Source: Warhammer Fantasy: 6th Edition

Sacred Spawnings
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The servants of the Slann Mage-Priests are batched in spawning pools, where they develop from tiny, carnivorous tadpole-like creatures into the bipedal beings they are when they pull themselves free of the water. Skinks and Kroxigors are spawned in pools on the outskirts of the temple-cities, while Saurus are batched in the dank, subterranean tunnels beneath the temples themselves, as befitting their role as sacred warriors. On occasions, entire spawn broods are batched under the influence of one or more of the gods, displaying certain characteristics and natural abilities different from the other spawnings.

Those batched in such a manner are revered as particularly sacred warriors chosen to be the representatives of the gods in the world. Throughout the centuries, various sacred spawnings have waxed and waned, some disappearing altogether for thousands of years before reappearing. In times long past, Saurus were frequently spawned under the influence of two or even three gods, though very few of these ancient warriors remain in the world. Many see this as being predetermined many thousands of years ago by the Old Ones, for it is said that they studied the paths of the many futures and determined when particular spawnings were needed. lbat so many spawnings have reappeared in recent decades seems to indicate that a new time of warfare and aggression is upon the Lizard men.

Any unit of Saurus Warriors may take one or two Blessed Spawnings. A unit that takes a single Blessed Spawning counts as a Special Unit choice rather than a Core Unit choice. A unit that takes two Blessed Spawnings counts as a Rare Unit choice.

Saurus Scar-Veterans may choose up to two Blessed Spawnings.

Saurus Oldbloods may choose up to three Blessed Spawnings.

Skink Priests and Skink Heroes may take the Blessed Spawning of Sotek.

One character (Saurus or Skink) per army may take the Blessed Mark of the Old Ones.

Regiments that have one or two Blessed Spawnings may only be joined by characters ( excepting Slann Mage-Priests) that have the same Blessed Spawnings.

Characters with one or more Blessed Spawnings may join an unit (although they do not confer the Blessed Spawning bonuses onto that unit - eg. a unit that is joined by a Scar-Veteran with the Blessed Spawning of Tzunki does not become Aquatic).

Blessed Mark of the Old Ones(Ability)Char: 35 pts

This most auspicious and rare of blessings is easily recognisable, for those who bear it will usually have white or even albino skin tones. They are treated with much reverence, for their fate is seen as important in the eyes of the Old Ones.

May not be taken by a unit. Only ONE Saurus character or Skink character may take the Mark of the Old Ones per army. The character may re-roll a total of D3 (roll at the start of the game) single D6's per game. Each re-roll entitles the player to take a single D6 of his own that directly effects the character including one of the dice rolled as part of a 2D6, 3D6, etc) and roll it again.

This can potentially cause Irresistible Force or avoid a Miscast. Remember that you cannot re-roll a dice more than once.

Blessed Spawning of Quetzl(Ability)Unit: 30 pts, Char: 15 pts

Those spawnings that are blessed by the divine protector and warrior-god Quetzl have especially thick, toughened scales covering their bodies, and bony spurs often protrude from their forearms.

Blessed Spawning of Sotek(Ability)Unit: 30 pts, Char: 20 pts

The favoured spawnings of Sotek, the serpent great-god, are infused with the vengeful deity's blood-fuelled anger, and will attack their foes with great fury. Blood red is the colour associated with Sotek, and the physical representation of his blessing can vary
from red skin and scales, to subtle hues of red on the crests or even just red warpaint.

When the unit/character charges, they get +1 Attack for that round of combat.

Blessed Spawning of Tepok(Ability)Unit: 30 pts, Char: 20 pts

The blessing of inscrutable Tepok, the mysterious feathered-serpent god of the air, manifests itself in the form of protection from magic, and is often signified by the colour purple.

The presence of the unit or character on the battlefield adds one dice to the player's Dispel dice pool.

Blessed Spawning of Huanchi(Ability)Unit: 25 pts, Char: 20 pts

Naturally stealthy, those blessed by Huanchi, jaguar-god of the earth and night, are able to pass effortlessly through the thickest jungle undergrowth with little effort.

Models on foot only. The unit may move through jungle, woods and forest as if it were open ground, suffering no penalties for movement.

Blessed Spawning of Chotec(Ability)Unit: 20 pts, Char: 15 pts

The beat of the sun burns within the bodies of those blessed by the solar god Chotec, filling them with energy at times when other cold blooded-creatures become sluggish. A fiery red-orange is Chotec's associated colour.

Roll an extra dice when pursuing and choose the highest two (or three if mounted).

Blessed Spawning of Tlazcotl(Ability)Unit: 20 pts, Char: 20 pts

A tinge of yellow is often noticeable on those spawned under Tlazcotl's cold eye. These Saurus reflect the impassiveness of Tlazcotl, and remain unaffected by even the most harrowing experiences.

Blessed Spawning of Tzunki(Ability)Unit: 10 pts, Char: 5 pts

Strongly associated with water, those blessed by the Sacred Spawning of Tzunki sometimes have mottled sea-green skin hues, their claws are often webbed and they have powerful gills hidden in folds of skin on their necks.

Models on foot only. Aquatic, +1 Initiative.

Blessed Spawning of Itzl(Ability)Char: 5 pts

As well as naturally exuding a subtle musk that Cold Ones recognise and are comfortable with, those blessed by Itzl often have elaborate bony, head-crests.

May not be taken by a unit. Characters must take the Blessed Spawning of Itzl if they wish to ride a Cold One or a Carnosaur.

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