#modname "Warhammer MA: Lizardmen"
#description "Warhammer MA: Lizardmen. Based on Warhammer Fantasy Battle by The Games Workshop. For the Old Ones."
#icon "./Warhammer_Lizardmen/logo.tga"
#version 0.8

-- the future


-- CONTENT - add remaining second gen summons

-- CONTENT - add kroq gar on carnosaur hero

-- CONTENT - add first prophet of Sotek hero

-- CONTENT - second gen also available as pretenders?

-- CONTENT - Kroak as summon

-- CONTENT - add ruination of cities spell - super remote, drops tsunami, hurricane etc etc on one prov


-- version 0.8

-- FIX - Dormant Slann now have a much bigger malus to magic to avoid communion problems

-- TWEAK - Fuller nation description

-- TWEAK - Kroxigor cheaper

-- TWEAK - Removed several now unnecessary obsinite weapons

-- TWEAK - Second generation Slann now cost 80 pearls, not 90

-- CONTENT - Added Adohi-Tehga, second generation slann of fire + spell to summon him

-- CONTENT - Added Chakax, the eternity warden

-- CONTENT - Added Tiktaqto, warchief of the skies as hero


-- version 0.76

-- TWEAK - the spine flyspr wasn't working, so switched to an inferior, but working equivalent

-- FIX -  Kroxigor now cold blooded


-- version 0.75

-- TWEAK - remove 1 astral income 

-- TWEAK - major reduction of magic weapons, now only on the Temple Guard halberds (it was severely limiting options vs Lizards, which was lame)

-- FIX - Salamanders now animals!

-- TWEAK - Stegadons considerably higher cost in res and gold


-- version 0.7

-- TWEAK - Poison res values changed across the board to better match dom3 styling

-- FIX - Crest plate for warchiefs, no crest plate for skink scouts

-- TWEAK - Temple Guard now spawned by Slann when they first arrive in their 'awakening' state

-- TWEAK - Both 4th and 5th gen Slann more expensive to recruit, but same upkeep

-- TWEAK - Sacred spawnings now have armour for e9 bless, but still no helmets

-- FIX - 3rd gen shapechange further fixed, doh

-- FIX - flood of serpents cost bug fixed

-- version 0.6

-- FIX - Skink Warchief given swamp survival

-- FIX - 3rd gen Slann shapechange fixed

-- FIX - One who fathomed the depths now amphibious as intended

-- FIX - Tail Spines now ranged attack

-- Version 0.5

-- CONTENT - Nakai the Wanderer national hero added

-- TWEAK - Temples now cost 600

-- TWEAK - Sweeping morale changes to reflect effectiveness of 'cold blooded' in the warhammer tabletop - effectively it's +2 ldr - so skinks have same ldr as humans

-- TWEAK - Repriced commanders according to new scheme

-- TWEAK - Spawning of Huanchi moved to conjuration, descriptions tweaked

-- TWEAK - Blowpipes no longer ignore shields, do more damage, skink hunters better prec

-- TWEAK - Skink costs reduced significantly

-- TWEAK - Slann can no longer ever be empowered in blood

-- TWEAK - 4th gen Slann slightly more likely to get nature, another 10% on elements

-- CONTENT - Terradon summon added

-- CONTENT - Stegadon recruitable added with placeholder graphic, no attack sprite

-- CONTENT - Added flood of serpents, rain of snakes and serpents of sotek spells

-- CONTENT - Added Third Generation Slann

-- CONTENT - Added Second Generation Slann of the Seas

-- CONTENT - Added watershape to Tzunki spawning

-- CONTENT - Added Nightscale of Huanchi, Bloodscale of Sotek, Deepscale of Tzunki, Sunscale of Chotec

-- Version 0.4

-- TWEAK - Tepok spawnings now teleport (fly)

-- TWEAK - Temple Guard gold and resource cost raised

-- TWEAK - Terradon mount attacks att improved

-- TWEAK - All summoned sacred spawnings now upkeep free

-- FIX - Resolved weapon ID conflicts with CBM and my other MA mods + Tomb Kings


-- version 0.3

-- Changed salamander breath to avoid conflict with cbm

-- Added Skink Shamans

-- Reduced cost of skink cav and terradons, made terradons size 3

-- blowpipes more accurate, less damaging



-- version 0.2

-- Added Terradon Riders

-- Slann graphics improved

-- Various bugfixes

-- Some salamander nerfing


----Uses ID numbers

--monsters 2288-2356

--weapons  810-833

--armour 370-373

--sites 996, 997

--nation 75



-------- New Weapons


#newweapon 811
#name "Obsinite Halberd"
#dmg 9
#att -1
#def 0
#len 4
#magic
#rcost 6
#sound 10
#end

#newweapon 813
#name "Skink Blowpipe"
#dmg 6
#nostr
#att 3
#def 0
#ammo 20
#range 10
#flyspr 403 1
#sound 46
#rcost 1
#end

#newweapon 814
#name "Horned One Bite"
#nostr
#dmg 13
#att 0
#def 0
#len 3
#bonus
#rcost 1
#sound 50
#end

#newweapon 815
#name "Obsinite Axe"
#dmg 8
#att 1
#def 0
#len 3
#rcost 5
#sound 10
#end

#newweapon 816
#name "Cold One Bite"
#nostr
#dmg 16
#att 0
#def 0
#len 4
#bonus
#rcost 1
#sound 50
#end

#newweapon 817
#name "Cold One Claw"
#nostr
#dmg 15
#att 0
#def 0
#len 4
#bonus
#rcost 1
#sound 38
#end

#newweapon 819
#name "Chameleon Blowpipe"
#dmg 3
#nostr
#att 2
#def 0
#ammo 10
#range 10
#flyspr 403 1
#sound 46
#rcost 1
#secondaryeffect 50
#end

#newweapon 821
#name "Salamander Bite"
#dmg 2
#att 0
#def -1
#bonus
#rcost 0
#secondaryeffect 216 -- fire
#end


#newweapon 822
#name "Terradon Bite"
#nostr
#dmg 12
#att 1
#def 0
#len 3
#bonus
#rcost 0
#sound 50
#end


#newweapon 823
#name "Terradon Talon"
#nostr
#dmg 11
#att 2
#def 0
#len 3
#bonus
#rcost 0
#end

#newweapon 824
#name "Skink Javelin"
#dmg 5
#ammo 3
#len 6
#rcost 1
#sound 19
#end

#newweapon 825
#name "Riptide Trident"
#dmg 9
#magic
#att 1
#len 4
#rcost 1
#end

#newweapon 826
#name "Howdah Bows" --- (longrange)
#dmg 8
#nostr
#att 2
#def 0
#range 25
#ammo 1
#nratt 6
#flyspr 109 1
#sound 14
#bonus
#end

#newweapon 827
#name "Howdah Bows" --- (midrange)
#dmg 8
#nostr
#att 2
#def 0
#range 18
#ammo 1
#nratt 6
#flyspr 109 1
#sound 14
#bonus
#end

#newweapon 828
#name "Howdah Javelins" --- (shortrange)
#dmg 16
#nostr
#att 2
#def 0
#range 10
#ammo 1
#nratt 6
#flyspr 110 1
#sound 19
#bonus
#end

#newweapon 829
#name "Scouring Gaze"
#dmg 6
#dt_holy
#armorpiercing
#bonus
#ammo 3
#range 10
#nostr
#aoe 1
#mrnegates
#explspr 10117
#end

#newweapon 830
#name "Ancient Halberd"
#dmg 10
#att 0
#def 0
#len 4
#magic
#dt_demon
#rcost 1
#sound 10
#end

#newweapon 831
#name "Spiked Tail"
#dmg 4
#att 0
#def -1
#len 4
#bonus
#rcost 0
#end

#newweapon 832
#name "Tail Spines"
#dmg 0
#armorpiercing
#bonus
#att 2
#range -1
#nratt 6
#ammo 3
#flyspr 337 1 -- diagonal thing
#end

#newweapon 833
#name "End of Daemons"
#dmg 15
#att 2
#def 1
#twohanded
#sound 10
#len 4
#magic
#dt_demon
#rcost 3
#end

#newweapon 818
#name "Blade of Ancient Skies"
#dmg 9
#att 1
#def 1
#len 3
#rcost 5
#magic
#armorpiercing
#end


#newweapon 820
#name "Star Stone Mace"
#dmg 12
#att 2
#def 1
#twohanded
#sound 10
#len 4
#magic
#dt_magic
#rcost 3
#nratt 2
#end


#newweapon 812
#name "Sword of Rhuin"
#dmg 10
#att 1
#def 1
#magic
#aoe 5
#armorpiercing
#dt_fire
#explspr 10113
#end

#newweapon 810
#name "Rampage"
#dmg 0
#att 0
#def -1
#len 4
#bonus
#nratt 3
#rcost 0
#end

-------- New Armour


#newarmor 370
#name "Bone Helmet"
#type 6
#prot 8
#def 0
#enc 0
#rcost 2
#end

#newarmor 371
#name "Ceremonial Plates"
#type 5
#prot 6
#def 0
#enc 0
#rcost 3
#end

#newarmor 372
#name "Crest Plate"
#type 6
#prot 6
#def 0
#enc 0
#rcost 3
#end

#newarmor 373
#name "Magic Barrier"
#type 4
#prot 10
#enc 0
#def 8
#rcost 1
#end


#newarmor 374
#name "Mask of Heavens"
#type 6
#prot 18
#def 0
#enc 0
#rcost 3
#end


#newarmor 375
#name "Helm of the Prime Guardian"
#type 6
#prot 13
#def 0
#enc 0
#rcost 1
#end


----------------- MONSTERS


-------- Recruits


---- Saurus Warrior (Sword)

#newmonster 2310
#spr1 "./Warhammer_Lizardmen/Saurus Warrior.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Warrior2.tga"
#name "Saurus Warrior"
#descr "Saurus are ferocious warriors bred by the Old Ones specifically for war, with powerful jaws, slashing claws and spurs, tough scales and bony crests. Performing only the simplest tasks outside of warfare, Saurus may seem slow witted, but in battle the Skinks defer to their honed instincts and innate understanding of tactics. The obsinite weapons they wield may seem crude, but they are as deadly as any forged of steel. Saurus get tougher and more ferocious as they age, eventually gaining the status of Scar Veteran or Oldblood. No Saurus has ever died from old age. Cold blooded, near emotionless and spawned purely for war, the Saurus are unlikely to break."
#hp 15
#size 2
#prot 10
#mor 14
#mr 11
#enc 3
#str 12
#att 10
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 13
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Broad Sword"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 25
#nametype 123
#end


---- Saurus Warrior (Spear)

#newmonster 2311
#spr1 "./Warhammer_Lizardmen/Saurus Spear.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Spear2.tga"
#name "Saurus Warrior"
#descr "Saurus are ferocious warriors bred by the Old Ones specifically for war, with powerful jaws, slashing claws and spurs, tough scales and bony crests. Performing only the simplest tasks outside of warfare, Saurus may seem slow witted, but in battle the Skinks defer to their honed instincts and innate understanding of tactics. The obsinite weapons they wield may seem crude, but they are as deadly as any forged of steel. Saurus get tougher and more ferocious as they age, eventually gaining the status of Scar-Veteran or Oldblood. No Saurus has ever died from old age. Cold blooded, near emotionless and spawned purely for war, the Saurus are unlikely to break."
#hp 15
#size 2
#prot 10
#mor 14
#mr 11
#enc 3
#str 12
#att 10
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 13
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Spear"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 25
#nametype 123
#end


---- Skink Hunter (Blowpipe)

#newmonster 2312
#spr1 "./Warhammer_Lizardmen/Skink Blowpipe.tga"
#spr2 "./Warhammer_Lizardmen/Skink Blowpipe2.tga"
#name "Skink Hunter"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. In times of war Skinks move alongside the Saurus, yet they are not born warriors and their skittish nature will often see them retreat. Despite this they are swift and stealthy hunters and very skilled with their blowpipes. While these weapons do little damage, they are remarkably accurate. Skinks are well suited to swamps and have built partial resistance to poison."
#hp 7
#size 1
#prot 2
#mor 10
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 11
#mapmove 2
#ap 16
#gcost 5
#rcost 1
#weapon "Bite"
#weapon "Skink Blowpipe"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 0
#nametype 123
#end



---- Skink (Javelin)

#newmonster 2313
#spr1 "./Warhammer_Lizardmen/Skink Skirmisher.tga"
#spr2 "./Warhammer_Lizardmen/Skink Skirmisher2.tga"
#name "Skink Skirmisher"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. In times of war Skinks move alongside the Saurus, yet they are not born warriors and their skittish nature will often see them retreat. Skink skirmishers use poisoned javelins in conjunction with shields and are less vulnerable to missile fire than their fellows armed with the more traditional blowpipe. All Skinks are well suited to swamps and have built partial resistance to poison."
#hp 7
#size 1
#prot 2
#mor 10
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 10
#mapmove 2
#ap 16
#gcost 6
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Javelin"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 0
#nametype 123
#end


---- Skink Archer

#newmonster 2314
#spr1 "./Warhammer_Lizardmen/Skink Bow.tga"
#spr2 "./Warhammer_Lizardmen/Skink Bow2.tga"
#name "Skink Archer"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. In times of war Skinks move alongside the Saurus, yet they are not born warriors and their skittish nature will often see them retreat. Though crude by the standards of other races the bows and poisoned arrows used by Skinks of the Southlands have greater range than the traditional blowpipes or javelins."
#hp 7
#size 1
#prot 2
#mor 10
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 10
#mapmove 2
#ap 16
#gcost 6
#rcost 1
#weapon "Bite"
#weapon "Small Bow"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 0
#nametype 123
#end


---- Red Crested Skink

#newmonster 2315
#spr1 "./Warhammer_Lizardmen/Skink Redcrest.tga"
#spr2 "./Warhammer_Lizardmen/Skink Redcrest2.tga"
#name "Red Crested Skink"
#descr "When the city of Chaqua fell to the Skaven Clan Pestilens, the only survivors of the virulent and terrible plagues released by the ratmen were a single spawning of Red Crested Skink. The leader of these Skinks was Tehenhauin, prophet of Sotek and a skink of extraordinary size. Tehenhauin and his followers went on to spread the Cult of Sotek across Lustria, exterminating countless Skaven. Entirely immune to all manner of poisons and considerably more aggressive than their fellows, the Red Crested Skinks won countless battles against the ratmen and spawned in unprecedented numbers. With the growing power of the Cult of Sotek, seething hosts of Red Crested Skinks are an increasingly important part of the Lizardman war effort."
#hp 8
#size 1
#prot 3
#mor 11
#mr 11
#enc 3
#str 9
#att 10
#def 11
#prec 10
#mapmove 2
#ap 16
#gcost 8
#rcost 1
#armor "Shield"
#weapon "Short Sword"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 100
#berserk 0
#stealthy 0
#nametype 123
#end


---- Kroxigor

#newmonster 2316
#spr1 "./Warhammer_Lizardmen/Kroxigor.tga"
#spr2 "./Warhammer_Lizardmen/Kroxigor2.tga"
#name "Kroxigor"
#descr "The Kroxigor are giant cousins of the Saurus, bred for their brute strength and power. This raw power has come at the cost of the intellect of their smaller fellows, however. Kroxigor are given heavy weapons with which they smash their foes in battle, dealing collossal damage. As with the Saurus they are also more than capable of killing with their razor sharp teeth. The scaly skin of the Kroxigor is capable of deflecting even axe and sword blows and they are notoriously hard to kill. They are best employed against large foes or heavily armoured enemy elites and will not fare so well against a throng of lesser foes."
#hp 30
#size 3
#prot 15
#mor 12
#mr 11
#enc 3
#str 19
#att 10
#def 9
#prec 5
#mapmove 2
#ap 17
#gcost 40
#rcost 1
#weapon "Great Club"
#weapon "Bite"
#poisonres 50
#maxage 2000
#swampsurvival
#forestsurvival
#nametype 123
#coldblooded
#end



---- Salamander

#newmonster 2317
#spr1 "./Warhammer_Lizardmen/Salamander.tga"
#spr2 "./Warhammer_Lizardmen/Salamander2.tga"
#name "Salamander"
#descr "Salamanders are giant predatory amphibians that inhabit the swamplands and estuaries of the jungles. They are swift-moving creatures on both land and water, and are voracious hunters. On land they are capable of launching deadly accurate burst of flaming liquid from their gullet before charging forward to devour their prey with their powerful jaws. Underwater they are strong and agile swimmers, though they are unable to effectively use fire attacks against their foes. Properly trained by skilled Skink handlers, Salamanders may be turned loose in battle to wreak havoc amongst intruders to Lizardman territory."
#hp 27
#size 3
#prot 11
#mor 11
#mr 11
#enc 3
#str 16
#att 11
#def 11
#prec 12
#mapmove 2
#ap 18
#gcost 85
#rcost 1
#weapon "Salamander Bite"
#weapon 225 -- non str based fire breath
#poisonres 50
#maxage 2000
#swampsurvival
#forestsurvival
#amphibian
#animal
#watershape 2355
#nametype 123
#end



---- Salamander waterform

#newmonster 2355
#spr1 "./Warhammer_Lizardmen/Salamander Waterform.tga"
#spr2 "./Warhammer_Lizardmen/Salamander Waterform2.tga"
#name "Salamander"
#descr "Salamanders are giant predatory amphibians that inhabit the swamplands and estuaries of the jungles. They are swift-moving creatures on both land and water, and are voracious hunters. On land they are capable of launching deadly accurate burst of flaming liquid from their gullet before charging forward to devour their prey with their powerful jaws. Underwater they are strong and agile swimmers, though they are unable to effectively use fire attacks against their foes. Properly trained by skilled Skink handlers, Salamanders may be turned loose in battle to wreak havoc amongst intruders to Lizardman territory."
#hp 27
#size 3
#prot 11
#mor 11
#mr 11
#enc 3
#str 16
#att 12
#def 12
#prec 10
#mapmove 1
#ap 24
#gcost 85
#rcost 1
#weapon "Salamander Bite"
#poisonres 50
#maxage 2000
#swampsurvival
#forestsurvival
#amphibian
#animal
#landshape 2317
#nametype 123
#end



---- Temple Guard

#newmonster 2318
#spr1 "./Warhammer_Lizardmen/Temple Guard.tga"
#spr2 "./Warhammer_Lizardmen/Temple Guard2.tga"
#name "Temple Guard"
#descr "Saurus are ferocious warriors bred by the Old Ones specifically for war, with powerful jaws, slashing claws and spurs, tough scales and bony crests. The Temple Guard are a variant spawning of Saurus created to protect the Slann at all costs. They have more heavily armoured scales than other Saurus and instinctually possess an unshakeable resolve to guard their masters. Temple Guard are rarely spawned in these troubled times and most of their number are the veterans of countless battles, grown stronger and more savage with age. It would take an incredible feat to cause the Temple Guard to break from battle. The obsinite halberds used by Temple Guard are as ancient as the Slann and have absorbed much latent magic over the centuries."
#hp 16
#size 2
#prot 10
#mor 18
#mr 11
#enc 3
#str 13
#att 11
#def 10
#prec 9
#mapmove 1
#ap 10
#gcost 30
#rcost 1
#armor "Shield"
#armor "Bone Helmet"
#armor "Ceremonial Plates"
#weapon "Bite"
#weapon "Obsinite Halberd"
#castledef 1
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 25
#holy
#nametype 123
#end



---- Skink Cavalry

#newmonster 2319
#spr1 "./Warhammer_Lizardmen/Skink Cavalry.tga"
#spr2 "./Warhammer_Lizardmen/Skink Cavalry2.tga"
#name "Skink Cavalry"
#descr "The Lizardmen forces of the Southlands make far greater use of Skink fighters, as Saurus are infrequently spawned and the last of the feared Oldblood generals died off long ago. Furthermore, the native creatures of the Southlands differ greatly from those of Lustria. The larger and stronger Cold Ones are replaced by quicker, smaller Horned Ones. Unable to bear the weight of a Saurus warrior, Horned Ones nontheless make excellent mounts for the more warlike Skinks of the Southlands and are often used in stealthy raids. Packs of these lightning fast cavalry flank enemy infantry and can take out unprotected missile troops with relative ease. Should the Skink rider be slain, the Horned One's natural aggression might keep it in battle temporarily, but it will escape to the wild soon after."
#hp 8
#size 3
#prot 7
#mor 10
#mr 11
#enc 5
#str 9
#att 9
#def 9
#prec 10
#mapmove 3
#ap 26
#gcost 25
#rcost 1
#weapon "Horned One Bite"
#weapon "Light Lance"
#armor "Shield"
#maxage 500
#startage 100
#forestsurvival
#coldblooded
#poisonres 75
#mounted
#secondtmpshape 2320 -- Horned One
#nametype 123
#stealthy 0
#end


---- Horned One

#newmonster 2320
#spr1 "./Warhammer_Lizardmen/Horned One.tga"
#spr2 "./Warhammer_Lizardmen/Horned One2.tga"
#name "Horned One"
#descr "With its rider slain, the Horned One may continue to fight, driven by powerful hunting instincts. However once the battle is over, it will quickly escape to the wild."
#hp 15
#size 3
#prot 11
#mor 8
#mr 6
#enc 3
#str 14
#att 10
#def 10
#prec 10
#mapmove 2
#ap 26
#gcost 1
#rcost 1
#weapon "Bite"
#maxage 500
#startage 100
#forestsurvival
#coldblooded
#animal
#poisonres 75
#animal
#nametype 123
#end


---- Chameleon Skink

#newmonster 2321
#spr1 "./Warhammer_Lizardmen/Skink Chameleon.tga"
#spr2 "./Warhammer_Lizardmen/Skink Chameleon2.tga"
#name "Chameleon Skink"
#descr "Chameleon Skinks are a subspecies of Skink that are distinguished from their fellows by their aggression, predatory instincts and sheer stealth. Due to their chameleonic skin which shifts to match their surroundings, they are capable of stalking their prey through any terrain, their protruding eyes scanning independently for threats while they stay absolutely motionless. Chameleon Skinks are known to have remained in place for hours on end awaiting the perfect ambush and even in open ground they are virtually impossible to see clearly. It had been so long since the last spawning of these Skinks that they were thought to be lost forever, but in these recent years of war, they have begun to spontaneously spawn across Lizardman territory, a sign from the Old Ones that the Slann have yet to decipher. They are armed with powerful poisoned blowpipes."
#hp 7
#size 1
#prot 2
#mor 11
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 12
#mapmove 2
#ap 16
#gcost 9
#rcost 1
#weapon "Bite"
#weapon "Chameleon Blowpipe"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 40
#nametype 123
#illusion
#end


---- Chameleon Skinks (2)

#newmonster 2322
#spr1 "./Warhammer_Lizardmen/Skink ChameleonA.tga"
#spr2 "./Warhammer_Lizardmen/Skink ChameleonA2.tga"
#name "Chameleon Skinks"
#descr "Chameleon Skinks are a subspecies of Skink that are distinguished from their fellows by their aggression, predatory instincts and sheer stealth. Due to their chameleonic skin which shifts to match their surroundings, they are capable of stalking their prey through any terrain, their protruding eyes scanning independently for threats while they stay absolutely motionless. Chameleon Skinks are known to have remained in place for hours on end awaiting the perfect ambush and even in open ground they are virtually impossible to see clearly. It had been so long since the last spawning of these Skinks that they were thought to be lost forever, but in these recent years of war, they have begun to spontaneously spawn across Lizardman territory, a sign from the Old Ones that the Slann have yet to decipher. They are armed with powerful poisoned blowpipes."
#hp 7
#size 2
#prot 2
#mor 11
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 12
#mapmove 2
#ap 16
#gcost 18
#rcost 1
#weapon "Bite"
#weapon "Bite"
#weapon "Chameleon Blowpipe"
#weapon "Chameleon Blowpipe"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 40
#secondshape 2321
#nametype 123
#ambidextrous 5
#illusion
#end



---- Skink Hunters (Blowpipe) (2)

#newmonster 2323
#spr1 "./Warhammer_Lizardmen/Skink BlowpipeA.tga"
#spr2 "./Warhammer_Lizardmen/Skink BlowpipeA2.tga"
#name "Skink Hunters"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. In times of war Skinks move alongside the Saurus, yet they are not born warriors and their skittish nature will often see them retreat. Despite this they are swift and stealthy hunters and very skilled with their blowpipes, so much so that they can easily place their darts past upheld shields. Skinks are well suited to swamps and have built partial resistance to poison."
#hp 7
#size 2
#prot 2
#mor 10
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 11
#mapmove 2
#ap 16
#gcost 10
#rcost 0
#weapon "Bite"
#weapon "Bite"
#weapon "Skink Blowpipe"
#weapon "Skink Blowpipe"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 0
#secondshape 2312
#nametype 123
#ambidextrous 5
#end



---- Skinks (Javelin) (2)

#newmonster 2324
#spr1 "./Warhammer_Lizardmen/Skink SkirmisherA.tga"
#spr2 "./Warhammer_Lizardmen/Skink SkirmisherA2.tga"
#name "Skink Skirmishers"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. In times of war Skinks move alongside the Saurus, yet they are not born warriors and their skittish nature will often see them retreat. Skink skirmishers use poisoned javelins in conjunction with shields and are less vulnerable to missile fire than their fellows armed with the more traditional blowpipe. All Skinks are well suited to swamps and have built partial resistance to poison."
#hp 7
#size 2
#prot 2
#mor 10
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 10
#mapmove 2
#ap 16
#gcost 11
#rcost 0
#armor "Shield"
#weapon "Bite"
#weapon "Bite"
#weapon "Javelin"
#weapon "Javelin"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 0
#secondshape 2313
#nametype 123
#ambidextrous 5
#end


---- Skink Archers (2)

#newmonster 2325
#spr1 "./Warhammer_Lizardmen/Skink BowA.tga"
#spr2 "./Warhammer_Lizardmen/Skink BowA2.tga"
#name "Skink Archers"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. In times of war Skinks move alongside the Saurus, yet they are not born warriors and their skittish nature will often see them retreat. Though crude by the standards of other races the bows and poisoned arrows used by Skinks of the Southlands have greater range than the traditional blowpipes or javelins."
#hp 7
#size 2
#prot 2
#mor 10
#mr 11
#enc 3
#str 8
#att 8
#def 9
#prec 10
#mapmove 2
#ap 16
#gcost 11
#rcost 1
#weapon "Bite"
#weapon "Bite"
#weapon "Small Bow"
#weapon "Small Bow"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#stealthy 0
#secondshape 2314
#nametype 123
#ambidextrous 5
#end


---- Red Crested Skinks (2)

#newmonster 2326
#spr1 "./Warhammer_Lizardmen/Skink RedcrestA.tga"
#spr2 "./Warhammer_Lizardmen/Skink RedcrestA2.tga"
#name "Red Crested Skinks"
#descr "When the city of Chaqua fell to the Skaven Clan Pestilens, the only survivors of the virulent and terrible plagues released by the ratmen were a single spawning of Red Crested Skink. The leader of these Skinks was Tehenhauin, prophet of Sotek and a skink of extraordinary size. Tehenhauin and his followers went on to spread the Cult of Sotek across Lustria, exterminating countless Skaven. Entirely immune to all manner of poisons and considerably more aggressive than their fellows, the Red Crested Skinks won countless battles against the ratmen and spawned in unprecedented numbers. With the growing power of the Cult of Sotek, seething hosts of Red Crested Skinks are an increasingly important part of the Lizardman war effort."
#hp 8
#size 2
#prot 3
#mor 11
#mr 11
#enc 3
#str 9
#att 10
#def 10
#prec 10
#mapmove 2
#ap 16
#gcost 16
#rcost 1
#armor "Shield"
#weapon "Short Sword"
#weapon "Short Sword"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 100
#berserk 0
#stealthy 0
#secondshape 2315
#nametype 123
#ambidextrous 5
#end


---- Saurus Cavalry

#newmonster 2327
#spr1 "./Warhammer_Lizardmen/Saurus Cavalry.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Cavalry2.tga"
#name "Saurus Cavalry"
#descr "A number of Saurus warriors are born with a natural affinity for the volatile Cold Ones, large predatory reptiles which some refer to as the sharks of the land, so single minded and voracious are they. The Cold Ones are not near so fleet as a horse, but are powerful and dangerous creatures in their own right; Saurus cavalry are thus some of most powerful troops known. Formations of these cavalry are used to smash enemy elites, tear down great beasts or powerful warriors and generally cause a great deal of carnage in a very short time. The Cold Ones themselves are extremely thick skinned and resilient and the slime exuded from their scaly hide is capable of healing even grievous wounds inflicted on both beast and rider."
#hp 16
#size 4
#prot 14
#mor 15
#mr 11
#enc 5
#str 12
#att 11
#def 8
#prec 8
#mapmove 2
#ap 18
#gcost 75
#rcost 1
#armor "Shield"
#weapon "Cold One Bite"
#weapon "Cold One Claw"
#weapon "Light Lance"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 50
#heal
#secondtmpshape 2328
#mounted
#nametype 123
#end


---- Cold One

#newmonster 2328
#spr1 "./Warhammer_Lizardmen/Cold One.tga"
#spr2 "./Warhammer_Lizardmen/Cold One2.tga"
#name "Cold One"
#descr "Cold Ones are large predatory reptiles that inhabit much of the New World. They are used as mounts by both the Dark Elves and Lizardmen and are capable of tearing most foes apart with ease. They are not particularly fleet animals and are extremely single minded, almost like sharks, however they are extremely resilient. Their thick, scaled hide oozes a slime which though foul smelling is actually an extremely potent healing agent."
#hp 24
#size 3
#prot 15
#mor 11
#mr 6
#enc 4
#str 15
#att 10
#def 9
#prec 6
#mapmove 2
#ap 18
#gcost 1
#rcost 1
#weapon "Bite"
#weapon "Claw"
#maxage 500
#startage 100
#forestsurvival
#coldblooded
#animal
#poisonres 75
#animal
#nametype 123
#itemslots 12288
#end


---- Terradon Rider

#newmonster 2336
#spr1 "./Warhammer_Lizardmen/Terradon Rider.tga"
#spr2 "./Warhammer_Lizardmen/Terradon Rider2.tga"
#name "Terradon Rider"
#descr "Dwelling in the jungle canopy hundreds of metres above ground, Terradons are dangerous predators. Their keen eyesight allows them to spot prey with ease and their huge leathery wings propel them through the canopy with incredible speed and agility. Skinks have mastered the art of riding Terradons, guiding them to strike vulnerable foes with their vicious talons and beak while the Skink hurls down javelins with considerable force. While they are capable of quickly dealing a great deal of damage, neither Terradon nor Skink is built for pitched melee and they are quick to depart if faced with unfavourable odds. Terradons are silent killers capable of flying extremely close to the ground and often accompany Skink raiding parties."
#hp 8
#size 3
#prot 7
#mor 10
#mr 11
#enc 4
#str 9
#att 9
#def 9
#prec 10
#mapmove 3
#flying
#ap 8
#gcost 32
#rcost 1
#weapon "Terradon Bite"
#weapon "Skink Javelin"
#weapon "Terradon Talon"
#maxage 500
#startage 100
#forestsurvival
#coldblooded
#poisonres 75
#mounted
#secondtmpshape 2337 -- Terradon
#nametype 123
#stealthy 0
#end


---- Terradon

#newmonster 2337
#spr1 "./Warhammer_Lizardmen/Terradon.tga"
#spr2 "./Warhammer_Lizardmen/Terradon2.tga"
#name "Terradon"
#descr "Dwelling in the jungle canopy hundreds of metres above ground, Terradons are dangerous predators. Their keen eyesight allows them to spot prey with ease and their huge leathery wings propel them through the canopy with incredible speed and agility. They attack their prey with their deadly talons and long beaks rowed with saw like teeth."
#hp 14
#size 3
#prot 11
#mor 9
#mr 6
#enc 3
#str 12
#att 10
#def 12
#prec 10
#mapmove 3
#flying
#ap 26
#gcost 1
#rcost 1
#weapon "Bite"
#weapon "Claw"
#maxage 500
#startage 100
#forestsurvival
#coldblooded
#animal
#poisonres 75
#animal
#nametype 123
#itemslots 12288
#end


---- Stegadon

#newmonster 2345
#spr1 "./Warhammer_Lizardmen/Stegadon.tga"
#spr2 "./Warhammer_Lizardmen/Stegadon2.tga"
#name "Stegadon"
#descr "The hostile jungles of Lustria are home to a phenomenal array of creatures, almost all deadly in their own fashion. Stegadons are among the largest and most aggressive of all. Gigantic, armoured beasts, they are primarily vegetarians, but not adverse to dining on those creatures foolish enough to stand in their path. Their strength is legendary, enough to uproot trees and, properly directed, help erect the great stone momuments of the Lizardmen. With sharp horns, ridges of spikes and a spined tail capable of cracking rocks, Stegadons are virtually unstoppable in battle by conventional means. Skink warchiefs have large howdahs strapped to these beasts and a crew of hunters fire upon the enemy with bows and javelins as the Stegadon charges forward."
#hp 80
#size 6
#prot 18
#mor 13
#mr 10
#enc 3
#str 26
#att 11
#def 9
#prec 10
#mapmove 2
#ap 18
#gcost 280
#rcost 50
#weapon "Rampage"
#weapon 826 -- bows
#weapon 827 -- more bows
#weapon 828 -- javelins
#animal
#trample
#forestsurvival
#coldblooded
#itemslots 12288
#end




----------------------- SACRED SPAWNINGS WITH THEIR COMMANDERS


---- Saurus of Sotek

#newmonster 2329
#spr1 "./Warhammer_Lizardmen/Saurus Sotek.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Sotek2.tga"
#name "Saurus of Sotek"
#descr "The Cult of Sotek has grown in size and power since the war to drive the Skaven of Clan Pestilens from the New World. Sotek is not an Old One, though the serpent god of blood and vengeance was foretold by the Slann, who have yet to even acknowledge the Cult. Sotek is cruel and violent and his warriors are aggressive to the point of berserk rage. At first the followers of Sotek were all red crested Skinks and Tehenhauin, their prophet, the only true priest or leader amongst them. But since the expulsion of the Skaven, priests and even Saurus spawnings have born the blood red marking of Sotek. All of Sotek's chosen are immune to poison."
#hp 15
#size 2
#prot 10
#mor 15
#mr 11
#enc 3
#str 12
#att 10
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Obsinite Axe"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 100
#berserk 4
#nametype 123
#end


---- Bloodscale of Sotek

#newmonster 2342
#spr1 "./Warhammer_Lizardmen/Bloodscale Sotek.tga"
#spr2 "./Warhammer_Lizardmen/Bloodscale Sotek2.tga"
#name "Bloodscale of Sotek"
#descr "Unlike the leaders of the sacred spawnings the Bloodscales of Sotek are not ancient survivors of countless battles, rather they are the first of the affected spawning to make a kill. Within days of first tasting the blood of Sotek's foes, they grow larger and stronger than their brethren and begin to goad them into even greater states of frenzy, leading constant raids and assaults. Other Saurus of Sotek bear bloodstain like markings on their back and crest, but the Bloodscales are almost entirely the colour of gore. In battle they unleash a terrible scream like the hissing of a thousand angry serpents and their mere presence can cause widespread panic. Bloodscales are avatars of Sotek's wrath whose axes are terrifyingly effective against the chosen of false gods. Legend has it that to even try to harm a Bloodscale might bring the vengeful attention of the serpent god. All of Sotek's chosen are immune to poison."
#hp 19
#size 3
#prot 13
#mor 18
#mr 11
#enc 3
#str 14
#att 12
#def 10
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#weapon "Bite"
#weapon "Unholy Axe"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 100
#berserk 6
#fear 1
#bloodvengeance 1
#nametype 123
#end


---- Saurus of Tzunki

#newmonster 2330
#spr1 "./Warhammer_Lizardmen/Saurus Tzunki.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Tzunki2.tga"
#name "Saurus of Tzunki"
#descr "Those Saurus spawned under the influence of the water god Tzunki have a powerful affinity with water and their scaly hides are tinged with sea-green. Hidden beneath scaled ridges these Saurus have gills and their hands and feet are webbed to allow them great manueverability underwater. They have long defended the temple-cities from pirates and Norsemen raiders, as well as the infamous corsairs of the Dark Elves. In addition to the blessing of gills, Tzunki has granted them partial resistance to cold. When immersed in water their tridents become considerably sharper and bite deep into their foes as if hungry for blood."
#hp 15
#size 2
#prot 10
#mor 15
#mr 11
#enc 3
#str 12
#att 10
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Trident"
#armor "Ceremonial Plates"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 25
#amphibian
#coldres 50
#holy
#nametype 123
#watershape 2338
#end


---- Saurus of Tzunki (Waterform)

#newmonster 2338
#spr1 "./Warhammer_Lizardmen/Saurus Tzunki Water.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Tzunki Water2.tga"
#name "Saurus of Tzunki"
#descr "Those Saurus spawned under the influence of the water god Tzunki have a powerful affinity with water and their scaly hides are tinged with sea-green. Hidden beneath scaled ridges these Saurus have gills and their hands and feet are webbed to allow them great manueverability underwater. They have long defended the temple-cities from pirates and Norsemen raiders, as well as the infamous corsairs of the Dark Elves. In addition to the blessing of gills, Tzunki has granted them partial resistance to cold. When immersed in water their tridents become considerably sharper and bite deep into their foes as if hungry for blood."
#hp 15
#size 2
#prot 10
#mor 15
#mr 11
#enc 2
#str 12
#att 11
#def 10
#prec 8
#mapmove 1
#ap 20
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Riptide Trident"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 25
#amphibian
#coldres 50
#holy
#nametype 123
#landshape 2330
#end


---- Deepscale of Tzunki

#newmonster 2339
#spr1 "./Warhammer_Lizardmen/Deepscale Tzunki.tga"
#spr2 "./Warhammer_Lizardmen/Deepscale Tzunki2.tga"
#name "Deepscale of Tzunki"
#descr "The oldest and largest of the Saurus spawned under the influence of the water god Tzunki are known as Deepscales. They spend more time beneath the waves than the blessed Saurus they lead and have been known to attack and kill even the largest sharks and predators of the deep. They too wield a deadly riptide trident and have a powerful bite, even for Saurus. Having survived countless battles with dark elf corsairs, they have built up an impressive resistance to poison along with their near total immunity to cold. As leaders of their sacred spawnings, they act as direct conduits of the Old One's will in much the same way as the Slann or Skink Priests."
#hp 22
#size 3
#prot 13
#mor 17
#mr 12
#enc 3
#str 14
#att 12
#def 10
#prec 9
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#weapon "Trident"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 50
#amphibian
#coldres 75
#holy
#nametype 123
#magicskill 8 1
#watershape 2340
#end


---- Deepscale of Tzunki (Waterform)

#newmonster 2340
#spr1 "./Warhammer_Lizardmen/Deepscale Tzunki Waterform.tga"
#spr2 "./Warhammer_Lizardmen/Deepscale Tzunki Waterform2.tga"
#name "Deepscale of Tzunki"
#descr "The oldest and largest of the Saurus spawned under the influence of the water god Tzunki are known as Deepscales. They spend more time beneath the waves than the blessed Saurus they lead and have been known to attack and kill even the largest sharks and predators of the deep. They too wield a deadly riptide trident and have a powerful bite, even for Saurus. Having survived countless battles with dark elf corsairs, they have built up an impressive resistance to poison along with their near total immunity to cold. As leaders of their sacred spawnings, they act as direct conduits of the Old One's will in much the same way as the Slann or Skink Priests."
#hp 22
#size 3
#prot 13
#mor 17
#mr 12
#enc 2
#str 15
#att 13
#def 11
#prec 9
#mapmove 1
#ap 20
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#weapon "Riptide Trident"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 50
#amphibian
#coldres 75
#holy
#magicskill 8 1
#nametype 123
#landshape 2339
#end


---- Saurus of Huanchi

#newmonster 2331
#spr1 "./Warhammer_Lizardmen/Saurus Huanchi.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Huanchi2.tga"
#name "Saurus of Huanchi"
#descr "Those Saurus spawned under the influence of the predator god Huanchi are able to stalk their foes with effortless stealth, track them for great distances across almost any terrain and launch precise and lethal ambushes. These Saurus are masters of night fighting and their scales are almost black, rendering them near invisible in the dark. The Saurus of Huanchi are famed for their raids far beyond Lizardman territory, seeking to reclaim stolen artifacts and fallen sacred sites from the younger races. They harbour a particular hatred for Dark Elves, who are notorious for their plundering of artifacts left in the care of the Slann by the Old Ones themselves. All Saurus of Huanchi can deliver a poisonous bite, allowing for hit and run tactics against stronger enemies."
#hp 15
#size 2
#prot 10
#mor 15
#mr 11
#enc 3
#str 12
#att 10
#def 8
#prec 8
#mapmove 3
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon 223  -- weak poison bite
#weapon "Spear"
#armor "Ceremonial Plates"
#maxage 10000
#startage 1000
#forestsurvival
#mountainsurvival
#wastelandsurvival
#swampsurvival
#coldblooded
#poisonres 50
#holy
#darkvision 100
#darkpower 1
#stealthy 20
#nametype 123
#end


---- Nightscale of Huanchi

#newmonster 2341
#spr1 "./Warhammer_Lizardmen/Nightscale Huanchi.tga"
#spr2 "./Warhammer_Lizardmen/Nightscale Huanchi2.tga"
#name "Nightscale of Huanchi"
#descr "Those Saurus spawned under the influence of the predator god Huanchi are able to stalk their foes with effortless stealth, track them for great distances across almost any terrain and launch precise and lethal ambushes. The Nightscales are peerless trackers who will go to any lengths to hunt down and destroy those who oppose the will of the Old Ones. Larger and stronger than the Saurus of Huanchi under their command, they are no less cunning or patient and are notorious for cutting down the champions and mages of their foes before the Saurus close in to finish the enemy troops. Born to do battle with the most skilled and dangerous of Dark Elf leaders, they have developed immunity both to poison and a potent venemous bite of their own, as well as reflexes and agility almost a match for those of their hated enemies. As leaders of their sacred spawnings, they act as direct conduits of the Old One's will in much the same way as the Slann or Skink Priests."
#hp 17
#size 3
#prot 12
#mor 17
#mr 12
#enc 3
#str 13
#att 13
#def 12
#prec 9
#mapmove 3
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#weapon 462  -- death poison bite
#weapon "Spear"
#maxage 10000
#startage 1000
#forestsurvival
#mountainsurvival
#wastelandsurvival
#swampsurvival
#coldblooded
#poisonres 100
#holy
#magicskill 8 1
#darkvision 100
#darkpower 3
#stealthy 25
#assassin
#nametype 123
#end


---- Saurus of Tlazcotl

#newmonster 2332
#spr1 "./Warhammer_Lizardmen/Saurus Tlazcotl.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Tlazcotl2.tga"
#name "Saurus of Tlazcotl"
#descr "Those Saurus spawned under the influence of the impassive god Tlazcotl are utterly unmoved by events around them. Even by Lizardman standards they are devoid of emotion and unresponsive. As such they are virtually impossible to break in combat, only retreating when ordered and in perfect order. Their lack of response to any stimuli, including pain, means the Saurus of Tlazcotl are also rather difficult to dispatch in combat and furthermore, seem to have improved resistance to magic and fire. In the Great War against Chaos, the Saurus of Tlazcotl were famed for their impassive defence of the temple cities and they are still armed with the ancient daemon rending halberds of that time."
#hp 19
#size 2
#prot 11
#mor 30
#mr 13
#enc 2
#str 12
#att 10
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Ancient Halberd"
#armor "Ceremonial Plates"
#maxage 10000
#startage 1000
#forestsurvival
#fireres 25
#coldblooded
#poisonres 25
#castledef 2
#holy
#nametype 123
#end


---- Nullscale of Tlazcotl

#newmonster 2351
#spr1 "./Warhammer_Lizardmen/Nullscale Tlazcotl.tga"
#spr2 "./Warhammer_Lizardmen/Nullscale Tlazcotl2.tga"
#name "Nullscale of Tlazcotl"
#descr "Those Saurus spawned under the influence of the impassive god Tlazcotl are utterly unmoved by events around them. In fact the Nullscales, leaders of the sacred spawnings of Tlazcotl, may not even individual minds at all. They fight in complete silence, almost as automatons, equally unphased by the loss of limb or the terrifying visage of a greater daemon. The Slann believe they have transcended their physical forms to join with the ineffable stillness of Tlazcotl and treat them with the highest respect. In addition to their incredible resilience, Nullscales never seem to tire and are as such utterly implacable foes. In the Great War against Chaos, the Saurus of Tlazcotl were famed for their impassive defence of the temple cities and they are still armed with the ancient daemon rending halberds of that time."
#hp 32
#size 2
#prot 12
#mor 50
#mr 14
#enc 0
#str 14
#att 12
#def 9
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#weapon "Bite"
#weapon "Ancient Halberd"
#maxage 10000
#startage 1000
#forestsurvival
#fireres 25
#coldblooded
#poisonres 25
#castledef 5
#holy
#nametype 123
#magicskill 8 2
#end



---- Saurus of Tepok

#newmonster 2333
#spr1 "./Warhammer_Lizardmen/Saurus Tepok.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Tepok2.tga"
#name "Saurus of Tepok"
#descr "Those Saurus spawned under the influence of the inscrutable god Tepok are almost completely immune to the direct influence of hostile magic. Furthermore, they are capable of riding the winds of magic themselves, appearing to those not attuned to be disappearing and reappearing elsewhere at will. They bear the purple colouration of the feathered wings of Tepok."
#hp 15
#size 2
#prot 10
#mor 15
#mr 19
#enc 3
#str 12
#att 10
#def 9
#prec 8
#mapmove 3
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Broad Sword"
#armor "Ceremonial Plates"
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 25
#holy
#nametype 123
#flying
#end


---- Lorescale of Tepok

#newmonster 2354
#spr1 "./Warhammer_Lizardmen/Lorescale Tepok.tga"
#spr2 "./Warhammer_Lizardmen/Lorescale Tepok2.tga"
#name "Lorescale of Tepok"
#descr "Those Saurus spawned under the influence of the inscrutable god Tepok are almost completely immune to the direct influence of hostile magic. Furthermore, they are capable of riding the winds of magic themselves, appearing to those not attuned to be disappearing and reappearing elsewhere at will. They are led by the Lorescales, saurus of extremely unusual intelligence, far beyond any instinctive cunning. While Lorescales are not able to communicate their thoughts vocally like the skinks, their memory is flawless and their strategies extremely well planned. As such they are trusted leaders, often taking command of forces far beyond their own spawning. Shortly after spawning, Lorescales are said to ride the winds of magic to the lost skytemples of Tepok and return with a moon blade, lethal to magical foes."
#hp 17
#size 3
#prot 10
#mor 17
#mr 21
#enc 3
#str 13
#att 12
#def 11
#prec 8
#mapmove 3
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#weapon "Bite"
#weapon 476 -- moon blade
#maxage 10000
#startage 1000
#forestsurvival
#coldblooded
#poisonres 25
#holy
#magicskill 8 1
#goodleader
#nametype 123
#flying
#end


---- Saurus of Xhotl (shield)

#newmonster 2347
#spr1 "./Warhammer_Lizardmen/Saurus Xhotl Shield.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Xhotl Shield2.tga"
#name "Saurus of Xhotl"
#descr "Those Saurus spawned under the influence of the eternal shield Xhotl are surrounded by a magic barrier which requires significant force to break. Their scales are deeply and brightly coloured with magenta and they sport crests not unlike those of their Skink cousins. While their magical barriers are intact the Saurus of Xhotl fear little in the way of hostile magic or projectiles and any who break their protection in melee are blasted with raw, fiery energy. Enemy mages have learned their evocations are ineffective and will only target these distinctive Saurus reluctantly, though fire magic is extremely effective in overloading the barriers and rendering them vulnerable. Once exposed, Saurus of Xhotl are still dedicated sacred warriors, but lack the advantages of other spawnings."
#hp 1
#size 2
#prot 10
#mor 15
#mr 15
#enc 3
#str 12
#att 10
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Magic Barrier"
#weapon "Bite"
#weapon "Broad Sword"
#maxage 10000
#startage 1000
#forestsurvival
#poisonres 100
#fireres -500
#shockres 100
#coldres 100
#coldblooded
#holy
#nametype 123
#secondshape 2348
#fireshield 10
#end


---- Saurus of Xhotl

#newmonster 2348
#spr1 "./Warhammer_Lizardmen/Saurus Xhotl.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Xhotl2.tga"
#name "Saurus of Xhotl"
#descr "Those Saurus spawned under the influence of the eternal shield Xhotl are surrounded by a magic barrier which requires significant force to break. Their scales are deeply and brightly coloured with magenta and they sport crests not unlike those of their Skink cousins. While their magical barriers are intact the Saurus of Xhotl fear little in the way of hostile magic or projectiles and any who break their protection are blasted with raw, fiery energy. Enemy mages have learned their evocations are ineffective and will only target these distinctive Saurus reluctantly, though fire magic is extremely effective in overloading the barriers and rendering them vulnerable. Once exposed, Saurus of Xhotl are still dedicated sacred warriors, but lack the advantages of other spawnings."
#hp 15
#size 2
#prot 10
#mor 15
#mr 11
#enc 3
#str 12
#att 10
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Broad Sword"
#armor "Ceremonial Plates"
#maxage 10000
#startage 1000
#forestsurvival
#poisonres 25
#coldblooded
#holy
#nametype 123
#firstshape 2347
#end


---- Wardscale of Xhotl (shield)

#newmonster 2349
#spr1 "./Warhammer_Lizardmen/Wardscale Xhotl Shield.tga"
#spr2 "./Warhammer_Lizardmen/Wardscale Xhotl Shield2.tga"
#name "Wardscale of Xhotl"
#descr "Those Saurus spawned under the influence of the eternal shield Xhotl are surrounded by a magic barrier which requires significant force to break. The Wardscales are protected by barriers even stronger against hostile magic which lash would be attackers with reactive blasts of fiery energy and electrical discharge. Xhotl is the most colourful and proud of the Old Ones and his wardscales with their ceremonial masks and vidid crests inspire those around them."
#hp 1
#size 3
#prot 10
#mor 17
#mr 16
#enc 3
#str 13
#att 12
#def 10
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Magic Barrier"
#weapon "Bite"
#weapon "Obsinite Axe"
#maxage 10000
#startage 1000
#forestsurvival
#poisonres 100
#fireres -500
#shockres 100
#coldres 100
#coldblooded
#holy
#nametype 123
#secondshape 2350
#fireshield 16
#standard 10
#onebattlespell "Charge Body"
#magicskill 8 1
#end


---- Wardscale of Xhotl

#newmonster 2350
#spr1 "./Warhammer_Lizardmen/Wardscale Xhotl.tga"
#spr2 "./Warhammer_Lizardmen/Wardscale Xhotl2.tga"
#name "Wardscale of Xhotl"
#descr "Those Saurus spawned under the influence of the eternal shield Xhotl are surrounded by a magic barrier which requires significant force to break. Their scales are deeply and brightly coloured with magenta and they sport crests not unlike those of their Skink cousins. While their magical barriers are intact the Saurus of Xhotl fear little in the way of hostile magic or projectiles and any who break their protection are blasted with raw, fiery energy. Enemy mages have learned their evocations are ineffective and will only target these distinctive Saurus reluctantly, though fire magic is extremely effective in overloading the barriers and rendering them vulnerable. Once exposed, Saurus of Xhotl are still dedicated sacred warriors, but lack the advantages of other spawnings."
#hp 17
#size 3
#prot 10
#mor 17
#mr 12
#enc 3
#str 13
#att 12
#def 10
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#weapon "Bite"
#weapon "Obsinite Axe"
#maxage 10000
#startage 1000
#forestsurvival
#poisonres 25
#coldblooded
#holy
#nametype 123
#firstshape 2349
#magicskill 8 1
#end


---- Saurus of Chotec

#newmonster 2334
#spr1 "./Warhammer_Lizardmen/Saurus Chotec.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Chotec2.tga"
#name "Saurus of Chotec"
#descr "Those Saurus spawned under the influence of the sun god Chotec are protected against the effects of heat and fire. Unlike the Saurus of Sotek who are tainted with blood red, those spawned of Chotec have scales of bright burning red and orange. The heat of Chotec burns through their veins and they aren't near so sluggish as their fellows, or as affected by cold climates. Their energy has propelled these Saurus into many a conflict and despite their losses, they are the most common Sacred Spawning by far."
#hp 15
#size 2
#prot 10
#mor 15
#mr 11
#enc 3
#str 12
#att 10
#def 10
#prec 8
#mapmove 2
#ap 14
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Broad Sword"
#armor "Ceremonial Plates"
#maxage 10000
#startage 1000
#forestsurvival
#poisonres 25
#fireres 100
#firepower 1
#holy
#nametype 123
#end


---- Sunscale of Chotec

#newmonster 2346
#spr1 "./Warhammer_Lizardmen/Sunscale Chotec.tga"
#spr2 "./Warhammer_Lizardmen/Sunscale Chotec2.tga"
#name "Sunscale of Chotec"
#descr "Those Saurus spawned under the influence of the sun god Chotec are protected against the effects of heat and fire. Sunscales of Chotec are by far the most active leaders of the Lizardman race, charged with fiery energy which constantly propels them into conflict. In battle their eyes blaze like the sun, too bright and intense for lesser foes to meet and with the power to scour undead from their sight. Energetic and emotional in a way few Lizardmen can understand, Sunscales live for the excitement of battle and fight at a frantic pace with considerable skill. They are by far the most common of the Sacred Scales."
#hp 17
#size 2
#prot 13
#mor 17
#mr 12
#enc 3
#str 13
#att 13
#def 12
#prec 9
#mapmove 2
#ap 14
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#armor "Ceremonial Plates"
#armor "Crest Plate"
#weapon "Broad Sword"
#weapon "Scouring Gaze"
#maxage 10000
#startage 3000
#forestsurvival
#poisonres 25
#okleader
#fireres 100
#firepower 3
#awe 2
#holy
#priest
#nametype 123
#magicskill 8 1
#end


---- Saurus of Quetzl

#newmonster 2335
#spr1 "./Warhammer_Lizardmen/Saurus Quetzl.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Quetzl2.tga"
#name "Saurus of Quetzl"
#descr "Those Saurus spawned under the influence of the protector god Quetzl are tough and warlike, covered with bony protusions and thick layers of extra scales. They can be found wherever the fighting is thickest, purposely seeking out the fiercest conflicts that their brethren might be spared and their lands protected from it. Their thick hides provide them protection against all but the heaviest of blows and simple weapons like spears are all but useless against their inexorable advance."
#hp 16
#size 2
#prot 19
#mor 15
#mr 11
#enc 3
#str 12
#att 11
#def 8
#prec 8
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Broad Sword"
#maxage 10000
#startage 1000
#forestsurvival
#poisonres 25
#holy
#nametype 123
#end


---- Spinescale of Quetzl

#newmonster 2353
#spr1 "./Warhammer_Lizardmen/Spinescale Quetzl.tga"
#spr2 "./Warhammer_Lizardmen/Spinescale Quetzl2.tga"
#name "Spinescale of Quetzl"
#descr "Those Saurus spawned under the influence of the protector god Quetzl are tough and warlike, covered with bony protusions and thick layers of extra scales. The Spinescales are particularly heavily armoured, known for their ability to wade into ranks of enemy troops, shatter their formations and emerge unscathed. They specialise in dealing with the throngs of lesser infantry often arrayed against Itza, lashing out with their spined tails both in melee and at range, where their spontaneously shed spines act as lethal projectiles."
#hp 23
#size 3
#prot 22
#mor 17
#mr 12
#enc 3
#str 14
#att 12
#def 10
#prec 10
#mapmove 1
#ap 10
#gcost 1
#rcost 1
#armor "Shield"
#weapon "Bite"
#weapon "Spiked Tail"
#weapon "Tail Spines"
#weapon "Obsinite Axe"
#maxage 10000
#startage 1000
#forestsurvival
#poisonres 25
#holy
#magicskill 8 1
#nametype 123
#end


---------------------- OTHER SUMMONS



---- Serpent of Sotek

#newmonster 2343
#spr1 "./Warhammer_Lizardmen/Serpent Sotek.tga"
#spr2 "./Warhammer_Lizardmen/Serpent Sotek2.tga"
#name "Serpent of Sotek"
#descr "The god of vengeance, spite and blood, Sotek announced his birth with a flood of a million serpents boiling up from the dense underbrush of Lustria, a torrent of venomous hate which finally forced the ratmen of Pestilens from the land. Ever since that moment the priests of Sotek have summoned these poisonous snakes by spilling sacrificial blood and invoking his name. It is a practice which deeply concerns many of the Slann and their followers, but there is no doubting its effectiveness in battle."
#hp 5
#size 1
#prot 3
#mor 50
#mr 12
#enc 3
#str 6
#att 12
#def 9
#prec 8
#mapmove 1
#ap 12
#gcost 1
#rcost 1
#weapon 30 -- strong poison fangs
#animal
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 100
#itemslots 12288
#end


---- Jungle Serpent

#newmonster 2344
#spr1 "./Warhammer_Lizardmen/Jungle Serpent.tga"
#spr2 "./Warhammer_Lizardmen/Jungle Serpent2.tga"
#name "Jungle Serpent"
#descr "A serpent from the depths of the Lustrian jungle, brought to the battlefield by powerful magic. Though somewhat irritated by its recent status as a projectile, it is far less agressive than a serpent of Sotek, but its strong desire for self preservation can make it an elusive foe."
#hp 6
#size 1
#prot 3
#mor 9
#mr 12
#enc 3
#str 6
#att 9
#def 12
#prec 8
#mapmove 1
#ap 12
#gcost 1
#rcost 1
#weapon 30 -- strong poison fangs
#animal
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 100
#itemslots 12288
#end





-------- Commanders


---- Saurus Scar Veteran

#newmonster 2290
#spr1 "./Warhammer_Lizardmen/Saurus Scar Veteran.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Scar Veteran2.tga"
#name "Saurus Scar Veteran"
#descr "Saurus are ferocious warriors bred by the Old Ones specifically for war, with powerful jaws, slashing claws and spurs, tough scales and bony crests. Performing only the simplest tasks outside of warfare, Saurus may seem slow witted, but in battle the Skinks defer to their honed instincts and innate understanding of tactics. The obsinite weapons they wield may seem crude, but they are as deadly as any forged of steel. Saurus get tougher and more ferocious as they age and by the time they gain the title Scar Veteran they have undoubtedly seen hundreds of battles. Scar Veterans are trusted to lead small forces of troops and are formidable fighters, certainly more than a match for the champions of younger races."
#hp 18
#size 2
#prot 13
#mor 15
#mr 11
#enc 3
#str 14
#att 12
#def 11
#prec 9
#mapmove 1
#ap 10
#gcost 20
#rcost 1
#armor "Shield"
#weapon "Bite"
#armor "Ceremonial Plates"
#armor "Crest Plate"
#weapon "Obsinite Axe"
#maxage 10000
#startage 3000
#forestsurvival
#coldblooded
#poisonres 25
#okleader
#older 300
#nametype 123
#end


---- Skink Priest

#newmonster 2291
#spr1 "./Warhammer_Lizardmen/Skink Priest.tga"
#spr2 "./Warhammer_Lizardmen/Skink Priest2.tga"
#name "Skink Priest"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. One in every few hundred Skinks is spawned to serve the Slann in a more direct capacity, as a Priest. These Skinks are larger and bolder than their fellows and command a degree of respect even amongst the Saurus and Kroxigor, for they are the eyes of the Slann. Skink Priests generally attend to minor rituals and observances, though with fewer and fewer active Slann, their role in the plan of the Old Ones is increasing. Every Priest is attuned to the magical presence of the Slann and lends his power in battle through a constant communion."
#hp 9
#size 2
#prot 3
#mor 10
#mr 13
#enc 3
#str 9
#att 8
#def 9
#prec 10
#mapmove 2
#ap 16
#gcost 90
#rcost 1
#weapon "Bite"
#weapon "Quarterstaff"
#maxage 1000
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#poorleader
#onebattlespell "Communion Slave"
#magicskill 8 1
#custommagic 1792 100
#custommagic 10240 100
#holy
#stealthy 0
#nametype 123
#end


---- Priest of Sotek

#newmonster 2292
#copystats 1875 -- Epoptes - for the heretic
#clearmagic#clearmagic#clearmagic
#spr1 "./Warhammer_Lizardmen/Skink Priest Sotek.tga"
#spr2 "./Warhammer_Lizardmen/Skink Priest Sotek2.tga"
#name "Priest of Sotek"
#descr "The Cult of Sotek has grown in size and power since the war to drive the Skaven of Clan Pestilens from the New World. Sotek is not an Old One, though the rise of the serpent god of blood and vengeance was foretold by the Slann, who have yet to even acknowledge the Cult. Whether the Slann will ever take action against the followers of Sotek is unclear, but in the mean time their power grows. More and more spawnings show Sotek's influence and Skink Priests of Sotek are now a common sight, preaching a coming time of vengeance and making sacrifices to sate the thirst of the serpent God. Priests of Sotek are immune to poison and have dominion over snakes, indeed they have taken to using deadly poisonous jungle vipers as a means of protection. They have some skill in blood magic in addition to their native minor magic. Priests of Sotek are not naturally attuned to the communion of the Slann."
#hp 10
#size 2
#prot 3
#mor 11
#mr 13
#enc 3
#str 10
#att 10
#def 11
#prec 10
#mapmove 2
#ap 16
#gcost 80
#rcost 1
#weapon "Venomous Bite"
#weapon "Short Sword"
#maxage 1000
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 100
#poorleader
#magicskill 7 1
#custommagic 8320 100
#stealthy 0
#healer 0
#nametype 123
#end


---- Saurus Oldblood

#newmonster 2293
#spr1 "./Warhammer_Lizardmen/Saurus Oldblood.tga"
#spr2 "./Warhammer_Lizardmen/Saurus Oldblood2.tga"
#name "Saurus Oldblood"
#descr "Saurus are ferocious warriors bred by the Old Ones specifically for war, with powerful jaws, slashing claws and spurs, tough scales and bony crests. Performing only the simplest tasks outside of warfare, Saurus may seem slow witted, but in battle the Skinks defer to their honed instincts and innate understanding of tactics. Saurus get tougher and more ferocious as they age and by far the oldest and thus most powerful amongst them are the Oldbloods. To have survived thousands of battles, perhaps even the Great War against Chaos, would be impossible for any ordinary Saurus. All but Kroqgar were spawned with albino colouring, the rarest and most sacred mark; that of all the Old Ones. In addition to their incredible martial prowess, the mark indicates the Oldblood is destined for some higher purpose and they are unnaturally fortunate in battle. They ride to war on the back of a powerful Cold One."
#hp 25
#size 4
#prot 15
#mor 17
#mr 12
#enc 5
#str 15
#att 13
#def 12
#prec 11
#mapmove 2
#ap 18
#gcost 80
#rcost 1
#armor "Shield"
#weapon "Cold One Bite"
#weapon "Cold One Claw"
#weapon "Light Lance"
#armor "Crest Plate"
#armor "Ceremonial Plates"
#maxage 10000
#startage 7000
#forestsurvival
#coldblooded
#poisonres 50
#goodleader
#onebattlespell "Personal Luck"
#holy
#secondtmpshape 2328 -- cold one
#nametype 123
#mounted
#heal
#end


---- Chameleon Skink Scout

#newmonster 2294
#spr1 "./Warhammer_Lizardmen/Skink Chameleon.tga"
#spr2 "./Warhammer_Lizardmen/Skink Chameleon2.tga"
#name "Chameleon Skink Scout"
#descr "Chameleon Skinks are a subspecies of Skink that are distinguished from their fellows by their aggression, predatory instincts and sheer stealth. Due to their chameleonic skin which shifts to match their surroundings, they are capable of stalking their prey through any terrain, their protruding eyes scanning independently for threats while they stay absolutely motionless. Chameleon Skinks are known to have remained in place for hours on end awaiting the perfect ambush and even in open ground they are virtually impossible to see clearly. It had been so long since the last spawning of these Skinks that they were thought to be lost forever, but in these recent years of war, they have begun to spontaneously spawn across Lizardman territory, a sign from the Old Ones that the Slann have yet to decipher. They are armed with powerful poisoned blowpipes."
#hp 7
#size 1
#prot 2
#mor 11
#mr 11
#enc 3
#str 9
#att 8
#def 9
#prec 12
#mapmove 2
#ap 16
#gcost 1
#rcost 1
#weapon "Bite"
#weapon "Chameleon Blowpipe"
#maxage 500
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poorleader
#poisonres 75
#stealthy 40
#illusion
#nametype 123
#end


---- Skink Warchief

#newmonster 2295
#spr1 "./Warhammer_Lizardmen/Skink Warchief.tga"
#spr2 "./Warhammer_Lizardmen/Skink Warchief2.tga"
#name "Skink Warchief"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. However while it is generally true that the Skinks are not well suited to war, the will of the Old Ones is mysterious and some Skink are spawned with war in their blood. These larger, stronger, more aggressive Skink quickly take charge of their fellows and organise them to support the Saurus, displaying the same sort of instinctual grasp of tactics as their larger cousins. Warchiefs are proud of their status and mark themselves out with golden masks and obsinite weapons like those of the Saurus."
#hp 10
#size 2
#prot 3
#mor 12
#mr 11
#enc 3
#str 10
#att 11
#def 12
#prec 11
#mapmove 2
#ap 16
#gcost 20
#rcost 1
#weapon "Broad Sword"
#armor "Crest Plate"
#armor "Shield"
#maxage 500
#startage 50
#forestsurvival
#coldblooded
#poisonres 75
#okleader
#stealthy 0
#nametype 123
#swampsurvival
#end



---- Slann (5th Generation)

#newmonster 2296
#spr1 "./Warhammer_Lizardmen/Slann Fifth.tga"
#spr2 "./Warhammer_Lizardmen/Slann Fifth2.tga"
#name "Fifth Generation Slann"
#descr "Once the trusted servants of the Old Ones and architects of the world, the Slann now rule the Lizardmen as mage-priests. Large and bulbous, the alien Slann are uninterested in physical exertion and rely on their mental prowess instead; indeed they are prone to falling into long periods of deep contemplation, renewing their bodies and honing their minds. When they awake they will often declare an enigmatic proclamation that the Skink Priests do their best to implement. All Slann are linked in mind and their Priests are bound to this network, acting as conduits for their power. In their wisdom, the Old Ones decreed only five generations of Slann; the last of the First Generation died long ago in battle with Chaos and the Fifth Generation was spawned thousands of years ago. The more ancient a Slann, the greater his power, though younger Slann are far more easily roused to action."
#hp 50
#size 5
#prot 13
#mor 16
#mr 18
#enc 5
#str 10
#att 10
#def 9
#prec 11
#mapmove 1
#ap 10
#gcost 650
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 3
#magicskill 4 3
#magicskill 6 1
#magicskill 0 1
#magicskill 1 1
#magicskill 2 1
#magicskill 3 1
#custommagic 8832 100
#custommagic 9472 100
#holy
#itemslots 12288
#poorleader
#shapechange 2297
#onebattlespell "Communion Master"
#nametype 123
#magicboost 7 -3
#end




---- Slann (5th Generation - AWAKENING)

#newmonster 2305
#spr1 "./Warhammer_Lizardmen/Slann Fifth.tga"
#spr2 "./Warhammer_Lizardmen/Slann Fifth2.tga"
#name "Fifth Generation Slann"
#descr "Once the trusted servants of the Old Ones and architects of the world, the Slann now rule the Lizardmen as mage-priests. Large and bulbous, the alien Slann are uninterested in physical exertion and rely on their mental prowess instead; indeed they are prone to falling into long periods of deep contemplation, renewing their bodies and honing their minds. When they awake they will often declare an enigmatic proclamation that the Skink Priests do their best to implement. All Slann are linked in mind and their Priests are bound to this network, acting as conduits for their power. In their wisdom, the Old Ones decreed only five generations of Slann; the last of the most powerful First Generation died long ago in battle with Chaos and the weakest Fifth Generation was spawned thousands of years ago. When Slann wake from their slumber, so to do their lifelong guards; the more ancient the Slann and the stronger the dominion of the Old Ones, the more Temple Guard will awaken."
#hp 50
#size 5
#prot 13
#mor 16
#mr 18
#enc 5
#str 10
#att 10
#def 9
#prec 11
#mapmove 1
#ap 10
#gcost 750
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 3
#magicskill 4 3
#magicskill 6 1
#magicskill 0 1
#magicskill 1 1
#magicskill 2 1
#magicskill 3 1
#custommagic 8832 100
#custommagic 9472 100
#holy
#itemslots 12288
#poorleader
#shapechange 2297
#onebattlespell "Communion Master"
#nametype 123
#magicboost 7 -3
#summon1 2318 -- Temple Guard
#domsummon 2318 -- Temple Guard
#firstshape 2296 -- normal fifth generation
#end






---- Slann (5th Generation - DORMANT)

#newmonster 2297
#spr1 "./Warhammer_Lizardmen/Slann Fifth Dormant.tga"
#spr2 "./Warhammer_Lizardmen/Slann Fifth Dormant.tga"
#name "Dormant Fifth Generation Slann"
#descr "This Slann has entered a dormant state, contemplating the will of the Old Ones, communing with Slann whose physical forms have been destroyed and renewing its own body. The more ancient a Slann, the longer it tends to spend in a dormant state. While dormant the Slann is unable to research or use magic of any sort and is entirely immobile. It is also extremely vulnerable to any form of attack, however it will recover from any afflictions sustained and will require little in the way of upkeep."
#hp 40
#size 5
#prot 8
#mor 10
#mr 18
#enc 20
#str 5
#att 1
#def 1
#prec 1
#mapmove 0
#ap 2
#gcost 100
#rcost 30
#weapon "fist"
#maxage 50000
#immobile
#noleader
#nomagicleader
#noundeadleader
#forestsurvival
#magicskill 8 3
#magicskill 4 0
#magicskill 6 1
#magicskill 0 1
#magicskill 1 1
#magicskill 2 1
#magicskill 3 1
#custommagic 8832 100
#custommagic 9472 100
#magicboost 53 -9
#magicboost 4 -5
#magicboost 8 -5
#magicboost 6 -5
#magicboost 0 -5
#magicboost 1 -5
#magicboost 2 -5
#magicboost 3 -5
#holy
#itemslots 12288
#shapechange 2296
#heal
#end


---- Slann (4th Generation)

#newmonster 2298
#spr1 "./Warhammer_Lizardmen/Slann Fourth.tga"
#spr2 "./Warhammer_Lizardmen/Slann Fourth2.tga"
#name "Fourth Generation Slann"
#descr "Once the trusted servants of the Old Ones and architects of the world, the Slann now rule the Lizardmen as mage-priests. Large and bulbous, the alien Slann are uninterested in physical exertion and rely on their mental prowess instead; indeed they are prone to falling into long periods of deep contemplation, renewing their bodies and honing their minds. When they awake they will often declare an enigmatic proclamation that the Skink Priests do their best to implement. All Slann are linked in mind and their Priests are bound to this network, acting as conduits for their power. In their wisdom, the Old Ones decreed only five generations of Slann; the last of the First Generation died long ago in battle with Chaos and the Fifth Generation was spawned thousands of years ago. The more ancient a Slann, the greater his power, though younger Slann are far more easily roused to action."
#hp 60
#size 5
#prot 14
#mor 17
#mr 19
#enc 6
#str 10
#att 10
#def 9
#prec 10
#mapmove 1
#ap 8
#gcost 850
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 3
#magicskill 4 4
#magicskill 6 2
#magicskill 0 1
#magicskill 1 1
#magicskill 2 1
#magicskill 3 1
#custommagic 10112 100
#custommagic 10112 100
#custommagic 1920 100
#custommagic 1920 10
#holy
#itemslots 12288
#poorleader
#shapechange 2299
#onebattlespell "Communion Master"
#nametype 123
#magicboost 7 -3
#end


---- Slann (4th Generation awakening)

#newmonster 2306
#spr1 "./Warhammer_Lizardmen/Slann Fourth.tga"
#spr2 "./Warhammer_Lizardmen/Slann Fourth2.tga"
#name "Fourth Generation Slann"
#descr "Once the trusted servants of the Old Ones and architects of the world, the Slann now rule the Lizardmen as mage-priests. Large and bulbous, the alien Slann are uninterested in physical exertion and rely on their mental prowess instead; indeed they are prone to falling into long periods of deep contemplation, renewing their bodies and honing their minds. When they awake they will often declare an enigmatic proclamation that the Skink Priests do their best to implement. All Slann are linked in mind and their Priests are bound to this network, acting as conduits for their power. In their wisdom, the Old Ones decreed only five generations of Slann; the last of the most powerful First Generation died long ago in battle with Chaos and the weakest Fifth Generation was spawned thousands of years ago. When Slann wake from their slumber, so to do their lifelong guards; the more ancient the Slann and the stronger the dominion of the Old Ones, the more Temple Guard will awaken."
#hp 60
#size 5
#prot 14
#mor 17
#mr 19
#enc 6
#str 10
#att 10
#def 9
#prec 10
#mapmove 1
#ap 8
#gcost 1000
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 3
#magicskill 4 4
#magicskill 6 2
#magicskill 0 1
#magicskill 1 1
#magicskill 2 1
#magicskill 3 1
#custommagic 10112 100
#custommagic 10112 100
#custommagic 1920 100
#custommagic 1920 10
#holy
#itemslots 12288
#poorleader
#shapechange 2299
#onebattlespell "Communion Master"
#nametype 123
#magicboost 7 -3
#summon5 2318 -- Temple Guard
#domsummon 2318 -- Temple Guard
#firstshape 2298 -- normal fourth generation
#end




---- Slann (4th Generation - Dormant)

#newmonster 2299
#spr1 "./Warhammer_Lizardmen/Slann Fourth Dormant.tga"
#spr2 "./Warhammer_Lizardmen/Slann Fourth Dormant.tga"
#name "Fourth Generation Slann"
#descr "This Slann has entered a dormant state, contemplating the will of the Old Ones, communing with Slann whose physical forms have been destroyed and renewing its own body. The more ancient a Slann, the longer it tends to spend in a dormant state. While dormant the Slann is unable to research or use magic of any sort and is entirely immobile. It is also extremely vulnerable to any form of attack, however it will recover from any afflictions sustained and will require little in the way of upkeep."
#hp 50
#size 5
#prot 9
#mor 17
#mr 19
#enc 20
#str 10
#att 10
#def 9
#prec 10
#mapmove 0
#ap 2
#gcost 100
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 3
#magicskill 4 4
#magicskill 6 2
#magicskill 0 1
#magicskill 1 1
#magicskill 2 1
#magicskill 3 1
#custommagic 10112 100
#custommagic 1920 100
#custommagic 1920 100
#holy
#itemslots 12288
#noleader
#nomagicleader
#noundeadleader
#shapechange 2298
#immobile
#magicboost 53 -9
#magicboost 4 -5
#magicboost 8 -5
#magicboost 6 -5
#magicboost 0 -5
#magicboost 1 -5
#magicboost 2 -5
#magicboost 3 -5
#nametype 123
#heal
#end


---- Skink Shaman

#newmonster 2300
#spr1 "./Warhammer_Lizardmen/Skink Shaman.tga"
#spr2 "./Warhammer_Lizardmen/Skink Shaman2.tga"
#name "Skink Shaman"
#descr "Where the Saurus were bred for war, the smaller and more dextrous Skinks were created by the Old Ones to see to the day to day running of the temple-cities. Highly organised and social, Skinks work instinctively well in large groups and through their complex language of vocal calls and crest patterns, can accomplish tasks with quick efficiency. In the Southlands there are very few Slann remaining and spawning of Saurus are few and far between, leading to the Skinks taking on more active and warlike roles. The Skink population has exploded, with feral spawnings in the wild becoming more and more frequent. When a Skink marked out as a Priest is spawned in this manner they retain their magical aptitude, but are not connected in constant communion with the Slann. These rogue Shamans serve their race, but unlike their civilised cousins, they are not direct instruments of the Old Ones."
#hp 9
#size 2
#prot 3
#mor 10
#mr 13
#enc 3
#str 9
#att 9
#def 9
#prec 10
#mapmove 2
#ap 16
#gcost 60
#rcost 1
#weapon "Bite"
#weapon "Quarterstaff"
#maxage 1000
#startage 100
#forestsurvival
#swampsurvival
#coldblooded
#poisonres 75
#poorleader
#custommagic 1920 100
#custommagic 10240 100
#stealthy 0
#nametype 123
#researchbonus -2
#end



---- Slann (3rd Generation)

#newmonster 2301
#spr1 "./Warhammer_Lizardmen/Slann Third.tga"
#spr2 "./Warhammer_Lizardmen/Slann Third2.tga"
#name "Third Generation Slann"
#descr "Once the trusted servants of the Old Ones and architects of the world, the Slann now rule the Lizardmen as mage-priests. Large and bulbous, the alien Slann are uninterested in physical exertion and rely on their mental prowess instead; indeed they are prone to falling into long periods of deep contemplation, renewing their bodies and honing their minds. When they awake they will often declare an enigmatic proclamation that the Skink Priests do their best to implement. All Slann are linked in mind and their Priests are bound to this network, acting as conduits for their power. In their wisdom, the Old Ones decreed only five generations of Slann; the last of the First Generation died long ago in battle with Chaos and the Fifth Generation was spawned thousands of years ago. The more ancient a Slann, the greater his power, though younger Slann are far more easily roused to action."
#hp 80
#size 5
#prot 18
#mor 24
#mr 21
#enc 7
#str 10
#att 10
#def 9
#prec 12
#mapmove 1
#ap 8
#gcost 850
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 4
#magicskill 4 5
#magicskill 6 3
#magicskill 0 2
#magicskill 1 2
#magicskill 2 2
#magicskill 3 2
#spreaddom 1
#nobadevents 15
#shockres 50
#fireres 50
#coldres 50
#custommagic 10112 100
#custommagic 1920 100
#custommagic 1920 100
#holy
#itemslots 28672
#poorleader
#shapechange 2302
#onebattlespell "Communion Master"
#nametype 123
#magicboost 7 -3
#end


---- Slann (3rd Generation awakening)

#newmonster 2307
#spr1 "./Warhammer_Lizardmen/Slann Third.tga"
#spr2 "./Warhammer_Lizardmen/Slann Third2.tga"
#name "Third Generation Slann"
#descr "Once the trusted servants of the Old Ones and architects of the world, the Slann now rule the Lizardmen as mage-priests. Large and bulbous, the alien Slann are uninterested in physical exertion and rely on their mental prowess instead; indeed they are prone to falling into long periods of deep contemplation, renewing their bodies and honing their minds. When they awake they will often declare an enigmatic proclamation that the Skink Priests do their best to implement. All Slann are linked in mind and their Priests are bound to this network, acting as conduits for their power. In their wisdom, the Old Ones decreed only five generations of Slann; the last of the most powerful First Generation died long ago in battle with Chaos and the weakest Fifth Generation was spawned thousands of years ago. When Slann wake from their slumber, so to do their lifelong guards; the more ancient the Slann and the stronger the dominion of the Old Ones, the more Temple Guard will awaken."
#hp 80
#size 5
#prot 18
#mor 24
#mr 21
#enc 7
#str 10
#att 10
#def 9
#prec 12
#mapmove 1
#ap 8
#gcost 850
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 4
#magicskill 4 5
#magicskill 6 3
#magicskill 0 2
#magicskill 1 2
#magicskill 2 2
#magicskill 3 2
#spreaddom 1
#nobadevents 15
#shockres 50
#fireres 50
#coldres 50
#custommagic 10112 100
#custommagic 1920 100
#custommagic 1920 100
#holy
#itemslots 28672
#poorleader
#shapechange 2302
#onebattlespell "Communion Master"
#nametype 123
#magicboost 7 -3
#firstshape 2301
#domsummon2 2318 -- Temple Guard
#summon5 2318 -- Temple Guard
#summon1 2318 -- Temple Guard
#domsummon 2318 -- Temple Guard
#end



---- Slann (3rd Generation - Dormant)

#newmonster 2302
#spr1 "./Warhammer_Lizardmen/Slann Third Dormant.tga"
#spr2 "./Warhammer_Lizardmen/Slann Third Dormant.tga"
#name "Third Generation Slann"
#descr "This Slann has entered a dormant state, contemplating the will of the Old Ones, communing with Slann whose physical forms have been destroyed and renewing its own body. The more ancient a Slann, the longer it tends to spend in a dormant state. While dormant the Slann is unable to research or use magic of any sort and is entirely immobile. It is also extremely vulnerable to any form of attack, however it will recover from any afflictions sustained and will require little in the way of upkeep."
#hp 70
#size 5
#prot 14
#mor 24
#mr 21
#enc 20
#str 10
#att 10
#def 9
#prec 12
#mapmove 0
#ap 2
#gcost 100
#rcost 1
#weapon "fist"
#maxage 50000
#forestsurvival
#magicskill 8 4
#magicskill 4 5
#magicskill 6 3
#magicskill 0 2
#magicskill 1 2
#magicskill 2 2
#magicskill 3 2
#spreaddom 1
#shockres 50
#fireres 50
#coldres 50
#nobadevents 15
#custommagic 10112 100
#custommagic 1920 100
#custommagic 1920 100
#holy
#itemslots 28672
#noleader
#nomagicleader
#noundeadleader
#shapechange 2301
#immobile
#magicboost 53 -9
#magicboost 4 -5
#magicboost 8 -5
#magicboost 6 -5
#magicboost 0 -5
#magicboost 1 -5
#magicboost 2 -5
#magicboost 3 -5
#nametype 123
#heal
#end


---- Slann (2rd Generation - Seas - awake with bubble)

#newmonster 2303
#spr1 "./Warhammer_Lizardmen/Slann Second Zlatlan Shield.tga"
#spr2 "./Warhammer_Lizardmen/Slann Second Zlatlan Shield2.tga"
#name "One Who Fathomed The Depths"
#descr "Only five Slann of the Second Generation are still alive and they are becoming harder and harder to raise from their meditation, sometimes remaining dormant for decades. The Second Generation helped the Old Ones shape the world itself and they are truly godlike in their magical power. Zlatlan is the only being to know every depth of the world's oceans, for he helped shape them. Zlatlan is blessed by both Tzunki and Xhotl, equally at home above and beneath the waves and constantly surrounded by a powerful magical barrier protecting him from harm. Of all the Second Generation, Zlatlan has taken the strongest stance against Sotek, proclaiming he is not an Old One and may even be moving against their will."
#hp 1
#size 6
#prot 35
#mor 30
#mr 30
#enc 0
#str 10
#att 10
#def 9
#prec 12
#mapmove 1
#ap 8
#gcost 1
#rcost 1
#weapon "fist"
#armor "Magic Barrier"
#maxage 100000
#forestsurvival
#amphibious
#magicskill 8 5
#magicskill 4 5
#magicskill 6 3
#magicskill 1 3
#magicskill 2 6
#magicskill 3 3
#spreaddom 2
#gemprod 2 1
#shockres 100
#fireres -500
#coldres 100
#poisonres 100
#holy
#itemslots 61440 -- four misc slots
#poorleader
#onebattlespell "Communion Master"
#nametype 123
#secondshape 2304
#amphibian
#unique
#magicboost 7 -3
#end


---- Slann (2rd Generation - Seas - awakening with bubble)

#newmonster 2308
#spr1 "./Warhammer_Lizardmen/Slann Second Zlatlan Shield.tga"
#spr2 "./Warhammer_Lizardmen/Slann Second Zlatlan Shield2.tga"
#name "One Who Fathomed The Depths"
#descr "Only five Slann of the Second Generation are still alive and they are becoming harder and harder to raise from their meditation, sometimes remaining dormant for decades. The Second Generation helped the Old Ones shape the world itself and they are truly godlike in their magical power. Zlatlan is the only being to know every depth of the world's oceans, for he helped shape them. Zlatlan is blessed by both Tzunki and Xhotl, equally at home above and beneath the waves and constantly surrounded by a powerful magical barrier protecting him from harm. Of all the Second Generation, Zlatlan has taken the strongest stance against Sotek, proclaiming he is not an Old One and may even be moving against their will."
#hp 1
#size 6
#prot 35
#mor 30
#mr 30
#enc 0
#str 10
#att 10
#def 9
#prec 12
#mapmove 1
#ap 8
#gcost 1
#rcost 1
#weapon "fist"
#armor "Magic Barrier"
#maxage 100000
#forestsurvival
#amphibious
#magicskill 8 5
#magicskill 4 5
#magicskill 6 3
#magicskill 1 3
#magicskill 2 6
#magicskill 3 3
#spreaddom 2
#gemprod 2 1
#shockres 100
#fireres -500
#coldres 100
#poisonres 100
#holy
#itemslots 61440 -- four misc slots
#poorleader
#onebattlespell "Communion Master"
#nametype 123
#secondshape 2304
#amphibian
#unique
#magicboost 7 -3
#firstshape 2303 -- normal zlatlan
#domsummon 2347 -- Saurus of Xhotl
#summon5 2330 -- saurus of Tzunki
#end


---- Slann (2rd Generation - Seas - awake with no bubble)

#newmonster 2304
#spr1 "./Warhammer_Lizardmen/Slann Second Zlatlan.tga"
#spr2 "./Warhammer_Lizardmen/Slann Second Zlatlan2.tga"
#name "One Who Fathomed The Depths"
#descr "Only five Slann of the Second Generation are still alive and they are becoming harder and harder to raise from their meditation, sometimes remaining dormant for decades. The Second Generation helped the Old Ones shape the world itself and they are truly godlike in their magical power. Zlatlan is the only being to know every depth of the world's oceans, for he helped shape them. Zlatlan is blessed by both Tzunki and Xhotl, equally at home above and beneath the waves and constantly surrounded by a powerful magical barrier protecting him from harm. Of all the Second Generation, Zlatlan has taken the strongest stance against Sotek, proclaiming he is not an Old One and may even be moving against their will."
#hp 100
#size 6
#prot 14
#mor 30
#mr 21
#enc 8
#str 10
#att 10
#def 9
#prec 12
#mapmove 1
#ap 8
#gcost 1
#rcost 1
#weapon "fist"
#maxage 100000
#forestsurvival
#amphibious
#magicskill 8 5
#magicskill 4 5
#magicskill 6 3
#magicskill 1 3
#magicskill 2 6
#magicskill 3 3
#spreaddom 2
#gemprod 2 1
#shockres 50
#coldres 100
#poisonres 50
#holy
#itemslots 61440 -- four misc slots
#poorleader
#onebattlespell "Communion Master"
#nametype 123
#firstshape 2303
#shapechange 2303
#amphibian
#unique
#magicboost 7 -3
#end



---- Slann (2nd generation - fire - awakening form)

#newmonster 2288
#spr1 "./Warhammer_Lizardmen/Slann Second Adohi.tga"
#spr2 "./Warhammer_Lizardmen/Slann Second Adohi2.tga"
#name "One Who Fired The Earth"
#descr "Only five Slann of the Second Generation are still alive and they are becoming harder and harder to raise from their meditation, sometimes remaining dormant for decades. The Second Generation helped the Old Ones shape the world itself and they are truly godlike in their magical power. Adohi-Tehga is an unequalled pyromancer blessed by Chotec who directed great flows of magma, following the Great Plan. Mortally wounded in the Great Catastrophe, Adohi-Tehga only recently awoke and immediately joined Mazdamundi in his efforts to violently correct the corruption of the world, swearing never to rest until the Old Ones return. Focusing all his power on the destruction of his foes, his palanquin must now be carried into battle by temple guard as he lashes out with the deadly Sword of Rhuin, a weapon of pure fire and wrath. Of all the Second Generation, Adohi-Tehga is by far the most accepting of Sotek."
#hp 110
#size 6
#prot 18
#mor 30
#mr 21
#enc 6
#str 14
#att 12
#def 12
#prec 13
#mapmove 2
#ap 12
#gcost 850
#rcost 1
#weapon "Sword of Rhuin"
#weapon "Scouring Gaze"
#armor "Shield"
#maxage 50000
#forestsurvival
#magicskill 8 5
#magicskill 4 5
#magicskill 6 3
#magicskill 0 5
#magicskill 1 3
#magicskill 3 4
#gemprod 0 1
#spreaddom 2
#shockres 50
#fireres 100
#coldres 0
#holy
#itemslots 28672
#poorleader
#onebattlespell "Communion Master"
#nametype 123
#fireshield 8
#berserk 0
#firepower 3
#unique
#firstshape 2289 -- normal adohi
#domsummon 2334 -- Saurus of Chotec
#summon5 2334 -- saurus of Chotec
#end



---- Slann (2nd generation - fire - normal form)

#newmonster 2289
#spr1 "./Warhammer_Lizardmen/Slann Second Adohi.tga"
#spr2 "./Warhammer_Lizardmen/Slann Second Adohi2.tga"
#name "One Who Fired The Earth"
#descr "Only five Slann of the Second Generation are still alive and they are becoming harder and harder to raise from their meditation, sometimes remaining dormant for decades. The Second Generation helped the Old Ones shape the world itself and they are truly godlike in their magical power. Adohi-Tehga is an unequalled pyromancer blessed by Chotec who directed great flows of magma, following the Great Plan. Mortally wounded in the Great Catastrophe, Adohi-Tehga only recently awoke and immediately joined Mazdamundi in his efforts to violently correct the corruption of the world, swearing never to rest until the Old Ones return. Focusing all his power on the destruction of his foes, his palanquin must now be carried into battle by temple guard as he lashes out with the deadly Sword of Rhuin, a weapon of pure fire and wrath. Of all the Second Generation, Adohi-Tehga is by far the most accepting of Sotek."
#hp 110
#size 6
#prot 18
#mor 30
#mr 21
#enc 6
#str 14
#att 12
#def 12
#prec 13
#mapmove 2
#ap 12
#gcost 850
#rcost 1
#weapon "Sword of Rhuin"
#weapon "Scouring Gaze"
#armor "Shield"
#maxage 50000
#forestsurvival
#magicskill 8 5
#magicskill 4 5
#magicskill 6 3
#magicskill 0 5
#magicskill 1 3
#magicskill 3 4
#gemprod 0 1
#spreaddom 2
#shockres 50
#fireres 100
#coldres 0
#holy
#itemslots 28672
#poorleader
#onebattlespell "Communion Master"
#nametype 123
#fireshield 8
#berserk 0
#firepower 3
#unique
#end




-------- PRETENDERS


-------- NATIONAL HEROES


---- Nakai the Wanderer

#newmonster 2356
#spr1 "./Warhammer_Lizardmen/Hero Nakai.tga"
#spr2 "./Warhammer_Lizardmen/Hero Nakai2.tga"
#name "Kroxigor of the First Spawning"
#descr "The ancient Kroxigor known as Nakai the Wanderer is a sacred, almost mythical figure amogst the Lizardmen, particularly the Skinks. Nakai bears the marking of the Old Ones and albino colouration. His gnarled scales and spined ridges are crisscrossed with the scars of a thousand battles and his demise has been reported numerous times, but the Old Ones have a special plan for Nakai and he always returns to aid his people. It is believed Nakai was one of the first Kroxigor to spawn in Itza; he fought in numerous battles in the Great War against Chaos, reputedly slaying a Greater Daemon in single combat. Nakai's appearance at a temple city often precedes an invasion, but no city has fallen under his watch and he is considered one of the clearest signs that the Old Ones still favour their children. Nakai carries a great Daemon slaying obsinite club of incredible power and wears a pair of twinned bracers which grant him immunity to fire and cold."
#hp 50
#size 4
#prot 19
#mor 30
#mr 15
#enc 3
#str 23
#att 13
#def 12
#prec 5
#mapmove 2
#ap 17
#gcost 1
#rcost 1
#weapon "End of Daemons"
#armor "Ceremonial Plates"
#weapon "Bite"
#poisonres 50
#maxage 99999
#swampsurvival
#forestsurvival
#nametype 123
#immortal
#fireres 100
#coldres 100
#onebattlespell "Personal Luck"
#itemslots 7296
#nobadevents 20
#unique
#holy
#end


---- Tiktaqto, Master of Skies

#newmonster 2309
#spr1 "./Warhammer_Lizardmen/Hero Tiktaqto.tga"
#spr2 "./Warhammer_Lizardmen/Hero Tiktaqto2.tga"
#name "Master of Skies"
#descr "Tiktaqto is Master of Skies, one of the greatest of the Skink Chiefs and answers only to the Slann themselves. He is a master of strategy and has never been defeated in battle, seemingly instinctually aware of the perfect time and place to strike with his Terradon riders. Tiktaqto swoops into battle mounted on his particularly large and fearsome Terradon, Zwup, the two fighting as one in perfct harmony. The Master of Skies is granted two powerful artifacts by the Mage Priests; the Mask of Heavens and the Blade of Ancient Skies. The Mask grants Tiktaqto power over the air itself and provides protection against both enemy missiles and hostile magic. The Blade is constructed from the jawbone of an ancient aerial predator and has been enchanted to bite deep through almost any armour."
#hp 35
#size 3
#prot 11
#mor 14
#mr 15
#enc 3
#str 11
#att 12
#def 12
#prec 10
#mapmove 4
#flying
#ap 8
#gcost 0
#rcost 1
#weapon "Terradon Bite"
#weapon "Terradon Talon"
#weapon "Terradon Talon"
#weapon "Blade of Ancient Skies"
#armor "Mask of Heavens"
#maxage 700
#startage 300
#forestsurvival
#coldblooded
#poisonres 75
#mounted
#nametype 123
#stealthy 10
#onebattlespell "Air Shield"
#magicskill 1 2
#superiorleader
#unique
#itemslots 29696 -- body and 3 misc
#end



---- Chakax, Eternity Warden

#newmonster 2352
#spr1 "./Warhammer_Lizardmen/Hero Chakax.tga"
#spr2 "./Warhammer_Lizardmen/Hero Chakax2.tga"
#name "Eternity Warden"
#descr "Chakax is the Eternity Warden, greatest of the Temple Guard. It is he that protects the most powerful of the Slann while they meditate, often for decades or even centuries, in the Eternity Chamber of the First City. Chakax is the last surviving member of his spawning and possibly the oldest of all Temple Guard. His skills are commensurate with his age and he has destroyed both lone assassins and entire regiments in his countless years of vigil, not once losing a Slann under his protection. He wields the Star Stone Mace, a weapon of material not quarried on this world which can negate magical forces with ease. The Helm of the Prime Guardian sits on his head, granting him visions of any who would dare attempt to harm his charges and around his muscled neck hangs to Eternity Key, an artefact that grants Chakax incredible, tireless speed in battle."
#hp 25
#size 3
#prot 14
#mor 30
#mr 16
#enc 2
#str 16
#att 13
#def 12
#prec 11
#mapmove 1
#ap 10
#gcost 0
#rcost 1
#armor "Helm of the Prime Guardian"
#armor "Ceremonial Plates"
#weapon "Bite"
#weapon "Star Stone Mace"
#castledef 5
#patrolbonus 20
#maxage 10000
#startage 6000
#forestsurvival
#coldblooded
#poisonres 25
#onebattlespell "Quicken Self"
#holy
#nametype 123
#end





-------- SPELLS


---- Call Terradons

#newspell
#name "Call Terradons"
#descr "Invoking both Huanchi and Tepok, the caster summons a flight of Terradons and binds them to his will. Terradons are lethal winged predators that strike down through the Lustrian canopy like bolts of green lightning. The more powerful the caster, the more Terradons will respond to his call." 
#school 0
#restricted 75
#researchlevel 3
#path 0 6
#path 1 1
#pathlevel 0 2
#pathlevel 1 2
#effect 10001
#fatiguecost 600
#damage 2337
#nreff 2003
#end


---- Flood of serpents

#newspell
#name "Flood of Serpents"
#descr "Spilling blood in the name of Sotek, the great serpent god of vengeance, the caster causes a flood of blood red serpents to boil up from the ground and attack everything in sight. The serpents have no loyalty to the Lizardmen and they will fade along with the magic, but they are capable of wreaking considerable havoc far behind enemy lines."
#restricted 75
#researchlevel 4
#school 6
#path 0 7
#pathlevel 0 1
#fatiguecost 1000
#nreff 60
#damage 2343
#effect 10038
#end



---- Jungle Serpent

#newspell
#copyspell "Summon Imp"
#name "Jungle Serpent"
#descr "Jungle Serpent"
#restricted 75
#researchlevel 0
#school -1
#path 0 6
#pathlevel 0 1
#fatiguecost 100
#effect 1
#nreff 1
#damage 2344
#explspr 10044 -- rising green mist
#sound 50
#end


---- Rain of Snakes

#newspell
#copyspell "Storm of Thorns"
#name "Rain of Snakes"
#descr "Hurling forward a handful of sticks from the depths of the Lustrian jungle, the caster hisses in a forgotten language, turning them to twisting jungle serpents mid-flight. As they fall like arrows amongst the enemy ranks, they will attack with their poisonous fangs."
#restricted 75
#researchlevel 6
#school 0
#path 0 6
#pathlevel 0 3
#nreff 2001
#damage 2
#fatiguecost 50
#nextspell "Jungle Serpent"
#end


---- Serpents of Sotek

#newspell
#copyspell "Summon Imp"
#name "Serpents of Sotek"
#descr "Spilling sacrificial blood on the ground and invoking the terrible serpent god of vengeance, Sotek, the priest calls forth manifestations of his spite. The serpents of Sotek are mindless manifestations of vengeance with a powerful venom. Though they are easily dispatched in melee, in sufficient numbers they can overwhelm many foes."
#restricted 75
#researchlevel 2
#school 6
#path 0 7
#pathlevel 0 1
#fatiguecost 100
#effect 1
#nreff 12
#damage 2343
#explspr 10144 -- some blood
#sound 50
#end


---- Bloodscale of Sotek

#newspell
#name "Bloodscale of Sotek"
#descr "Bloodscale of Sotek" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 1400
#damage 2342
#nreff 1
#end

---- Spawning of Sotek

#newspell
#name "Spawning of Sotek"
#descr "By spilling blood on the altar of Sotek, the Serpent, the Wrathful One, the Nemesis, Skavenbane, the priests of Sotek spread his influence to yet another a spawning of Saurus, led by a frenzied Bloodscale." 
#school 6
#restricted 75
#researchlevel 4
#path 0 7
#pathlevel 0 1
#effect 10001
#fatiguecost 2400
#damage 2329
#nreff 12
#nextspell "Bloodscale of Sotek"
#end

---- Deepscale of Tzunki

#newspell
#name "Deepscale of Tzunki"
#descr "Deepscale of Tzunki" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 1400
#damage 2339
#nreff 1
#end

---- Spawning of Tzunki

#newspell
#name "Sacred Spawning of Tzunki"
#descr "The will of Tzunki, Watcher of Water, the Deep One, the Terror from Below, Devourer of Corsairs is revealed! Careful interpretation of calls from the watery depths of the world issued by Tzunki has allowed the Slann to precisely predict the spawning of sacred saurus bearing his mark, led by a fearsome Deepscale." 
#school 0
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10001
#fatiguecost 1600
#damage 2330
#nreff 12
#nextspell "Deepscale of Tzunki"
#end


---- Nightscale of Huanchi

#newspell
#name "Nightscale of Huanchi"
#descr "Nightscale of Huanchi" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 1400
#damage 2341
#nreff 1
#end

---- Spawning of Huanchi

#newspell
#name "Sacred Spawning of Huanchi"
#descr "The will of Huanchi, the Jaguar, the Stalker, Silent Death, Teeth in the Dark is revealed! Careful observation of creatures from the primordial jungles once stalked by Huanchi has allowed the Slann to precisely predict the spawning of sacred saurus bearing his mark, led by a deadly Nightscale." 
#school 0
#restricted 75
#researchlevel 4
#path 0 6
#pathlevel 0 2
#effect 10001
#fatiguecost 1600
#damage 2331
#nreff 12
#nextspell "Nightscale of Huanchi"
#end


---- Nullscale of Tlazcotl

#newspell
#name "Nullscale of Tlazcotl"
#descr "Nullscale of Tlazcotl" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 2000
#damage 2351
#nreff 1
#end


---- Spawning of Tlazcotl

#newspell
#name "Sacred Spawning of Tlazcotl"
#descr "The will of Tlazcotl, the Cold One, the Impassable, Mirror of Calm is revealed! Careful study of the ancient temple cities laid out across the continents by Tlazcotl has allowed the Slann to precisely predict the spawning of sacred saurus bearing his mark, led by an implacable Nullscale." 
#school 3
#restricted 75
#researchlevel 4
#path 0 4
#pathlevel 0 2
#effect 10001
#fatiguecost 1600
#damage 2332
#nreff 12
#nextspell "Nullscale of Tlazcotl"
#end


---- Lorescale of Tepok

#newspell
#name "Lorescale of Tepok"
#descr "Lorescale of Tepok" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 1400
#damage 2354
#nreff 1
#end

---- Spawning of Tepok

#newspell
#name "Sacred Spawning of Tepok"
#descr "By observing the rites of Tepok, the Inscrutable, the Ineffable, the Maze of Minds, Master of the Winds, a sacred spawning of his chosen Saurus are summoned, led by a cerebral Lorescale." 
#school 5
#restricted 75
#researchlevel 4
#path 0 1
#pathlevel 0 2
#effect 10001
#fatiguecost 1600
#damage 2333
#nreff 12
#nextspell "Lorescale of Tepok"
#end


---- Sunscale of Chotec

#newspell
#name "Sunscale of Chotec"
#descr "Sunscale of Chotec" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 1400
#damage 2346
#nreff 1
#end


---- Spawning of Chotec

#newspell
#name "Sacred Spawning of Chotec"
#descr "The will of Chotec, the Burning Sun, the Heat of Life, the Searer of Unlife, Light of Truth is revealed! Careful experimentation with the energy gifted to the world by Chotec has allowed the Slann to precisely predict the spawning of sacred saurus bearing his mark, led by a brilliant Sunscale." 
#school 2
#restricted 75
#researchlevel 4
#path 0 0
#pathlevel 0 2
#effect 10001
#fatiguecost 1400
#damage 2334
#nreff 14
#nextspell "Sunscale of Chotec"
#end


---- Spinescale of Quetzl

#newspell
#name "Spinescale of Quetzl"
#descr "Spinescale of Quetzl" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 2000
#damage 2353
#nreff 1
#end


---- Spawning of Quetzl

#newspell
#name "Sacred Spawning of Quetzl"
#descr "The will of Quetzl, the Protector, the Rock, the Guardian, He Who Breaks Blades is revealed! Careful analysis of the matter knit together by Quetzl to birth the world itself has allowed the Slann to precisely predict the spawning of sacred saurus bearing his mark, led by an unstoppable Spinescale."
#school 1
#restricted 75
#researchlevel 4
#path 0 3
#pathlevel 0 2
#effect 10001
#fatiguecost 1600
#damage 2335
#nreff 12
#nextspell "Spinescale of Quetzl"
#end



---- Wardscale of Xhotl

#newspell
#name "Wardscale of Xhotl"
#descr "Wardscale of Xhotl" 
#school -1
#restricted 75
#researchlevel 4
#path 0 2
#pathlevel 0 2
#effect 10021
#fatiguecost 1400
#damage 2349
#nreff 1
#end


---- Spawning of Xhotl

#newspell
#name "Sacred Spawning of Xhotl"
#descr "The will of Xhotl, the Infinite Shield, Bane of Magic, Barrier of Woe, Painter of All is revealed! Careful interpretation of the enchantments laid upon the world by Xhotl to keep Chaos at bay has allowed the Slann to precisely predict the spawning of sacred saurus bearing his mark, led by a vibrant Wardscale."
#school 4
#restricted 75
#researchlevel 4
#path 0 4
#pathlevel 0 2
#effect 10001
#fatiguecost 1600
#damage 2347
#nreff 12
#nextspell "Wardscale of Xhotl"
#end


---- Awaken Third Generation Slann

#newspell
#name "Awaken Third Generation Slann"
#descr "In times of dire need, Slann of the Third Generation will awaken to guide the Lizardmen according to the prophecies handed down by the Old Ones. They are beings of incredible power, almost gods in their own right, with mental faculties that dwarf even those of their fellow Slann. The Third Generation assisted the Second in shaping the world itself and had a hand in the aspects of most living creatures native to their lands. Such a powerful Slann requires a considerable Temple Guard for physical protection, though his magical abilities are unmatched even by the greatest mages of the younger races." 
#school 0
#restricted 75
#researchlevel 7
#path 0 4
#pathlevel 0 5
#effect 10021
#fatiguecost 5000
#damage 2307
#nreff 1
#end

---- Awaken Second Generation Slann of the Seas

#newspell
#name "Awaken One Who Fathomed The Depths"
#descr "The Second Generation of Slann were directly responsible for shaping the world to the will of the Old Ones. Only five now remain to guide the Lizardmen in this time of strife and awakening one from his decades of slumber is no small matter. Zlatl, One Who Fathomed The Depths is unmatched in the elemental magic of water, protected from harm by Xhotl and, like his four brothers, a symbol of the Old Ones' will. His honour guard is formed of sacred saurus marked by both Xhotl and Tzunki." 
#school 0
#restricted 75
#researchlevel 8
#path 0 4
#pathlevel 0 5
#effect 10021
#fatiguecost 8000
#damage 2308
#nreff 1
#end


---- Awaken Second Generation Slann of Fire

#newspell
#name "Awaken One Who Fired The Earth"
#descr "The Second Generation of Slann were directly responsible for shaping the world to the will of the Old Ones. Only five now remain to guide the Lizardmen in this time of strife and awakening one from his decades of slumber is no small matter. Adohi-Tehga, One Who Fired The Earth is an unequalled pyromancer, blessed of Chotec, an embodiment of the wrath of the Slann visited upon those who corrupt the Great Plan and, like his four brothers, a symbol of the Old Ones' will. His honour guard is formed of sacred saurus marked by Chotec." 
#school 0
#restricted 75
#researchlevel 8
#path 0 4
#pathlevel 0 5
#effect 10021
#fatiguecost 8000
#damage 2288
#nreff 1
#end

-------- SITES


#newsite 997
#name "Spawning Pools"
#path 6
#level 0
#rarity 5
#gems 6 1
#gems 2 1
#homecom 2293 -- Oldblood on Cold One
#end


#newsite 996
#name "The Great Pyramid"


#path 8
#level 0


#rarity 5

#gems 4 3
#homecom 2306 -- Fourth Generation Slann (awakening)
#end





-------- NATION


#selectnation 75
#clearnation
#clearsites
#name "Itza"
#epithet "Servants of the Old Ones"
#era 2
#brief "The Lizardmen were created by the Old Ones, divine interstellar beings of unimaginable power. For thousands of years they have tended to the will of these beings and protected the world from Chaos."
#descr "The Lizardmen are a race of reptillian servants created by the Old Ones thousands of years ago. A servant race, they exist only to enact the Great Plan of the Old Ones. The Old Ones brought with them the First Generation of Slann and spawned four more generations to rule over the warlike Saurus, nimble Skinks and mighty Kroxigor. However a Great Catastrophe struck the world and heralded the arrival of Chaos at the poles; since that time the Old Ones have been absent. In their stead, the Lizardmen stand as guardians against Chaos and shape the world according to the Great Plan. Largely isolated in Lustria, the Lizardmen have watched and waited for a time when Chaos might be defeated and the world restored for the glorious return of their masters. Countless years of divination and consultation with the stars has revealed that time to be now and with the Awakening God the lizardmen shall set the world right once again."
#summary "Race: Skinks, Saurus and other creatures ruled by ancient Slann.
Military: Skink skirmishers, powerful Saurus warriors and large jungle creatures.
Magic: Extremely powerful Astral, Nature and Elemental magic with a separate path into Blood.
Priests: Very Powerful. Prefer heat scale 2."
#flag "./Warhammer_Lizardmen/flag.tga"
#templepic 14
#startsite "The Great Pyramid"
#startsite "Spawning Pools"


--Sets what forts they will use.
 -- All Great City
#startfort 31
#defaultfort 31
#mountainfort 31
#swampfort 31
#forestfort 31




------- Add soldiers

#addrecunit 2324 -- Skinks (blowpipe)
#addrecunit 2323 -- Skink Skirmishers (jav and shield)
#addrecunit 2325 -- Skink Archers
#addrecunit 2326 -- Red Crested Skinks
#addrecunit 2322 -- Chameleon Skinks
#addrecunit 2319 -- Skink Cavalry
#addrecunit 2336 -- Terradon Rider
#addrecunit 2311 -- Saurus Warrior (spear)
#addrecunit 2310 -- Saurus Warrior (sword)
#addrecunit 2327 -- Saurus Cavalry
#addrecunit 2316 -- Kroxigor
#addrecunit 2317 -- Salamander
#addrecunit 2345 -- Stegadon
--addrecunit 2347 -- xhotl



------- Add leaders


#addreccom 2294 -- Chameleon Scout
#addreccom 2295 -- Skink Warchief
#addreccom 2290 -- Saurus Scar Veteran
#addreccom 2300 -- Skink Shaman
#addreccom 2291 -- Skink Priest
#addreccom 2292 -- Priest of Sotek
--addreccom 2296 -- Fifth Generation Slann
#addreccom 2305 -- Fifth Generation Slann with Guards
--addreccom 2298 -- Fourth Generation Slann (cap only)
--addreccom 2301 -- third gen slann
--addreccom 2341 -- nightscale of huanchi
--addreccom 2339 -- deepscale of tzunki
--addreccom 2342 -- Bloodscale of Sotek
--addreccom 2346 -- sunscale chotec
--addreccom 2354 -- lorescale tepok
--addreccom 2353 -- spinescale quetzl
--addreccom 2349 -- wardscale xhotl
--addreccom 2351 -- nullscale of tlazcotl
--addreccom 2303 -- Zlatlan
--addreccom 2356 -- Nakai
--addreccom 2309 -- Tiktaqto
--addreccom 2352 -- Chakax
--addreccom 2288 -- Adohi-Tehga



------- Province Defence

--Sets the units to be used in province defense.

#defcom1 2295 -- Skink Warchief
#defcom2 2291 -- Skink Priest
#defunit1 2323 -- Skink Skirmishers
#defunit1b 2324 -- Skink blowpipes
#defunit2 2325 -- Skink Archers
#defunit2b 2316 -- Kroxigor


--Sets how many of the units to appear per point.

#defmult1 10
#defmult1b 10
#defmult2 10
#defmult2b 5


------- Hero Settings

#multihero1 2307 -- 3rd gen slann (awakening)
#hero1 2356 -- Nakai
#hero2 2309 -- Tiktaqto
#hero3 2352 -- Chakax

#idealcold -2
#color 0.3 0.3 0.8
#templecost 600


#startcom 2290 -- Saurus Scar Veteran
#startunittype1 2310 -- saurus warrior sword
#startunitnbrs1 10
#startunittype2 2311 -- saurus warrior spear
#startunitnbrs2 10
#startscout 2294 -- Chameleon Scout
#end
