Wednesday, January 28, 2015

Lizardmen Preview- saurus warriors and slann mage-priests

Saurus Warrior

Mobility: 4
Training/Experience: 3-7 
Max Range: Melee
Preferred Range: Melee

BASIC DESCRIPTION
When the Lizardmen march into battle, it is the Saurus who make up the hardened core of the fighting forces. This is no surprise, for the Saurus were created by the old ones solely for the purpose of war and the protection of their masters. The old ones cultivated this race of reptilian warriors, though whether they created them entirely, or raised them up from some primordial life form of the jungles , is not clear. What is assured, however, is their role and function. In the prehistory of the world,  in the time before Elves and dwarves, it was the saurus who pacified the lands, exterminating entire species in accordance to the old ones plans. The Saurus are brutish yet disciplined creatures. Even unarmed, they are extrmely dangerous- their sharp claws can gouge grooves into rock or tear out a foes throat with ease. Their muscular tails can crush a mans ribcage and their mouths are full of enormous dagger-shaped teeth . Although unable to master more complicated devices, Saurus use simple weapons to devastating effect, wielding obsidian tipped spears and heavy clubs spiked with jagged stones. Using their great strength, Saurus can leave the roads and hack through the dense jungle of Lustria using brute force alone, however, they are more accustomed to exerting it
| Although they can, at times, appear slow of reflex and sluggish, Saurus can still achieve speed on the march thanks to the power of their loping gait. Their tough hides bear spines, bony crests and thick scales that can turn aside all but the surest of sword strokes. For further defence, Saurus will at times bear shields – bladed crescents made from the cured hides of the large scaled beasts that prowl the deepest jungles. Saurus are cold-blooded and seemingly impervious to pain, able to sustain horrific wounds and fight on without making a single sound of protest. Indeed, so alien are they that they register no emotion save a single-minded savagery.
Saurus are not birthed, but spawned, crawling full-grown from the dark pools constructed for such purposes many ages ago when the Old Ones walked the world. They arrive not individually, but as a cohort – an entire military unit that will stay together for the rest of their lives. All those spawned together bear the same colouration and markings as their brethren. They share a mindset, acting with eerie but unspoken synchronicity the whole formation turning as one, or launching an ambush, without the need for so much as a single spoken word.
Although they do so infrequently, Saurus can speak. Their language is little more than deeply growled one-word | commands. These orders issue forth from a Spawn Leader – the greatest amongst their number since they first emerged from the spawning pool. In the course of their long lives of battle, it is not unusual for a Saurus spawning to lose their champion. In such cases, if the unit survives, another of its members will grow to fill the role, or as the Lizardmen say, receive the gifts of the Old One. 

== LOADOUT ==
Saurus Oldblood with typical saurus weapons

Offense: Weapons of the lizardmen are made of a material unique to lustra. Harder than granite, this strange stone is known as obsinite. Obsinite is more durable than steel and never rusts, which is perfect for the wet and humid conditions of lustria. For increased durability, Lizardman weapons are often reinforced or decorated with bands of bronze or gold, while Jagged spikes of metal or cruelly shaped pieces of jade are added to ensure the heavy, blunt weapons can punch through armor and cause maximum damage to flesh.
The weapons are typically shaped as swords, clubs, maces, halberds, spears or a strange combination of any of the above. In the hands of a 7 foot tall, Saurus warrior, they can take out an armored man in a single, vicious hit.
In addition to these weapons, the Saurus warrior in question can rely on his own natural defenses. Crocodilian jaws can tear off limbs or heads. Any foe who survives this bite will find the would grievously infected, and will succumb to jungle diseases in a few days. Claws can easily tear out throats or disembowel human sized targets. The well muscled tail of a Saurus can break limbs or shatter a ribcage. 

Defenses: 
The iron-hard hides of a saurus bear spines, bony crests and Thick scales that can turn aside all but the surest of sword strokes. Saurus Warriors continue to fight on through the most grievous of injuries, and if they can register pain, they don’t show it. Their cold blooded nature allows them to fight much longer than a warmblood would without bleeding out. They do not show fear, nor pain nor cowardice in battle, only single minded savagery.
In addition to their biological adaptations, Saurus warriors often carry shields made of the cured hides of the giant scaly beasts that prowl the jungles. 


Variant: Each cohort of Saurus warriors comes with a Spawn leader.  The spawn leader is the greatest among them since they first emerged from the spawning pool. He is larger, stronger, and a better fighter than his brothers, and is seen as a the commander of his unit. Should the spawn leader be killed, another Saurus will grow to replace him; or as the Saurus say, receive gifts of old ones. 

Skinks
Mobility: 6
Training/Experience: 3
Max Range: 50 meters 
Preferred Range: 10-30 meters (skirmish range) 

BASIC DESCRIPTION
Where the sluggish Saurus were bread solely for war and protection, the quick and agile skinks were created to perform many different roles in lizardmen society. Without the work of the skinks, lizardman civilization would quickly collapse. Skinks are highly organized and social beings that instinctively work well in groups, even being able to coerce other creatures to do their bidding. Agile of both mind and body, the skinks are perfect for the many roles they fill, be it craftsmen or warriors. Of all the lizardmen, the skinks are the most social, using their color changing skins to enhance their vocal language of hisses, clicks and other strange reptilian sounds. In times of war, the skinks will take up patrol duty or mass into huge blocks of infantry alongside the rest of the army. Unlike the steadfast saurus, skinks range between reckless audacity to sudden panic. Should they be outmatched in close quarters, they are known to flee and regroup elsewhere. In war, skinks fill as many roles as they do in day to day society. Skinks can be massed together in as close combat warriors, wielding light spears and small swords. However, the most common role of skinks in war is that of skirmishers and ranged troops. Skinks will run ahead of the main army, harassing the enemy troops with a hail of darts and javelins. Using their affinty for water or thick jungle, the skinks will often look to attack their foe from unexpected quarters. Many enemies have been outflanked by skinks in what they thought was impenetrable swampland or jungle. When facing the power of the lizardmen, not even the rivers and swamplands form an effective barrier...

== LOADOUT ==
Offense: in melee, Skinks are not capable of wielding the huge, heavy clubs, swords and maces that their Saurus kin carry into battle. Instead, they usually wield light spears, knives, and other weapons small enough for a skink to carry.
At range, skinks usually carry javelins and blow darts. while these weapons lack the penetrating power and range of arrows and guns, such is the skill of the skinks that they can aim into the weak spots in armor to better damage their foes. All ranged weapons are tipped in deadly poisons that infect even demons and undead. Darts that would normally be minor annoyances to tough troops suddenly become lethal weapons. The jungles of lustria are teeming with poisonous snakes, lizards, amphibians, insects, spiders and plants. Some toxins cause their victim to die in a fit of spasms, while others are capable of boiling blood and melting brains. Whatever the case, all are fast acting. To underestimate the ranged weapons of the skinks is a horrible mistake, for even a scratch that enfeeble the mightiest of mortal soldiers. Even the great chaos warriors of the northern wastes fear the ambushes of the skinks. 

Defenses: 
Scaly skin: the skinks, while not as large or strong as their Saurus brethren, bear the thick scaly skin that serves as a form of light armor. Some skinks will bear small shields made from the hide of jungle creatures to better protect themselves. 

Variant:

Skink skirmishers: these skinks assail foes from afar with javelins and blowdarts, retreating before the enemy has time to react.

Skink Brave- These skinks are more used to battle and are more effective in close combat. They often serve as leaders in units of Skinks and turn them into a slightly more effective fighting force

Patrol leader- These Skinks are better marksman than most of their kin, used to leading patrols through the jungles of Lustria. 

Name: Kroxigor 
Mobility: 6
Training/Experience: 3
Max Range: Melee
Preferred Range: Melee

BASIC DESCRIPTION
The Kroxigor are giant crocadilian relatives of the Saurus. They are massive creatures, their bodies consisting of rock hard muscle and their massive jaws full of razor sharp teeth. When enraged, they unleash the only form of speech they know: a blood curdling roar that reverberates across the jungle. The Kroxigor were originally created by the old ones as construction beasts, and so they possesed incredible strength. Under the direction of skink overseers, they were capable of feats of strength such as moving the massive stone blocks needed to build the pyramids of teh temple cities. They are all brawns and no brain, requiring constant directing. they will instinctively obey any command from their smaller kin. In time the war, the brute strength of the kroxigor makes them useful as shock troops to crush enemy battle lines. Kroxigor are often found fighting alongside regiments of skinks, the awseome power of the massive beast giving the skink confidence, and the constant chatter of the skinks providing the kroxigor with stimulation. 

== LOADOUT ==
Offense: Kroxigor can easily tear apart an armored man sized target with its bare hands, but the skinks give them weapons to enhance their strength potential. Each Kroxigor wields a club that is taller than a saurus warrior and would require 6 men to lift it. With this massive, ornate club, the kroxigor can pulp enemies and shatter stone. The clubs are chained to he kroxigor, as they are forgetful beasts and often drop their weapons once the battle is over. 
Defenses: Like the other lizardmen, the Kroxigor is covered in gnarled, thick scales that serve as a light armor. IN addition to this, they are much larger than humans, and wounds that would be fatal to a man are minor injuries to this ogre sized beast. Like saurus, they are very resistant to pain and will fight through the most grievous of wounds. 
/dditional factors : Kroxigors share an affinity for skinks, which is explained by both species emerging from the same spawning pools. Kroxigors are directed by skinks, and at times of war they form mixed cohorts. The Kroxigors anchor the line and provide the muscle, while the swifter skinks harass the troops with ranged weaponry. Kroxigors are also great swimmers, and spend much of their free time submerged in water with only the tops of their heads sticking out. this way they can cool off, and surprise their unsuspecting prey. This aquatic nature allows them to ambush enemies from unexpected quarters, and pass through rivers and swamps unimpeded. 
Slann Mage-Priest 

Mobility: 4
Training/Experience: 8-10 
Max Range: Battlefield 
Preferred Range: Line of sight 

The favoured servants of the Old Ones, the Slann have considerable intellect and magical abilities, and rule the Lizardmen as venerated Mage-Priests. Although not physically menacing — their bodies are toadlike with large heads and bulbous eyes – with a flick of their multi-jointed fingers, Slann can topple cities, engulf foes in flames or open vast rents in the ground below. Enemy wizards find even the mightiest incantation they try to employ unravelling before them as a Slann contemptuously waves its hand.
There were five spawnings of Slann created by the Old Ones, each with a particular role to play in their Great Plan. No new Slann have been spawned since the departure of their creators; all the Slann alive today are those self-same ones. Without any new Mage-Priests, they are a dying race, faced with extinction. Well over half of their kind died in the Great Catastrophe, including all of the First Spawning, the wisest and most powerful of the Slann, and the only ones that had direct contact with the Old Ones. In the ages since then, many other Slann have died violently – irreplaceable losses that are greatly lamented. With each Mage-Priest lost, the Saurus and Skinks further insulate those that remain, protecting them with their very lives. 
The Slann see the world differently from other beings. Their orderly minds are constantly at work deciphering complex problems and wandering the cosmos. To the Slann, time passes more quickly than it does for short lived creatures, and a Slann will regularly slip into extended periods of restful contemplation that might last decades, or even centuries, at a time. They sit unmoving on their stone palanquins or in their Star Chambers, and to an outsider a Slann might appear asleep, or even dead. So deeply do they meditate that signs of life are hard to detect their breaths are shallow and far apart, their eyes unblinking and vacant. Yet the Slann are attuned to more than mortals realise for they can perceive the magic and raw disorder that has hung in the very air since the great influx of Chaos.
Privileged Skinks attend to the Slann, patiently waiting for the ancient beings to stir and recording their every prophecy or proclamation. Most often, however, Slann converse telepathically between themselves; they can also see through the eyes of some Skinks, such as the Priests and Oracles, and enact their will through them. Although they have lost much of their former power since the incursion of the Dark Gods into the world, the Slann are still the undisputed masters of the magical arts.

== LOADOUT ==
Offense: The Slann are unparalleled Masters of magic, and while they have access to all 8 winds., they prefer to blend them into High magic, a much more refined and powerful type. Slann are also capable of using geomancy to alter the course of rivers, open huge rents in the ground, collapse tunnels, ruin cities or even move mountains. For mountain moving feats, the slann must enter long periods of contemplation, and will only do so if they feel it is necessary to the plan of the old ones.  See winds of magic for more in depth review of their powers. 
Defense- In addition to the plethora of protective spells the slann can call upon, their thrones are surrounded by powerful forcefields. 
Additional factors- Rare. The slann are extremely rare, and each is extremely important to the lizardmen. To lose even one would be a tragedy, and the lizardmen are very cautious about this. Many slann are needed for maintaining important sites or completing age old rituals. As such, slann are not readily available for battle. In this setting, there will likely be a dozen or so slann, Mazdamundi, and Kroak, with no reinforcements.
Kroak- First spawning, relic priest limited to one spell 
Mazdamundi- Second generation slann, the most powerful living one alive, and also the most proactive 
Generation 3 slann- 2 of them will accompany the lizardmen army in this campaign 
Generation 4 slann- 3 of these slann will be present for battle 

Generation 5- “weakest” but also most proactive of the slann, and the most likely to participate in battles. 6 will be available here. 

Chakax the Eternity Warden of Xlanhuapec 

Mobility: 4
Training/Experience: 9, is thousands of years old
Max Range: Melee
Preferred Range: Melee
Very few Saurus Temple Guard will ever prove worthy enough to protect a Slann Mage-Priest at his most vulnerable moments-when he meditates in his Eternity Chamber. Those few Saurus Temple Guard who earn such honours are given the sacred rank of Eternity Warden. In the temple-city of Xlanhuapec, it is Chakax who bears the title and responsibility of Eternity Warden. This stalwart Temple Guard has defended the Mage-Priests of thc City of Mists, in their seclusion and in battle, for millennia. Only the most powerful of the Slann are allowed to contemplate from Xlanhuapecs secluded Eternity Chamber and when they retire to its tranquil composure, it is Chakax alone who is entrusted to watch over them. He has been known to maintain his vigil for many centuries at a time.
Chakax is the eldest of the ancient cities Temple Guard. He has never yielded in his task and has butchered whole regiments of foes that have dared attempt to kill his charges, Each sweep of his heavy Star-stone Mace leaves a trail of devastation in its wake. As the last line of defense between an assassin's blade and the Mage-Priest he is charged with defending, Chakaxs skills as a bodyguard are commensurate with his age. Not a single Slann under his special protection has died to an enemy blow, and he has become expert at discerning the most covert of threats and then flattening them with a mighty two-handed swing. 

== LOADOUT ==
Offense: Starstone mace- This massive, double-handed mace was crafted before the founding of the first temple-city, and its stone was not quarried upon this world. The star-stone itself has the rare property of rendering magical enchantments inert. Despite its clumsy appearance and the general slowness of saurus, Chakax is possessed of much greater strength and skill than his brethren and can wield the Mace with surpirsing speed and dexterity. In addition to his natural skill, he also has the Key to the eternity chamber. The Key is inlaid with intricate wards that slow the passage of time, allowing the bearer to fight at the same speed as his opponent and to dodge blows with ease. Whether they be greater daemons or teams of highly trained skaven assassins, none have bested the eternity warden in combat. In addition to his mace, Chakax is able to make attacks with his teeth, tail, claws, feet and horned helm. Such is his skill that he can decapitate an assassin in midair with his jaws, and gore foes with his stegadon helm. 
““The Blackclaws moved with scurrying rapidity, passing quickly through the upper levels. Those that the gutter runners met along the way were slain by swift volleys of poisoned throwing stars. At last they stood before the stone-carved door that led to the Star Chamber – the apex of the Temple of Eternal Serenity. Obeying unspoken signals, they raced into position. Several of their kind opened the heavy door, allowing others to dart through. Executing a series of somersaults too swift for the eye to follow, they came up in a crouching position. Such was their skill, that somewhere in that rolling tumble they ascertained their target and threw handfuls of razor-edged stars towards it. Suspended by ancient technologies, the great mage-priest Huinitenuchli hovered unconscious above a tranquil pool. The throwing stars would have ripped into the slann’s soft belly, spilling his prodigious guts, but despite their perfectly aimed flight path, the gutter runners’ deadly projectiles never found their mark.

Rising between the acrobatic skaven death squad and the third generation slann was Chakax, Prime Guardian of Xlanhuapec. With a single deft move, the hulking temple guard swung the weighted end of his Star-stone Mace. Sparks flew “Sparks flew as the full spread of incoming missiles was sent pinging off that ancient weapon, which was made of a stone not quarried upon this planet. Before the ricocheting shots had landed, a half dozen gutter runners had already sprung upward, drawing paired blades as they rose.

Back and forth swept the Star-stone Mace, its wide arcs momentarily holding the gutter runners at bay. At first the crafty skaven warriors deemed the weapon so ponderous that they could slip under its path and stab their foe before any backswing could be attempted. After several of their kind were sent sprawling into crumpled heaps, the Clan Eshin elite realised that its wielder possessed uncommon strength and skill at arms. Despite its massive size, Chakax spun his mace in a figure of eight pattern with impressive speed. Another gutter runner avoided the bone-crushing mace, and made to leap over his opponent, but reckoned without the saurus’ clamping jaws. That one’s body fell twitching and headless to the ground “Seeing an opening to slip beyond Chakax, another of the Blackclaws made his move. He sought to spin under the swinging mace and launch himself beyond the temple guard, to leap upon the blubbery body of the suspended mage-priest with both blades. With a single sweep of his stout tail, the Prime Guardian upended the would-be killer, leaving him in a painful sprawl. A backwards stomp with scale-hardened heel pulped the fallen gutter runner’s head. As Chakax gored another with his horned helm, the final two skaven were mauled by a single emphatic downward mace-blow.

Yet during the one-sided battle, another shadowy figure had crept into the chamber, clambering along the roof like a black spider as he made his way towards Lord Huinitenuchli. This was no gutter runner, but a full-fledged assassin. A single drip of deadly venom oozed out of the tip of his sword, which was bound to his back. It made a slight sizzle on the stone floor below – enough noise to alert the wary Chakax.

It took a spiralling twist to avoid the upthrust Star-stone Mace, but the assassin did so while drawing forth two blades and landing gracefully in fighting position. Now it was the Clan Eshin killer’s turn to attack. Yellow fangs bared, the assassin launched into a rapid blur of black and flashing silver. This was the delicate mantis-rake pattern, a lost art stolen from the mysterious Far East. Although Chakax had never seen such swordplay during his millennia of service, he blocked the flurry of one hundred and thirty-six separate sword slashes and stabs. However, as only the assassin knew, the mantis-rake pattern is all an elaborate decoy for the final strike. The assassin plunged his venom-dripping blade into Chakax, dropping his other sword so that he could use both hands to drive his strike home. Past scarred scales, through muscle and flesh, the assassin stabbed his blade all the way to the hilt. “Few have seen a skaven Weeping Blade and lived to tell the tale. Fewer still have been stabbed by one and survived for more than a few shallow breaths. Yet this was Chakax, the Eternity Warden of Xlanhuapec, who over thousands of years had never failed in his sacred duty. He would not do so now…

The assassin stood expectantly, waiting for Chakax to fall backwards, stone dead. He was therefore “more than surprised when the thickly muscled temple guardian seized him with one gnarled hand, heaving him into the air. When the ratman was at the apex of his upwards movement, Chakax swung a mighty one handed blow with the Star-stone Mace that propelled the black-clad killer across the chamber. There was a satisfying splat as the broken corpse smashed into the wall and slid wetly into a shapeless mass on the floor.
Closing the stone door to the Star Chamber, Chakax once more took up his silent vigil.

Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l”

Defenses: Chakax is extremely old and is covered in hardened scales and boney plates like all saurus oldbloods. In addition to this, he has an incredible constitution that renders him immune to even the deadliest poisoned weapons, even a skaven weeping blade that is coated in poison that can eat through armor. Chakax also has a great degree of magic resistance, and was able to shrug off a spell cast by a greater daemon that had drastically weakened the rest of his army. 
Additional factors- Ultimate bodyguard. Chakax will be assigned to protect one of the slann mage priests in the army, and will do little else. Unless his charge is in direct danger, or he is commanded to fight, Chakax will remain motionless. 
Helm of the prime guardian- Chakax wears a massive skull helm that belonged to the first of the temple guard, the guardian of origins. The spirit of the long-dead saurus lingers and heightens the bearers awareness of threats. Any hidden enemies within 100 meters of chakax are detected. 

Kroq-Gar, The last Defender of Xhotl 

Mobility: 4 (7 when mounted) 
Training/Experience: 10 (Has been alive and fighting for over 8000 years, including a centuries long guerilla war against daemons) 
Max Range: 50 meters (hand of the gods) 
Preferred Range:Melee 

“Kroq-Gar and his cohorts swept into Xlanhuapec like a merciless typhoon. The hastily assembled skaven lines were swiftly broken. The saurus cohorts, battle-scarred veterans from the long daemon war at Xahutec, knifed through the verminous hordes, slaying at will. Down the wide avenues and central plazas stormed saurus atop cold ones, running down their opposition. Cornered and desperate, some of the boldest skaven chieftains attempted to mass their superior numbers and make a stand. Kroq-Gar waded into these knots of bitter fighting, the roars of his carnosaur mount rising above the tumult. Stomping a gore-splashed path through the skaven masses, the cold-blooded colossus lunged out its muscular neck to bite through ranks at a time. Violently shaking its head, the carnosaur hurled dismembered skaven body parts and viscera high into the air. The reptilian beast ploughed forward, bellowing in its blood-frenzy. “By battle’s end, the heads of ten skaven chieftains hung from Kroq-Gar’s stone saddle.'



Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l”


Kroq-Gar is an ancient Saurus, the last remaining warrior from the now ruined temple-city of Xhot. The spawning that brought Kroq-Gar into the world produced a handful of other Saurus, each marked for greatness. In the instinctive ways of battle cunning these warriors were unsurpassed by any of their kind, and each possessed an innate dominion over the native beasts of the jungle. Kroq-Gars spawning coincided with the rearing of a brood of mighty Carnosaurs, and he claimed the largest and most ferocious as his own.
Kroq-Gar had been serving his temple-city for only a few centuries when the Great Catastrophe occurred. Although Kroq-Gar and his spawn-kin fought many epic battles and destroyed entire armies of Daemons, the never ending onslaught eventually caused the defenders to take refuge within their temple-city of Xhotl. There, the magical barriers of the Mage-Priests saved them for a time, but eventually collapsed. Taking advantage of a surge of uncontrolled energy, Daemons manifested themselves inside the temple-city, butchering the Slann before Kroq-Gar could ride to their aid. So did the full power of Chaos swarm over Xhotl.
Although his temple-city was in ruins, Kroq-Gar and the surviving army fought their way out, buoyed by their own rage and the last blessings of their Mage-Priests. En route to their freedom, they sent many Daemons back to the abyss.For centuries thereafter, Kroq-Gar carried on a running battle in the jungle, the last army of Xhotl dwindling around him. By the time the Elves enacted their Great Ritual, only Kroq-Gar and his ageless Carnosaur Grymloq remained.
It was none other than the great Lord Mazdamundi, High Slann Mage-Priest of Hexoatl, that summoned Kroq-Gar to his temple-city, choosing him to lead the great Saurus armies that remained, Mazdamundi gifted Kroq-Gar with the ancient artefact known as the Hand of Gods, with which he could sear the flesh from his enemies' bones. Since that day, Mazdamundi has assigned Kroq-Gar the sacred task of exterminating those creatures not part of the Old Ones' Great Plan. Over his long existence, Kroq-Gar has fought many wars, leading the armies of Hexoatl, or joining other hosts to aid them in battle. There is no continent upon which Kroq-Gar and Grymloq have not fought, no enemy type they have not vanquished, but for the last defenders of Xhotl, the battle is not yet over.
== LOADOUT ==
“Roaring and stomping its way into the thick of the fighting came the fiercest of all carnosaurs. Its powerful jaws tore into the skaven ranks like they were the flesh of some primeval beast. Atop its back was Kroq-Gar – a searing ball of light in one hand, the Revered Spear of Tlanxla in the other. No plague monk was a match for such an onslaught, and the warleader of the lizardmen drove deep into their midst. Lord Mazdamundi had commanded Kroq-Gar to cleave a path through to the Great Temple of Itza, and he would do so.”


Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l
Offense: Revered Spear of Tlanxla This weapons was said to have been wielded by the warlike old one deity Tlanxla as he rode his sky chariot into battle. It hums with ancient energy, and those struck by it are overcome by doom-laden visions that sap their will to fight. The magical field surrounding the weapon is anathema to demons, undead, and otehr creatures of darkness. 
Hand of the gods- An ancient relic from the time of the old ones, this armored gauntlet was gifted to Kroq-Gar after his legendary battle against the demons. Kroq-Gar can create a searing ball of light in the palm of his hand, which can then be directed at his enemies. This light is especially damaging to undead and creatures of chaos, and it is able to purify even the most virulent of magical plagues. 
Defenses: Ancient beyond measure and veteran of thousands of battles, Kroq-Gars scales are bony and knarled like all other oldbloods. His hardy constitution allows him to shrug off hexes, plagues and poisons, though particularly powerful plagues will gradually wear him down. In addition to this he wears some metal armor. As one of the Sacred spawning of Xhotl, Kroq-Gar seems to have a sort of blessing that protects him from harm. Finally, his hand of the gods is a potent defense against corrupting weapons. In his battle against lord Skrolk, he caught the cursed plague censure in his hand and crushed it, the light completely purifying the plagues that had just moments ago slain a full grown Carnosaur. It is able to surround him in a nimbus of light, and it is with this that he was able to survive a deluge of warp-plague spat at him by a vermin lord
“There was great power in the contaminated staff wielded by the plaguelord. It was a stout rod, its iron-capped end connected by thick chain to a ponderously heavy censer. Once more, Skrolk began to whirl it overhead. Cloying fug filled the air, and Kroq-Gar could taste his own blood and bile as he breathed in the vile vapours.

Kroq-Gar realised that the longer the fight wore on, the more the toxic clouds would drain him of life. With that thought, the warleader of the lizardmen stalked forward, encircling his foe. With an unholy speed and vitality for such a diseased and tumour-filled creature, Lord Skrolk moved more quickly. The heavy, spiked censer crashed down. Few things that breathed could survive its fatal touch. “Yet Skrolk had reckoned without the Hand of the Gods. Reaching up with his metallic gauntlet, Kroq-Gar caught and crushed the censer, flattening the orb. The poisonous fumes inside would have slain a full-grown thunderlizard, yet the searing light from within that ancient construct of the Old Ones purified the air. Even in his blindness, Skrolk was struck by the purity of the light – a pain that was nothing compared to the feeling of the Revered Spear of Tlanxla being driven through him.

Lifting the impaled plaguelord above him, Kroq-Gar roared to the heavens. As he did so, Vermalanx the Corrupt manifested before the warleader.

Incensed at the sight of his favoured one skewered upon Kroq-Gar’s spear, Vermalanx screeched out pure hatred. The Verminlord’s maw stretched wide, yawning like a dark pit before it shot vomitous streams of contamination. The entire temple guard cohort behind Kroq-Gar was engulfed, shrivelling instantly, leaving behind only wrinkled hides bubbling amidst puddles of foul-smelling effluent. The vileness washed over Kroq-Gar too, he stumbled to his knee, dropping his spear and its impaled victim. “None – not even plague monks – dared step through the puddled remnants of Vermalanx’s bile. The noisome liquid melted flagstones, and sent up fumes that could stun a stegadon........Slowly, inexorably, Kroq-Gar rose. The light of purity – shining from his metallic gauntlet – had at last burnt off the contaminants, leaving Kroq-Gar wreathed with a faint nimbus. Once more, the warleader hefted his spear, but it was not back into the fray that the saurus strode. Even as he had slain Skrolk, a new message had reached Kroq-Gar. He was needed at the Obelisk of the Silver Stars within the hour.

Most skaven fled before Kroq-Gar, not daring to face the shimmering saurus. Those ratmen that attempted to block his path were slaughtered. Even so, the warleader realised he could never traverse the distance quickly enough. In answer to his blood-curdling roar, a carnosaur strode through the carnage of the plaza, crushing skaven beneath each clawed foot. Bulling its way through the press of combat, the blood-splattered beast bowed before Kroq-Gar, allowing him to mount its scaled back. In haste, they sped towards the distant monument.”

Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l

Additional factors- Tactical genius- Kroq-Gar has thousands of years of experience and has fought champions of every race on every continent. Whether they be chaos champions, ork warbosses, vampire lords, greater daemons, Dark Elf Dreadlords, Skaven Plague monks, Knight grandmasters or Ogre Tyrants, Kroq-Gar and Grimloq have vanquished all foes before them. He is the greatest warrior and greatest tactician available to the lizardmen, his cold and calculating mind being able to draw upon millennia of experience for tactics and strategies. 
===X-Factors===
Adaptive Creativity: 72/100: 
Tactics: 82/100: 
Strategy: 80/100:  
Intuition: 83/100: 
Audacity: 95/100: So single minded and determined that he will do anything his master tell him. He has faced down endless hordes of demons and fought in hellish conditions. He knows not fear or pain, only duty and battle. 
Psychological Warfare: 52/100: One of his weaker areas, Like all Saurus, Kroq-Gar thinks in straight lines and battle tactics. Any tactic that will better serve their needs, Kroq-Gar will do it. He typically meets the threat head on, and in battle he does not resort to taunting or threats. In fact, his mind likely does not register such concepts. 
Experience: 95/100: Confirmed thousands of years, including a runningbattle against demons that lasted hundreds of years straight. He has fought on every continent at various times in his past, and has likely fought archetypes of every faction present. 
Discipline: 95/100: Kroq-Gar is utterly dedicated to his cause, and will never disobey an order. Even tactically unsound plans will override his own if given to him by a slann. If a Slann asked him to lay down his life, he would do so unquestioningly. 
Inspiration: 85/100: 
Corruption: N/A: Kroq-Gar does not register such concepts as “good” and “evil” so alien is his mind. he think only in terms of duty, and what he can do to fulfill it. He cannot be tempted, bribed, or otherwise swayed from duty. 

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