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Lizardmen: Sacred Spawnings of the Old Ones  [RSS]  
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Skink Chief with Poisoned Javelins


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Jealous of Chaos and the fact that their gods still mark them as there own, I decided in my last few games to work on some rough rules for Sacred Spawnings.
I wanted to keep them mostly the same because I liked the idea(s) of them in the old book.
I tweaked some of them a bit and haven't had a chance to test out all of them. I have only played a few games with them but it each one they made it more fun (at least for me).
I am looking for some help to make it a bit more balanced and/or change some things around.
For my own ease ScSp = Sacred Spawnings

Here goes:
Characters may only take a ScSp once (ex: a Scar-Vet couldn't take a ScSp of Quetzl twice for a +2 to Scaly Skin Sv).
If a character wishes to join a marked unit they must posses the same mark as unit but may join any unmarked unit unhindered.
- Note that a Slann may/must still join a unit of Temple Guard even though the Slann itself may not take ScSp. The unit may still take advantage of bonuses from the ScSp.
- The Slann does not gain the bonus from the unit, though; ex: A Temple Guard unit with ScSp Quetzl would not give a Slann +1 Scaly Skin Sv. But were the unit to have a ScSp
of Chotec, it still rolls the extra die.
A character which joins an unmarked unit does not confer its effects on the unit (or mount*); but will still retain certain effects of certain marks while within a unit.
-ScSp retained effects: Tzunki (I only); Sotek; Quetzl; Tepok; Itzl*; and Old Ones
"Named" characters cannot take ScSp.

Oldbloods may take up to three ScSp
Scar-Veterans may take up to two ScSp
Skink Chiefs may take one ScSp (not Tzunki).
Skink Priests may take one ScSp (not Tzunki). A ScSp on a priest changes the lore of magic which it uses, These changes are as follows:
- Sotek: Lore of Beasts
- Quetzl: Lore of Death
- Tlazcotl: Lore of Fire
- Chotec: Lore of Light
- Huanchi: Lore of Shadow
- Tepok: Lore of Life
- Itzl: Lore of Metal
The following units may take one ScSp:
- Saurus Warriors
- Skinks (not Tzunki); Note: Skinks do not confer effects of ScSp to any Kroxigor which may also be in the unit.
- Skink Skirmishers (not Tzunki)
- Temple Guard
- Saurus Cavalry (not Tzunki)

ScSp:
Tzunki; Gain Aquatic and +1I
- May be taken by a unit for 10 points or by a character for 5 points
(No change from old book. I have not tried this out)
Sotek; Gain +1A when charging
- May be taken by a unit for 30 points or by a character for 15 points
(I did try this one, just as awesome as before. I used this on an Oldblood with the Scimitar, Maiming Shield, Carnosaur Pendant on a Carnosaur.
Ten attacks when charging after the Pendant kicks in is utterly hilarious. I also put it on a unit of Saurus and it worked out pretty well. Seems like
these points values are reasonable. Considering having it also give Skinks hatred towards Skaven)
Quetzl; Gains +1 to Scaly Skin Sv
- May be taken by a unit for 30 points or by a character for 10 points
(Also tried this one. Worked well, almost offensive to put on a unit. Reasonable-ish?)
Tlazcotl; Gains Immune to Psychology.
- May be taken by a unit for 10 points or by a character for 5 points
(Haven't tried this. Points are meant to match MoS from Chaos.)
Chotec; Roll and additional D6 when rolling for pursuit and overrun moves, choose the highest two when on foot, or three if mounted
- May be taken by a unit for 20 points or by a character for 15 points
(Haven't tried this. Worried about point values.)
Huanchi; Unit treats jungle, forest wood, etc. as open ground
- May be taken by a unit for 20 points or by a character for 15 points.
(Tried it, very useful when there are woods etc.. Makes the enemy think twice before trying to use wood as cover. Character points so it can join a unit
with the same mark. Also was a nice change on a priest.)
Tepok; Presence of this unit or character on the field add +1DD to the DD pool of the controlling player (so long as the unit is not fleeing)
- May be taken by a unit for 30 points or by a character for 15 points
(Tried this. Marked everything I could, actually, and it was REALLY unfair. I had more DD than I could use (14 total)! Utterly devastating to an opponents
magic phase Points seem okay? I was considering changing the effect to MR1, might make it better/more fair... This one is a WIP)
Itzl; WIP
- *
(Honestly, I have no idea what to do. I don't want to revert back to the way it was in the old book but do want to keep it based on mounts. I was
considering something like having the owner confer +2I to the mount for 20 points. This would overrule the not transferring a ScSp to a mount. Obviously,
a character only mark.)
[of the] Old Ones; At the beginning of the game roll a D6. A character with this ScSp get a number of re-rolls equal to the D6. This potentially be used to
avoid a miscast, cause irresistible force, pass a characteristic test (including Ld), catch a fleeing enemy, etc. A die may only ever be re-rolled once.
Character only mark for 35 points
(Same-ish as before. I went from D3 to D6 though. Tried some games with each and the D6 was much nicer and seemed to be more cost-effective)



This is all I have so far. I am open to suggestions, especially on Tepok and Itzl, which I am still unsure about.









This message was edited 1 time. Last update was at 2010/02/08 15:26:46


 
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Stubborn White Lion


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They seem nice, but honestly, I don't see any difference from 6th edition to 7th edition expect for few tweaks (like CoR and Skinks taking SP).
God I wish 7th edition still had Sacred Spawnings.

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Skink Chief with Poisoned Javelins


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There aren't really meant to be that many changes. I like it the way it was! The rules are still pretty viable.
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Impassive Inquisitorial Interrogator


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rar lizard men

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Courageous Skink Brave


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Though I miss the spawnings, I'm actually a bigger fan of this book than the last one.

The idea for the Skink Priests is rather good though

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Skink Chief with Poisoned Javelins


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Don't get me wrong, the new book is great much more competitive (in many respects) over the old book. I just think it's a damn shame that the Spawnings are gone... They gave Lizardmen a (yet another) unique twist to the army. While they are very good without them, I feel like bringing the Spawnings back could add a little more versatility to some of the units (mostly CoC, making them much more expensive but more powerful at a decent ratio). They are fun to play with but can reduce the army size it too many are taken; so it kind of balances itself out.

I also tried a game with ScSp Chotec the other day, the points seemed to work out okay although I only had a few chances to actually use it (the unit was given the run around). So I think it is still up in the air.
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Stubborn White Lion


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I still don't know why they got rid of spawnings to begin with. There was nothing broken about them and nothing in the new book would make them broken now. Hell even points costs wouldn't need to change as our army saw little difference from 6th to 7th for points and stats.

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Skink Chief with Poisoned Javelins


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So true. I feel like GW just didn't want to have to copy-paste those pages from the last book. That would be too much work.
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Treacherous Tomb Spyder


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I guess they just wanted to dick with the players who painted their saurus that way...

How to deal with young players:
eldarbgamer13 wrote:Punch them in the face and scream, "BLOOD FOR THE BLOOD GOD!"

 
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Skink Chief with Poisoned Javelins


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Kurgash wrote:I guess they just wanted to dick with the players who painted their saurus that way...


haha, that too!
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You could bring this in as a Legendary battles feature...

Also littlenibbler Orks aren't about armour saves.

Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.

Orks are about being too fething awesome to die...
 
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Skink Chief with Poisoned Javelins


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Eyclonus wrote:You could bring this in as a Legendary battles feature...


Maybe like the old Sacred Hosts rules?
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I'm totally for supporting these rules Plus-If only to get my Scar-vet with 6 strength 5 attacks on the charge back .

This message was edited 1 time. Last update was at 2010/04/09 19:25:17


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Skink Chief with Poisoned Javelins


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NEVERMIND

This message was edited 1 time. Last update was at 2010/04/09 21:11:52


 
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Tell me what are the old Sacred Host rules? I have no idea of pre-7th Lizardmen, it sounds like a lot was lost from 6th or 5th.

Also littlenibbler Orks aren't about armour saves.

Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.

Orks are about being too fething awesome to die...
 
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Rampaging Carnifex


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You mean these things were standard before I started Lizardmen?! C'MON! I would be playing more Fantasy than 40k if they were still standard.



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Skink Chief with Poisoned Javelins


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Eyclonus wrote:Tell me what are the old Sacred Host rules? I have no idea of pre-7th Lizardmen, it sounds like a lot was lost from 6th or 5th.


The Sacred Host rules use to be on the GW website but after their update they were take down. They first showed up in a WD, I think it was WD300 (I don't have it so I am not sure). The short version of the rules was that you could take a mark across the army (on those units that could take it) and have them remain core, instead of moving to special. Two marks on a unit moved them to special, though. The Sacred Spawnings cost the same amount of points but with the old book if you wanted more you ate up all your special choices very quickly. They also had a similar Lore change system for the Priests. It was a way to make armies with more marks really. I liked it a lot and used it whenever an opponent let me.

The rules and books for Lizardmen were consolidated. In that there was a bit lost and a lot changed. The Red Host rules and Southlands lists were also lost but those weren't used as often. I did play with a Southlands list a few times, it was okay.


 
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