by this voracious daemon and it was clear from the start that they would soon be devoured if they stood their ground.
It was at this point that Ulgu, the goddess of darkness, realised that the best way to survive would be to conceal the true locations of the remaining Elder Gods and replace them with illusions of themselves whilst they made their escape. A NEW VISION Having regrouped, the Elder Gods decided that in order to regain their strength and defeat the Chaos Gods, they would need to spread their worship as much as possible and remain in hiding until their strength had returned, taking on new names and appearances.
Guiding their followers to become technologically advanced would always lead to their arrogance and the inevitable path to ignoring their counsel, dooming themselves through becoming too powerful and too reckless.
By creating paragons to act as ambassadors, numerous races across the galaxy were brought into the fold, sometimes by convincing the natives that their current gods had returned and revealed their true names, in other cases that their existing gods were the children of the Elder Gods.
In exchange for their belief and devotion, the Elder Gods granted magical weapons and abilities capable of defeating any foe and reincarnated their followers upon death into whichever body they had earned. Those races that had succeeded in conquering their world would be granted access to a portal to another world so that they could create their own empire without ever entering space or the Warp.
Thus, over time, the Elder Gods established secret conclaves across the galaxy, taking great care not to draw attention to any sense of common purpose or link between the varying alien races under their protection. Now, with the Imperium poised to collapse under the onslaught of the necrons, tyranids, chaos legions and every other threat united against it, the Elder Gods are in a race against time to unite their forces and replace the Imperium, ushering in a new age of order and prosperity.
Many find it difficult to understand how those that serve only themselves would sometimes call upon Hysh for aid, but on closer examination it becomes apparent that those bodyguards dedicated to Hysh are considerably less likely to betray their warlord, no matter how cruel he may be. Worshippers of Hysh enact their rituals in those places where there are few shadows, often at the heights of mountains or in the middle of large fields and deserts.
Psykers who praise Hysh are granted power to weaken and destroy the daemonic, as well as methods of bolstering their fighting prowess to greatly enhance any feats of heroism to truly legendary proportions.
Hysh is often seen as a patron of champions, and focuses his support on them to ensure that those who extol a virtue are seen to prosper, so that others are inspired to act in the same way. Such champions, however, are limited as to how far they can travel and how many enemies they can defeat in one day.
As a result Hysh intervenes and alters the flow of time so that no matter how far away the champion is when he is made aware of a threat or what the obstacles are, if he tries his hardest to get there as fast as possible he will arrive in time to stop the threat with moments to spare. Hysh is best pleased by self-improvement and the defeat of violent emotional opponents through skill and calmness.
The ultimate goal of Hyshians is to end all warp storms through combating chaos and anything that promotes its worship. Notable worshippers of Hysh are the tomb kings, who serve as paladins capable of fighting in any environment no matter how lethal or chaotic it is. The continued existence of these followers is self-sustaining, as their dedication to their leaders and their cause generates sufficient belief and selflessness to keep their skeletons and statues animated.
Those that worship her often do so for personal gain, summoning shadow-daemons to serve them in their plots and vendettas.
Often referred to as the dark mistress, Ulgu was originally patroness of all malign intent and of every harmful deed. However, over time many of those who worshipped her were lured into worshipping Chaos. For this reason Ulgu has grown increasingly hateful of Chaos, seeing them as thieves and usurpers of her power. Those followers who remained loyal to her have also taken up the cause of the destruction of Chaos and its followers, using every trick and ruse conceivable to thwart their plans and where possible to steal their power.
Ulgu herself plays an active role as well, even going so far as to create a false identity as a minor Chaos god and influence the internal conflicts of Chaos to prevent any side from gaining the upper hand. The Imperium owes its continued survival to hidden cults of the shadow goddess as much as to the Inquisition, as the secrecy itself acts as a beacon to her agents, who then summon shadow-beasts to tear apart their enemies.
The shadow goddess aids her followers primarily with shadow-daemons, warp entities made of living shadow created to mimic the appearance and abilities of other beings.
These shades are often capable of the same supernatural abilities as Chaos daemons, and are thought to be somehow linked to the Webway and the daemons of the Warp. All that is known is that they are unshakably loyal to the dark mistress and that their presence and weapons drain light and heat, leaving frost-covered remains in their wake. Besides these creatures, Ulgu gifts her followers with banners that enshroud their bearers in a dark mist and weaponry that inflicts psychological damage upon their foes.
Victims live through an ever-shifting waking nightmare, believing that they are outnumbered by imaginary foes, or have just slain their comrades, or are totally unable to harm their opponents.
The variety of horrors is endless, but the result is often the same, an opponent vulnerable to attack both mentally and physically. Many servants of the Elder Gods find such power appealing, none more so than the Skaven, who find underhanded attacks and subterfuge well-suited to their method of waging war against stronger opponents.
Many psykers and leaders seek her counsel when planning campaigns, for her capacity for knowledge eclipses that of even the wisest mortals. It is Azyr who guards her people from threats from the sky, obscuring settlements with dense cloud cover to protect from high-altitude bombers, and bombarding those spacecraft firing at her people with meteor storms and gravitational fluctuations.
It is by her will that worlds occupied by her followers are never harmed by tornadoes, meteor storms or supernovae, and for this she is revered as a protector from otherwise unstoppable destruction.
From these rituals her priests seek hidden wisdom in constellations and the movement of clouds. Any person or place that contains much knowledge is considered sacred by Azyrians, who value libraries more than churches and study more than prayer. Bearers of her banners find that distance is compressed around their weapons, allowing projectiles to be fired or thrown across incredible distances. The Lizardmen tend to focus on worshipping Azyr more than the other gods, for they see themselves as continuing the work of the Old Ones, and seek guidance as to how best to do this on a regular basis.
To this end the Slann Mage-Priests order the construction of colossal ziggurats, so that they may view the skies from above jungle canopies and in some cases from above the clouds. In peaceful cultures he is praised for helping crops grow and protection from volcanoes and earthquakes. In warlike cultures he is often praised as a symbol of pure might and authority.
When facing insurmountable odds, it is Aqshy who grants his warriors the power to succeed, even going so far as to lend direct intervention through volcanic eruptions striking at strongholds and supplies.
When such action is taken, it is never done to give his followers an advantage over their enemies, only to balance the strength of both sides so that it is a fair fight.
Aqshyans often have a strong sense of honour to emulate their god, and hold great stock in being fair and responsible with their power. The banners of Aqshy send out searing waves of fire, electricity and other energy on a regular basis. These engulf terrain, flushing out opponents, and cause charges to falter as they try to dodge the waves of searing energy shifting around their target. Amongst the many races that revere Aqshy, it is the humans from feudal worlds which have been separated from the Imperium that idolise him most.
When a great threat is near, the Empire will gather its forces and await the signal of a twin-tailed orb of fire searing across the sky to launch their grand assault. He is the inspiration and guidance behind every building, vehicle, weapon and work of art. It is Chamon who decrees which technology is permitted and that which is to be given to favoured allies to dispose of.
Those who struggle with the limits on what is allowed are guided by Chamon to continue their inventions in a way that is dependent upon magic, or to transform their passion towards the creation of art instead. Since the prohibition of advanced technology leaves the armies of the Elder Gods at a major disadvantage in war, Chamon teaches his followers how to imbue their weapons with magical energy, enabling them to overcome any opponent and slice through the hull of even the mightiest tank.
In addition Chamon has taught his followers how to temper weapons and construct war machines to maximise efficiency, as well as how to manufacture armour on a large scale with the use of magic to increase its resilience.
This mastery over the physical extends to his psychic followers as well. Many an opponent has sought to defeat Chamon with minimal use of vehicles, only to find themselves assailed by the telekinetic fury of his psykers. Although all races venerate Chamon, particularly in civilian areas, it is the Dwarves that idolise him the most.
As a race devoid of psykers, the Dwarves are reliant on the craftsmanship of their arms and armour in order to avoid being outmatched by their technologically advanced foes. Although Chamon aids his followers by strengthening their armour in battle and making enemy armour as soft as lead or as brittle as glass, not all of his followers are limited to primitive races. To what extent this is true and what the Elder Gods have planned for the Tau Empire is as yet unknown.
When the Old Ones became extinct Ghur blamed himself for their loss, and since then he has taken any attempt to wipe out a tribe or race under his care as a personal insult. To this end he often seeks the scent of disasters to come and sends forth his legions to prevent any acts of genocide from taking place.
His favoured servants in this are the Beastmen, who he often leads on hunts across space to ambush warlords when they are at their most vulnerable. Such hunts are not without risks, as some Beastmen have been known, with prolonged exposure to the influence of chaos, to turn to worshipping the dark gods. When these warlords have been defeated yet still live, a ceremony celebrating the hunt takes place.
At the centre of the celebration lies an altar with the captive held down with chains. This giant then aids them in future hunts or revenge attacks against its original army, forcing the warlord to watch as he destroys all that he fought for. Ghur has senses of supernatural keenness, able to smell emotion, taste the truth in the air, hear echoes of sounds not yet made and a hundred other senses beyond explanation.
As a result he very rarely speaks, for doing so compromises these senses momentarily, and so all words spoken by his priests are curt and blunt in imitation of him. Ghur aids his followers by showing them the fastest route through terrain and spurring them on to chase after their enemies. While these are beneficial to his armies, it is his gift of power over the flesh that strengthens his armies further still, creating a menagerie of fearsome creatures to fight alongside them and bolstering them to virtual invulnerability.
It is she who turns barren inhospitable landscapes into fertile forests and fields, cures the sick and heals the wounded. Many scattered places of healing draw directly from her power to craft cures for plagues, restore broken minds and even regrow lost limbs. Those struck by her elemental blasts are suddenly buried in strangling thick tendrils which scatter in all directions, forcing opponents to lose their footing and work their way through unexpected dense terrain.
Those who strike down soldiers who march under her banner will sometimes find that no matter how severe the wounds or scattered the remains, vines and roots will envelop and bind the remains together, with all harm undone within moments, leaving the freshly-healed warrior to strike down their dumbfounded foe.
Although commonly known as a healer, when a community containing the young and defenceless is under threat Ghyran has been likened to a tigress protecting her cubs in her fury. Even the trees have been known to lash out in murderous rage and all manner of creatures, both humanoid and bestial, come rushing out as one to annihilate the attackers.
Of all the races that worship Ghyran, it is the Eldar who remained faithful to the Elder Gods and willingly abandoned their technology that are the most devoted to her. The wood elves, as they are known to superstitious outsiders, are reclusive guardians of sacred healing places and to some extent of neighbouring towns. Any who approach an area under their protection risk being cut down and weakened with a hail of enchanted arrows of every kind before being eliminated by a decisive charge of treekin and cavalry.
For the most part the dead are born again as members of the same race, although there are exceptions to this. Those that have performed great deeds on the battlefield are reborn as powerful creatures to guard over their former kin.
Those that have truly excelled in life and are devoted to the Elder Gods may be reborn as dragons. This is seen as the highest honour by worshippers of the Elder Gods, for dragons are among the mightiest beasts, capable of living forever and accumulating vast knowledge at a rapid pace.
Talmaran It means you buy a Shrieking Blade! Buying format see all. Excellent — An item with very minor, if any, shelfwear. You can do this for any Lore. In exchange for their belief and devotion, dodex Elder Gods granted magical weapons and abilities capable of defeating any foe and reincarnated their followers upon death into whichever body they had earned. It cannot move or attack targets other than the barrier until this barrier has been destroyed.
Strong and dangerous in battle, these cool blooded creatures were once a significant threat to dungeon-faring adventurers in the earlier ages of Sosaria. With time, however, these creatures came to develop both culture and language , in spite of their monstrous origins. The settlers treated these reptilian men with understanding, and found them capable of understanding human speech, although they were largely unable to replicate it. The lizard men eventually were given a place among the colonists of the Abyss, living harmoniously amidst men, goblins , mountain-folk and trolls for a time. In this motley settlement, the lizard men appeared to divide themselves into tribal units based on pigmentation, with green, red and gray tribes living in distinct territories.
The result was the Lizard Man, a being both reptilian and human in a single body, armed with cruel teeth and a disposition to match its appearance. In those same years when Lord British first arrived upon our shores, a young mage named Mondain was perfecting his skills in the arcane arts. The wizard slew his own father in order to seize a gem with mystic powers. Mondain subverted the jewel to evil purposes, and began a campaign of unrest and dismay against all of the world. In his most foul experiments, Mondain dissected his own servitors as well as the great reptiles which then dwelt in the southern swamps. Reuniting the body parts through magical means, he created a variety of strange sauran forms.
He has an awesome book of artwork for sale here. The following rules are designed to enable Lizardmen to be used in 40K. The Enchantments are designed so that when fighting another assault army it does not become a big scrum in the middle, as the various status effects that are used are each effective against certain types of opponent. The Code of Honour is designed to balance this army against particularly units which are overly powerful when fighting primitive armies with limited ranged weaponry.