Warhammer lizardmen pdf download
To its native L izardm en, however, L ustria is a haven —a deathtrap to invaders and a bulw ark against the disorder set loose in the world with the com ing o f Chaos. L ustria contains m ighty rivers, vast tracts o f unbroken swampland, arid deserts, soaring m ountains and a vast and fertile plain - deep grasslands and savannahs that stretch beyond the horizon. Yet one feature dom inates all others.
E ven the high peaks and plateaus are blanketed, and it is said that arboreal creatures can cross the entire continent without once stepping upon the ground. In places, the trees soar many hundreds o f feet in the air and are older than the race o f M an. T h e jungle floor is choked by dense undergrow th and there are few true paths beyond anim al trails. Visibility is lim ited and the air is thick, often w reathed in drifting mists.
To an outsider, the claustrophobic jungles o f L u stria are m uch the same, b u t to its native creatures, nothing could be further from the truth. T h e dense ferntree valleys, the titanic skywoods and the moss-covered flood zones each offer their own deadly perils. To creatures that have lived their lives braving such dangers, it becomes instinctive to identify the hundreds o f different environm ents, anticipating the types o f plants and creatures that m ight lie in am bush.
In the jungle, you are always being stalked - know ing by what can mean the difference between life and death. To intruders, it is an alien landscape, a singular green hell, where anything or everything is trying to make a meal o f them. A great am ount o f the plant life o f L ustria is carnivorous - grasping creeper vines, blood-hungry spore clouds and im paling spikethorns all seek the unwary.
Yet even the om nipresent dangers o f lethal flora pale in comparison to the many creatures that make the jungle their hunting g round. Every hanging vine m ight be hom e to fist-sized stinging insects, and prides o f scale-m aned reptilions wait in concealment ready to pounce upon passers-by.
G reat hunting cats, cannibalistic monkey-kin, and the buzzing swarms o f enorm ous insect life makes the ju n g le a constant battle zone, w here survival is an hourly struggle, l e t m ost dangerous o f all that hunts beneath the canopies are the giant reptiles.
T hese beasts have long been extinct from the rest o f the world, b u t in L ustria, they rule supreme. Swift-m oving colonies o f bipedal razorbeaks scurry through the underbrush, while packs o f C old O nes hu n t the game paths, seeking fresh meat. From the canopies above swoop down Terradons and all m anner o f lesser w inged reptiles.
E norm ous sauropods stretch their necks to pluck creatures out o f even the upperm ost branches, while plodding T h u n d e r L izards actually penetrate above the canopy, seeking to swallow entire cloud banks, altering weather patterns for miles around in order to charge the fearsome attacks they use to kill their prey.
In the deepest jungle, rarely seen even by the L izardm en, lurk strange, feather-w inged serpents, m ulti-legged behem oths and the mysterious A rcanadon. Yet all o f these creatures know fear w hen they hear the roar o f the C arnosaur —for none are safe from the relentless ferocity o f that king o f savage killers. R ising proud above the canopy and gleam ing in the b right sunlight stand the great temple-cities o f the L izardm en. A m ongst the eldest structures in the world, the temple-cities were raised d u rin g the age o f the O ld O nes.
F or their size and simple grandeur, they have never been equalled by the constructions o f any younger race. M onolithic structures and vast pyram ids still stand, breathtaking in their scope, unrivalled in their enormity. In their time, each one teem ed with thriving activity; the Slann M age-P riests and their viziers were kept busy supervising the n u rtu rin g o f the various races created by the O ld O nes, the Skinks ensured daily operations ran smoothly and, from u n d er the decorative arches, the Saurus legions m arched on their wars o f extinction.
D ozens o f saurians from the jungle were captured and trained for domestic uses —Stegadons hauled forwards building materials for the Kroxigor, Pliodons acted as living ferries across the wide canals, and Voxosaurs em itted their piercing screams to sound alarms.
T h e O ld O nes themselves w ould come and go, their star-sailing ships landing in the wide plazas. E ach o f the temple-cities was constructed to be different in its own way, although all have been carefully positioned to relate to a specific celestial body or astral phenomena. Since the com ing o f Chaos, and the deviations from the G reat Plan, some o f the alignm ents have drifted apart. M u c h that once was has been lost, as many temple-cities were destroyed.
W h ere possible, their ruins are still guarded, for they are still circuits that make up the greater whole. Yet over the ages, some sites have been left perm anently neglected, their power and population lost to the L izardm en forever. At the heart o f every city are the pyram id-temples. L arge and majestic, these stepped ziggurats loom over everything.
E ach apex is known as a Star C ham ber and w ithin this sacred space a Slann can align his thoughts and engage in conversations with others o f his kind, though they be far distant over the horizon. From his seat o f power, a Slann can tu rn his attentions to the constellations above, seeking signs o f the return o f the O ld O nes. T h e taller the pyram id, the more powerful the M age-Priest; the su rrounding smaller structures are for lesser priests.
T h is is done so that the elder generation can keep their mental pathways clear - undisturbed by the naive questions and less weighty thoughts o f younger Slann or, worse still, the im pertinent and im patient Skink Priests. D eep w ithin each pyram id are many vaults, crypts and cham bers, each accessible only through secret and wellguarded passages.
F our m ajor temple-cities currently stand intact, although this has not always been the case. In the ages since the G reat C atastrophe, the fortunes o f the temple-cites have risen and fallen according to the unknow able will o f the O ld O nes.
Some cities have been inexplicably abandoned, their populations m arching in long colum ns to rebuild an ancient ruin m any miles distant. Sometimes a Slann M age-P riest will set out to refound some other location —tem porarily re-establishing a dwelling am idst the overgrown ruins so that he can m editate in peace upon deep m atters that require thoughts from th at particular alignment.
Itza - the First City Itza was the very first o f the temple-cities to be founded, and it is hom e to the m ost powerful and ancient practitioners o f magic to be found anywhere in the world.
Forem ost am ongst them is the venerable Relic Priest, L o rd Kroak, whose indom itable spirit has guarded Itza against the return o f Chaos since the G reat Catastrophe. A lthough it has been hard-pressed on several occasions, never once has Itza yielded to an attacker. T h e pyram id-tem ples clustered in the heart o f Itza are taller than m ountains and are great conduits o f power.
At times, the concentration o f so many ancient Slann causes the very air to seethe with arcing magical energy, while at others, a palpable feeling o f serene contem plation overcomes all who visit. Itza is a sprawling city with dozens o f distinct districts, each overcrowded and b usding with Skinks who move at a frenetic pace.
T h e skies above are filled with Terradons, each carrying messages or perhaps a dignitary from some far distant temple-city. H e re are housed the greatest armies o f the L izardm en and also their greatest treasures. T h ere are devices o f such potential devastation that not even the Slann M age-P riests dare dwell upon their nature for long.
Hexoatl —City of the Sun H exoatl is the northernm ost o f tem ple-cities, located on the Isthm us o f Pahuax. H e raised them to block the path o f an oncom ing D ark E lf arm y that threatened to overwhelm the City o f the S un and the tactic proved so effective that the powerful M age-P riest has made the enchantm ent perm anent.
T hro u g h o u t its history, the Isthm us o f Pahuax has been a frequent landfall for warm bloods w ho survive the journey across the great ocean. H ex o ad is understandably the m ost martial o f tem ple-cities. It is encircled not ju s t by jungle but also high walls, upon w hich stand m any towers. Serried ranks o f Saurus and Temple G u ard m arch down its wide avenues, and Skink patrols, reinforced by whole herds o f Stegadons, sweep the surrounding land for hundreds o f miles around to ensure any threat is stopped before it can reach H exoad.
Tlaxtlan —City of the Moon T laxdan was built and nam ed w hen b u t a single moon orbited the w orld, not the two th at can be seen today. T h e tem ple-city is the destination for those Slann M age-Priests who specialise as astromancers and prognosticators; their observations o f the moon and stars m ade for stunningly accurate predictions o f future events.
W ith the G reat C atastrophe, however, the second m oon o f pure Chaos came into being. It is not subject to the universal laws held in such high regard by the Slann, for it orbits according to no fathomable pattern —a source o f unending consternation to the Slann and Skink Priests w ho still look to the stars to read the future. Xlanhuapec - City of Mists T h e second o f the temple-cities to be founded, X lanhuapec is a mysterious place that holds many secrets left behind by the O ld O nes.
X lanhuapec houses a num ber o f ancient artefacts, including the Placid Pool - reflective waters that allow w orld-spanning visions; the Device o f the G reat Beyond - a com m unications relic through which others from far distant stars occasionally speak, and an E ternity Ship —a great egg-shaped vessel w ithin which time does not flow.
T hese hoarded treasures and more are jealously guarded and it is a death sentence for any outsider to so m uch as glim pse the city beneath its protective shroud o f mists, for X lanhuapec is gro u n d sacred to the L izardm en. It is said that the m ist possesses terrible strength, and in times o f need can take the shape o f creatures - elemental magic form ed from w ater and air.
T h ere are many different reasons why these wonders have been reduced to such decrepit states. M o st were ravaged d u rin g the G reat C atastrophe, overrun by daemonic hordes. O v er the ages, other L izardm en cities have fallen to disasters, plagues, the invasions o f warmbloods, shifting tectonics instigated by the Slann themselves, and other reasons unknown. T h e temple-cities are far from the only structures rearing above the jungle canopies or languishing in the misty darkness beneath.
T housands o f sacred sites can be found across L ustria, their locales not scattered random ly b u t built in accordance with the geom antic web, or placed to tap into some other vital pow er source or alignment. T h e Stellar Pyram ids o f the Southern Skies are the destination o f many Slann M age-Priests, for to m editate in their shadow is to gain divination surpassed only by the O ld O nes themselves.
T hose temple-cities that were destroyed durin g the G reat Catastrophe are often haunted by their past, such as w hat rem ains o f Tlax, w hich is now know n as the City o f Ghosts.
So m om entous were the calamities suffered there that unspeakable things were etched into the air itself. To this day, when the alignm ents o f the stars are right, the past replays itself and spectral forms battle once more for possession o f the city.
L ike a w ound that will never fully heal, that self-same hole in reality has re-opened several times, causing m ajor incursions that have destroyed each o f the attempts to resetde the ruins.
Chupayotl, now called the Sunken City, toppled into the sea, while C haqua, the City o f G old, fell to the plagues o f the Skaven —the contam ination w ithin its walls rem ains so potent that its overgrown ruins still cannot be repopulated, even after so m any years. Since those days it has been partially reconsecrated, although it stands em pty - or it appears so, as it is nearly impossible to pick out the C ham eleon Skinks that keep silent vigil in the treeline outside the tum bledow n city.
N o t all o f the ruins stand empty, however, for some, such as the tem ple-city o f H u atl, are in the process o f being refounded. H u n d red s o f Kroxigor w ork to replace stone blocks in alignm ent, and the jungle has been beaten back. Already the G reat Temple has been rebuilt and its Star C ham ber houses a M age-P riest for the first time in an age. Oyxl, the E ternal City, was ruined by D aem ons, b u t its G reat Pyram id is still attended by Skink Priests and it is said that the Skinks o f that city have almost m astered the carnivorous, flightless birds that roam the su rrounding plains.
Pahuax, the City o f Ash, has been abandoned and refounded no fewer than six times; through it all, the pyram ids have stood tall, a w eathered but defiant testam ent to the powers o f the ancients.
M a n y mystical places are situated near bodies o f water, such as the W ellsprings o f E ternity and the Fire Bogs, w here rings o f carved stelae rise out o f the m urky swamps; each contains rem nants o f the powerful spells that L o rd M azd am u n d i once unleashed there.
N o rth o f Itza, the E m erald Pools are reserved for the Slann M age-Priests, and the glow ing waters are said to have a restorative ability.
A t the G reat Confluence, m any rivers flow together and between them form the largest series o f waterfalls in the world - and the ornate floating tem ples that rise on those mists are places o f mighty contem plation indeed.
Some o f the m ost impressive L izardm en structures are utterly baffling to the few outsiders who have survived their trip into the jungles long enough to discover them. M o st often, these were designed by the Slann in attem pts to signal the long-lost O ld O nes, o r perhaps to scan the skies and glean some clue as to their whereabouts. T h e Z iggurat o f D aw n, its fiery beacon eternally lit and pulsing regularly, is visible even beyond the horizon.
L eg en d tells that any who touch the fire and live are gifted with the power o f the sun itself, w hich has draw n am bitious treasure-seekers from many realms. T h e Sentinels o f Xeti, a row o f monoliths covered in graven patterns and shim m ering inlays, are said to listen for messages from the O ld O nes, although they have yet to receive any signal. In central L u stria are a series o f vast symbols carved into the grou n d and mystically kept free o f encroachm ent by the sprawling jungle.
From the gro u n d it is impossible to discern their shape o r pattern, for they are complex patterns intended to be seen from above by the enigm atic O ld O nes, in the hope that they will guide their ships to a safe return and reunite them with their longorphaned children.
As this slew of celestial data is mindbogglingly complex, all dates that follow use the Imperial Calendar, as used by the Men of the Empire. They in the mists o f half-truth and legend. An alone o f all the Lizardmen are able to ill omen is recorded in the alignment o f approach and ride upon the dreaded -c. They descendfrom the skies and The Siege o f Itza, which had lasted not revealed to the Slann fo r centuries.
Although T he Vampire Coast T k e G reen M ist The flotsam o f many shipwrecks washes To execute their designs, the Old slain in battle, Lord Kroak's w ill is so Under cover o f a poisonous mist, the up on Lustria, including a Vampire Ones made the First Spawning o f the strong his spiritfights on — invoking a Skaven make their boldest attack yet, named Luthor Harkon.
H e creates Slann and, under their direction, the last spell that banishes Daemons and emerging to take the ruins o f Conqueso. Whatfollows is a The High Elves complete their Great long age where the Lizardmen rule Ritual and the daemonic legions vanish supreme, creating vast temple-cities and from the world. O f this from the cold depths to haunt the lands. While the Saurus wipe out those races treacherous waters o ff the coast rise Lustria and founds the colony o f Skeggi. The Slann not prophesied on any plaques.
A ll o f its Demise of Lord Z h u l away, and temples have crumbled into ruin. D own the ages, countless Skink have forgotten much from that age, Mage-Priests are slain. The unknown Darik E lf R aid ers their memories growing dim. To the enters the minds o f the Mage-Priests. Skink scribes record that Lord Xltep Xahutec is abandonedfor the final time is plagued by memory loss; a fog has The temple-city o f Chaqua is the remaining temple-cities. No Sotek Trium phant from the jungle but is halted by Lord the largest Daemon invasion ever other Slann speaks to Lord H ua-H ua With a climacticfinal campaign, the Xltep, fulfilling the Prophecy o f known.
Xahutec is the first temple-city fo r the next thousand years in protest. Skaven are finally driven from Lustria Huanca-Xlanpac. The Cult o f to fall. Lord Quex enacts his realignment Sotek gains prominence amongst Skinks. In the course o f the Victory in Naggaroth -C. The Exceptfo r enclaves in the Southlands, world suffers disastrous earthquakes — Stela o f Quetli, Lord Tepec-Inzi opens fe w survivors that escapeflee back to the Lizardmen are pushed back to most notably affecting Skavenblight and a portal to Naggaroth.
There, an army the northlands with much stolen gold, Lustria, which is transformed into a the D w a r f realm that stretches across led by Gor-Rok defeats the D ark Elves however, all the sacredplaques they deathtrap to thwart the invaders. Only the eternal vigilance A iJ Unlooked For Tlaxtlan enacts a ritual aimed at o f the Saurus warriors maintains a the path o f a mighty Dark E l f invasion Taking a celestial readingfrom the pushing the false moon out o f orbit.
Great Warding lessening the influence power to complete the task, the Chaos known as the Grey Guardians to block Horrors at X akutec o f Chaos and thus aiding the Empire's Moon is sufficiently shaken that chunks The ruins o f the temple-city o f Xahutec famous hero, Magnus the Pious, in his o f it split o ff andfall across the world While seekingfo r the disturbance found are again overrun by Daemons.
Great War Against Chaos. Unleashing Kroq-Gar to contain the threat, many Slann work to close the magical breach once more.
The geomantic woodland off the Tarantula Coast. For his role in Great Warding around the world, Daemon legions manifest across the recovering lost ruins, the Skink Priest culminating in assaults on Lustria. The until the true sun rises once again. So many key nodes are lost penetrate to the outer quarters. Using Luthor Harkon and the D ark Elves that Chaos powers fiood the world and the living mists that surround the unite to raid the coastal ruins o f theforesight o f the Slann fails.
During the battle, Harkon devastating counter-attacks to slaughter is captured and imprisoned. H e unites D ark Moon and the Monument o f the Sun is the intruders.
None escape the mists. During excavation, workers comet to crash down upon the Skaven Chaos invaders long enough fo r Slann discover an eggfrom a Quango, a stronghold o f Quetza, the Defiled City.
The egg is given to Lord A bridge o f magical energy is summoned Slagm ire Destroyed Mazdamundi who declares that its and a Lizardmen army from Itza I t isforeseen that a device being built hatching may be o f great import.
The High Elves must not be completed. Tehenhauin is Lord M azdamundi and Kroq-Gar T k e Vol cano Gods there are hard-pressed by a D ark E l f chosen to lead the assault and the Slann arrive at the head o f separate armies in Skinks believe the great Krakatoa is attack and only the timely intervention use magic to transport the Prophet o f time to relieve the Siege o f Hexoatl.
An Hexoatl. By year's end, the temple-city is besieged and likely tofall. Without speaking a den. A three year battle leads to the host is, at last, broken. Daemons again stalk Lustria. Gor-Rok word to the survivors, the Lizardmen eventual defeat o f the Skaven and the defeats a plague army at Itza, a massed march back across their magical bridge.
Kroq- Lustria preparesfo r war. This coincides with the Old Ones. The Slann Mage-Priests and acceleratedgrowth. Thejungles spontaneous and unheralded spawning contemplate the matter fo r several become more dangerous and filled with o f Chameleon Skinks in that long- years, before renouncing such claims. Theirs is the power that scoured races untold from existence and reshaped the very surface o f the world.
By their will and the might o f their armies have the Dark Gods been thwarted. Yet defence is not enough once again the Lizardmen have reawakened to their great purpose, crusading outwards once more to restore order.
This section o f the book describes the fearsome Lizardmen in all their varied guises. Here you willfind details fo r all the different troops, heroes, and monsters used in a Lizardmen army. It provides the descriptions, imagery, characteristics profiles and special rules necessary to use all the elements o f the army, from the Core units to special characters, and from the lost Treasures o f the O ld Ones to the Lore o f High Magic.
W h ere a model has a special rule that is explained in the W arhammer rulebook, only the nam e o f that rule is given. I f a m odel has a special rule that is unique to it, that rule is detailed alongside its description. Attacks generated by the P redatory Figh ter special rule do n o t generate further Attacks. In addition, models w ith this special rule can march, claim ran k bonus and be steadfast even when in M arshland or a River.
Furtherm ore, if every model in a unit has the Aquatic special rule, and the majority o f the unit is w ithin M arsh lan d or a River, enemies shooting at that unit suffer an additional -1 To H it penalty.
N o mocement escaped the slitted yellow eyes o f the patrol leader. These days, the floating ruins o f the Toradotek pyramids were little more than tumbled stone hovering low ooer the jungle, tethered by innumerable creeper vines. Yet the site was reserved for Mage-Priests - an unquestionable decree for which the Lizardmen sentinels dedicated their lives. With calm precision, Tenehuac allowed the lead elements o f the enemy force to pass his position, even though they were headed directly towards that sacred place.
His tongue darted out to taste the air, catching the scent o f more warmbloods on the way. He emitted a single shrill call before sinking back beneath the film-covered surface. I Deeper in the jungle the air hung thickly, the dense canopy creating a gloom through which few sunbeams could pierce.
The usual cacophony o f droning insects faded, a lack o f sound ominous to any creature that could read such signs. Yet the invaders were heedless - human barbarians from the north, followers o f the Dark Gods. They pushed forward, on the trail o f some unseen eldritch power.
Then, with a shocking suddenness, the jungle came alive. Tenehuac could distinguish each formation - the stipple-scaled warriors under Tok-Ax, the spear legion ofPokHopak, and the unbeaten ancients o f Scar-Veteran Ul-Chak. Rising partially out o f the murky waters, Tenehuac and his patrol shot darts from their blowguns, some whirring harmlessly over their foes, others burying themselves into exposed flesh.
Even as the warmbloods turned to face this new threat rising from the swamp, larger forms burst from the murky waters. Salamanders spat gouts o f flame - the flaring brightness illuminating the dim surroundings. Above, the screeching ofTerradons announced the arrival Lojineta and his aerial patrol.
Enormous rocks plummeted downwards to crash into the ranks o f the invaders. A s nerve-shattering as these attacks were, Tenehuac knew they were as nothing to what was coming.
He felt vibrations beneath his feet and heard the distant sound o f uprooted trees long before the Camosaur bounded from the treeline to wreak carnage amongst the enemy.
From its back, their war leader, the Saurus Oldblood A i-H o tl, drove his spear through the bodies o f the foe. Following this king o f predators was a living wall o f armoured monsters whose tread flattened a path as easily as it shattered shieldwalls. I f the Dark Gods heard the desperate pleas o f their mortal minions, they did not acknowledge them. I In a few short, savage minutes, it was o ver-th e sounds o f battle replaced by the crunching o f bones.
Tenehuac led his Skink patrol onto the trail o f the few survivors who escaped the slaughter. None could be allowed to escape, fo r such was the merciless law o f the Lizardmen. A lthough not physically m enacing - their bodies are toad-like w ith large heads and bulbous eyes - with a flick o f their m ulti-jointed fingers, Slann can topple cities, en g u lf foes in flames or open vast rents in the ground below.
E nem y w izards find even the m ightiest incantation they try to employ unravelling before them as a Slann contem ptuously waves its hand. T here were five spawnings o f Slann created by the O ld O nes, each with a particular role to play in their G reat Plan.
N o new Slann have been spawned since the departure o f their creators; all the Slann alive today are those self-same ones. W ithout any new M age-Priests, they are a dying race, faced with extinction.
Well over h alf o f their kind died in the G reat C atastrophe, including all o f the First Spaw ning - the wisest and m ost powerful o f the Slann, and the only ones that had direct contact with the O ld O nes. In the ages since then, m any other Slann have died violendy —irreplaceable losses that are greatly lam ented.
W ith each M ag e-P riest lost, the Saurus and Skinks further insulate those that rem ain, protecting them with their very lives. T h e Slann see the w orld differendy from other beings.
T h e ir orderly m inds are constantly at w ork —deciphering complex problem s and w andering the cosmos. To the Slann, time passes m ore quickly than it does for short-lived creatures, and a Slann will regularly slip into extended periods o f restful contem plation that m ight last decades, or even centuries, at a time. It did seem the Norse link doesnt work though - perhaps wrong access rights?
Thanks a lot for all this hard work - to everyone involved! Thanks for the kinds words! The Norse book should be working though, maybe try again later? Just found this and I have no words!
Thanks for all this effort u are doing in this website! Gonna have a good look on everything By the way Cathay codex link is broken, if you could fix it id be so happy. Again thanks for everything! Glad you like it : The Cathay book can still be downloaded under the "army books" tab at the top of the page. Are these all versions for use with WHFB 8? Just curious as in our gaming group we've also fans of 6th and 7th, so if these versions would still?
What does this price mean? This page was last edited on 22 Decemberat Thank you for viewing my items. Finally there is a timeline of the Lizardmen and a more detailed history containing more information. From a smoke free home. Rules for the five generations of the Slann and the Drain Magic spell. This website uses cookies to improve your experience while you navigate through the website.
Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies.
But opting out of some of these cookies may have an effect on your browsing experience. Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website.
These cookies do not store any personal information. Toggle navigation. Warhammer Armies book. Read reviews from world's largest community for readers. This page Warhammer Armies Book contains all the rules you need to A fan-made army book for Chaos Dwarfs for use in Warhammer.
Note: This version of the book is outdated and is no longer being supported. The current version The following is a list of Army Books and Supplements for the various armies released for the
0コメント