Sacred Hosts

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    WHAT ISWARHAMMER CHRONICLES?

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    ARHAMMERC H R O N I C L E S

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    ARHAMMERC H R O N I C L E S

    The influence of this god can be seen notonly in the Saurus but also in the smaller,more nimble Skinks in the force.

    These armies are known as Sacred Hosts.They are rare and apparently spawned withsome great duty to perform. Scholars haveattempted to examine the Sacred Hosts ofthose deities that the Lizardmen venerate

    the most. To date, investigators have beenunable to uncover more than passingreferences to other deities, such as thewarlike Tlanxla; the lost Xholankha;Xhotl, who chooses those destined forgreatness; and Itzl, the god of cold-blooded beasts. Finally, there is the outcastRigg, who is not venerated by anyLizardmen at all, but whose island templein the mouth of the Amaxon river isnonetheless attended to with great care.

    SACRED HOSTS by Andy Hoare

    Each of these entries contains a short set of rules describing how these Sacred Hostscan be used in your games of Warhammer. These rules are official and have beenbalanced for all styles of play.

    Many Lizardmen are said to be bornunder the influence of one ormore of their gods, the so-called

    Old Ones. Such spawnings have certaincommon characteristics, and theirmembers often share a singular fate.Lizardmen spawned according to theinfluence of Sotek, for example, are oftenred of hue and angry of character, while

    those spawned under Tepoks inscrutableeye are often described as otherworldlyand mysterious. Some may be createdunder the influence of several Old Onesand have a combination of characteristics.In most instances, these combinations ofcharacteristics occur only to singlespawnings and only to the hulking warriorcreatures known as Saurus. There exist,however, references to entire armiesspawned under the eye of a single deity.

    The Sacred Hosts of the Lizardmen are spawned under particularlyauspicious portents and are always destined to perform a critical

    task in the great plan of the Old Ones. Andy Hoare delves deeperinto the secrets of the masters of creation and brings us backgroundand rules for these most blessed of Lizardmen armies.

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    ship made its way north once more, theisland came alive with a pyromantic displayof epic proportions. The great explosionsremained visible into the night and overthe horizon as the sailors sought to put asmuch distance as possible betweenthemselves and the volcanic island. Of suchprodigious power were the forcesunleashed that day that it is said the eldersof the Bright College felt the heat inAltdorf, on the other side of the world. Sothe legend goes, the masters of the BrightCollege knew that one of their number hadperished at the hands of a foe far moregifted in manipulating the Wind of Aqshythan any mortal. From that day to thepresent, the Bright College has forbiddenits members to travel to Lustria.

    desperation, the mage resolved to launchone more expedition into the jungles beforereturning home to Altdorf. He decided tohead south along the coast and make forPahuax. However, his flotilla was caught in agreat storm and carried many hundreds ofmiles east. The mighty currents that crossthe Great Ocean swept him west and southand then scattered his fleet against theVampire Coast. By this point, the flotilla washopelessly separated, but the mage spied a

    dark land on the southern horizon,wreathed in volcanic cloud. He concludedthat it must surely be the will of the godsthat drew a mage of the Bright College tosuch a fiery place. He observed a great hoststanding on the blackened shore andguarding the lip of a mighty crater fromwhich an infernal glow issued. The magedetermined that here, at last, he had foundor had been led to the servants of Chotec.He would challenge their leader and, afterdefeating him, pry the secrets from theMage-Priests dying mind.

    The captain of the mages ship haddifferent ideas though and refused to putto shore. The mage declared the captain in

    breach of his contract with the BrightCollege and issued all manner of direthreats. The captain looked to hiscrewmen, who were superstitious seafarersill at ease with the presence of a wizard ontheir ship and a mutinous bunch to boot.The smoldering mage realized what wasabout to happen and began to utter anincantation, but he was too late. In aninstant, the seadogs were upon him. Theyinflicted the gravest of insults on the BrightWizard and pitched him into the sea,where he was forced to swim for the blackshoreline. The mage must have reachedthe relative safety of the beach, for as the

    Chotec is the Lizardman god of the sunand, as such, is imbued with a fiery energythat belies the cold-blooded nature of therace. His associated color is a fiery orange,and his followers are said to bear arms andarmor of gleaming gold and carry icons thatreflect the light of the sun in dazzling

    beams all around. It is the boundlessenergy of the servants of Chotec that makesthem particularly dangerous to those whowould intrude upon their domains. Manyhave made the mistake of assumingChotecs followers to be as impassive as allLizardmen. Alas, this is not the case, assome have discovered to their doom.

    One tale speaks of a mage of the BrightCollege who sought to travel to Lustria andfathom the nature of the servants ofChotec. He had heard tell that theirchampions wielded the power of fire in amanner that he felt might rival that of hiscollege. By all accounts, this mage was aconceited and arrogant individual, so

    convinced in the superiority of his ownvocation that he could not conceive thatthe Lizardmen might prove equal letalone superior in the Seventh Lore.Traveling to Lustria, the mage sought theservants of Chotec for many years. Hesearched the great waterways of the NewWorld accompanied by a substantial armyof mercenaries hired at great cost by theBright College to protect him.

    After almost a decade of searching, theBright College ordered the mage to return.His quest was proving anything butsuccessful, and it was costing a great deal tokeep the mercenaries paid and supplied. In

    CHOTEC, THESOLAR GOD

    Using a Sacred Host of ChotecA Lizardmen army (not a Southlandsarmy) may be constructed as a SacredHost of Chotec with the followingguidelines.

    All units and characters that may

    take a Sacred Spawning must bearthe Sacred Spawning of Chotec.Core units with this blessing remainCore. However, if they have asecond Sacred Spawning, theybecome Special.

    Skink Skirmishers and charactersmust purchase the Sacred Spawningof Chotec for +5 points per unitand +5 points per character.

    Skink Priests in a Sacred Host ofChotec must take their spells fromthe Lore of Fire.

    WARHAMMER CHRONICLES SACRED HOSTS

    A Slann Mage-Priest defends his temple against a plundering Empire army.

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    Sotek is the pre-eminent Lizardmen deityand has been since their millennia-spanningwar against the noisome Skaven that endedin the year 100. Sotek is very much theLizardmen god of vengeance, a deity thatembodies the races righteous anger againstthose invaders who would intrude upon theLizardman realms. Sotek is cruel, with athirst for sacrifice, and the Lizardmen makedaily tribute to him in the form of bloodofferings. Sotek is particularly fond ofrodent flesh, and thus, the sacrifice ofcaptured Skaven is seen as the highesthonor adherents can pay their god.

    One question troubles those few scholarswith any knowledge of Lizardmen deities.Only the Mage-Priests of Chaqua knew ofSotek, and even they did not venerate himand merely awaited the prophesied time ofhis coming. When Soteks manifestationwas realized, it was the Skinks who firstacknowledged him as a god, for the Mage-Priests took some time to contemplate theissue. This confusing state of affairs leadssome scholars to question the nature ofSotek. Is the serpent god an Old One? If

    SOTEK, THESERPENT GOD

    so, why was he not worshipped or evenacknowledged for so many millennia?Some believe that this later addition to theLizardmen pantheon of gods is somethingelse entirely, perhaps some manifestationof the Lizardmens anger and resentmentat the actions of those who would invadeand plunder their realm.

    The most significant and indeed the first occasion on which a Sacred Host ofSotek marched to war was after the fall ofthe great temple city of Chaqua at thehands of the Skaven Clan Pestilens. Theonly survivors of the virulent and terribleplagues unleashed by the Plague Monks

    were some red-crested Skinks, all of thesame spawning. These Skinks were led bythe individual who would go on toproclaim the coming of the serpent godacross the Lizardmen empire: Tehenhauin,the Prophet of Sotek. It is said that theseSkinks were particularly strong for theirrace. Their constitution enabled them toresist the foul diseases of the rat-spawn.The red-crested Skinks went forth from theruins of Chaqua and proclaimed thecoming of the serpent god. The Skinksfought many battles against Clan Pestilensand gathered more Skinks to their force.Eventually, they grew into a mighty army.Tehenhauin led the Lizardmen in a long

    war that spanned many centuries.

    Uncounted successive spawnings of red-

    crests marched at his side. Tehenhauin

    ultimately defeated Clan Pestilens, offered

    many thousands of sacrifices, and thereby

    brought about the manifestation of Sotek.

    Each god of the Lizardmen is represented by a specific color in his Sacred Spawnings. Below, we show examples ofhow to apply each of these colors to your models. You can also paint these colors in a variety of different patterns.

    Blessed Spawning of ChotecA vibrant orange is characteristic of the

    energetic Saurus of blessed Chotec.

    Blessed Spawning of TzunkiA sea-green hue marks the aquatic

    Saurus of blessed Tzunki.

    Blessed Spawning of SotekAn aggressive, blood-fueled spawning,

    the Saurus of Sotek are marked with red.

    Blessed Spawning of TepokA rich purple sets the spawnings of

    Tepok apart as magical in nature.

    Blazing Orange

    Liche Purple

    Sunburst Yellow

    Blessed Spawning of Quetzl

    The spawnings of the warrior-godQuetzl have especially tough,thick scales covering their bodiesand bony spurs protruding fromtheir forearms.

    Blessed Spawning of Huanchi

    Naturally stealthy, those blessed byHuanchi, jaguar-god of the earth andnight, are able to pass effortlesslythrough the thickest jungle. Theirelusive nature has made observationof them difficult. Thus, there is norecord of their distinctive markings,if, indeed, any exist.

    Blood Red

    Blessed Spawning of TlazcotlA vivid yellow marks Saurus of Tlazcotl and

    indicates that they are fearless fighters.

    PAINTING SACRED SPAWNINGS

    Using a Sacred Host of SotekA Lizardmen army (not a Southlandsarmy) may be constructed as a SacredHost of Sotek per the followingguidelines.

    All units and characters that may takea Sacred Spawning must bear theSacred Spawning of Sotek. Core unitswith this blessing remain Core.However, if they have a second SacredSpawning, they become Special.

    Skink Skirmishers and charactersmust purchase the Sacred Spawningof Sotek for +10 points per unit and+10 points per character.

    Skink Priests in a Sacred Host ofSotek must take their spells from theLore of Beasts.

    Dark Angels Green

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    WARHAMMER CHRONICLES SACRED HOSTS

    The servants of Quetzl are tough andwarlike, as befits the chosen of the warriorgod. Quetzl is venerated among thepantheon of Lizardmen deities as theprotector, and Lizardmen spawned underhis influence are gifted with great bony

    protrusions and especially thick hides.Those who have faced these Lizardmen inbattle claim to have seen arrows andcrossbow bolts splinter and snap on thescales of Quetzls servants.

    A number of accounts speak of Sauruswarriors with huge bony crests on theirheads. However, some believe that theseeye-witnesses are referring not toLizardmen spawned under the sign ofQuetzl but instead to the Temple Guard huge and stoic warriors who protect theSlann Mage-Priests. Only a handful ofaccounts represent what is believed to betrue sightings of the protector godschildren, who sport not only bony crests,but spines and protrusions all over their

    bodies. If some accounts are to bebelieved, these Saurus might appear to beadorned in an entire suit of bony armor,though such accounts may stretch credulityrather too thin for the academic instincts ofmost scholars.

    Delving deeper into the tales surroundingthis particular Old One, scholars haveuncovered a number of references toprotective magic, though at first somemistakenly concluded that these passagesreferred to Tepok, the inscrutable godmore normally linked with protection fromharmful magicks. However, some scholars,judging by the accounts of a number ofmages who have visited Lustria and

    witnessed the Lizardmen in battle, haveconcluded that Quetzl is also called uponto provide magical protection frommundane attacks.

    In his writings on his expedition to Lustriaentitled In the Garden of the Gods,noted mage of the Jade College, CyrstonVon Danling, states that he witnessed apunitive raid by a force of Lizardmen uponPort Reaver. The defenders scrambled toman their defenses and eventually madeready a number of artillery pieces, whichthey brought to bear on the attackingSaurus. A cannonball from the first volleyapparently struck the Lizardmens leader, amighty Saurus mounted on a hissing ColdOne. As the missile struck, an explosion of

    multi-hued light burst around the Saurusand blinded many with its dazzlingbrilliance. The Saurus was quite unharmed,and the cannonball had been dissolved tonothing by some magical means. VonDanling states that his own magical sightafforded him a view of the eventimperceptible to those not gifted with amages skills. According to him, a ghost-like, clawed hand manifested before theSaurus, physically blocked the cannonball,and transmuted it from mundane matterinto the very stuff of magic. Thereafter,what had been the cannonball dissipatedon the arcane winds. Von Danling claims tohave felt, if only for an instant, the

    QUETZL, THEPROTECTOR GOD

    presence of a being of immeasurablepower. In that split second, he felt utterlyhumbled and insignificant before apresence of incalculable age and power. Ofcourse, he states that he was in thepresence of the Old One Quetzl. Mostbelieve that the noted wizard Von Danlinghad spent too long in the sun.

    nature of such places as the IronsandDesert, Tyrant Peak, and Kraken Lake. Theyare but names in a tale with only vaguedescriptions. The raiders passed throughthese areas, the pursuers gaining on themall the while.

    At the shores of the Witch Sea, the raiderspaused to perform their sanguinary ritesonce more, the prancing Witch Elvesdedicating their blood-slicked bodies totheir blasphemous deity, while the servantsof the jaguar god stalked them in the dark.At the height of the ceremony, theLizardmen struck, caught the Dark Elvescompletely off guard, and slaughtered alarge number of them. The few survivorsthen escaped into the night. TheLizardmen gave chase immediately, and sostarted a pursuit that lasted many longweeks and passed through some of themost inhospitable lands of Naggaroth. TheDark Elves, seeking to evade their pursuersat the Blackspine Mountains, passedthrough a dark portal referred to as theSewer Gate through which lay a secret waytoward Hag Graef. But the Saurus trackedthe Dark Elves even through the darkestplaces beneath the earth. As the raidersemerged at the Pits of Zardok, they foundthat the Lizardmen had somehow caughtup with them.

    The Dark Elves had no choice but to turnand fight, trapped as they were against thevery lip of the vast rent within the coldland of Naggaroth. They were slaughteredto an Elf. The dawnstone was recovered,and their bodies were hurled into the darkPits of Zardok. The Dark Elves had mettheir match in stealth and cunning in theform of the servants of Huanchi, and nomore raids would be launched from HagGraef for many decades to come.

    HUANCHI, THEJAGUAR GOD

    Using a Sacred Host of QuetzlA Lizardmen army (not a Southlandsarmy) may be constructed as a SacredHost of Quetzl per the followingguidelines.

    All units and characters that maytake a Sacred Spawning must bearthe Sacred Spawning of Quetzl.Core units with this blessing remainCore. However, if they have asecond Sacred Spawning, theybecome Special.

    Skink Skirmishers and charactersmust purchase the Sacred Spawningof Quetzl, which gives them aScaly

    Skin save of 6, for +5 points perunit and +5 points per character.

    Skink Priests in a Sacred Host ofQuetzl must take their spells fromthe Lore of Death.

    Using a Sacred Host of HuanchiA Lizardmen army (not a Southlandsarmy) may be constructed as aSacred Host of Huanchi per thefollowing guidelines.

    All units and characters that maytake a Sacred Spawning must bearthe Sacred Spawning of Huanchi.Core units with this blessing remainCore. However, if they have asecond Sacred Spawning, theybecome Special.

    Skink Priests in a Sacred Host ofHuanchi must take their spells fromthe Lore of Shadows.

    Huanchi is the predator god, whosesymbol is the stealthy jaguar. The servantsof this Old One deity are said to haveprodigious hunting and stalking skills andare able to move through the most denseareas of jungle with little effort.

    Few references to the servants of Huanchiexist, which is hardly surprisingconsidering that these particular Lizardmenare known for their stealth and secrecy.One obscure tale may relate to a SacredSpawning of the jaguar god. This storyconcerns a conflict between the Lizardmenand the Dark Elves.

    Around a century ago, a Dark Elf raidingforce from Hag Graef is said to haveinfiltrated the Forests of the Viper andmade for a monument referred to as theBlood Pyramid. The Witch Elves enteredthe vaults beneath the pyramid, stole theprecious dawnstone that had been housedthere for millennia, and performed a

    number of blasphemous blood rites beforewithdrawing toward the mountain rangeknown as the Grey Guardians. It wouldappear, however, that a Lizardmen forcewas dispatched from Hexoatl to interceptthe Dark Elves and recover the dawnstone,a precious artifact that is the bane of allDaemons. The Dark Elves are themselvesknown for their skills at stealth andinfiltration, yet these Lizardmen were ableto track them. The raiders were at firstunaware of the pursuit and made their waydown from the Grey Guardians to travelnorth up the Ashen Coast. Few maps existof the land of Naggaroth, and thus,scholars can only speculate as to the

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    Those Lizardmen spawned under theinfluence of Tzunki have a powerful affinitywith water, and their scaly hides are oftentinged with a sea-green hue. According tothe tales of the boastful Norsemen, someof their kind have battled against

    Lizardmen that sported gills and webbedappendages and could remain underwaterfor many hours. Norse tales claim that alarge force of such creatures attacked along ship as it traveled south along theeastern coast of Lustria and explored astretch of shore beyond the MangroveCoast. The Norsemen claim the attackerswere defeated but that the longboat wascrippled when it struck an underwaterobstruction. The crew was forced to makefor the mainland. The remainder of theaccount is a drunken tale of misadventureinvolving Undead pirates, large flightlessbirds, and deadly jungle-dwelling warrior-women not a word of which mostscholars believe.

    Although the accounts of the drunkenNorse have little credibility, one referenceto an army believed to constitute a Sacred

    TZUNKI, THEWATER GOD

    Host of Tzunki has been uncovered in aninscription found on the base of the so-called Monument of the Moon. This vastmonolith stands 50 miles out to sea andsome 250 miles southeast of theabandoned settlement of Dalmark Town.This inscription makes reference to a battlefought between Lizardmen from Tlaxtlanand an army of Norsemen in the service ofChaos around the year 1300. Though scantdetails of the battle are given, it does

    appear that the battle was the culminationof a series of skirmishes that had seen theservants of the Ruinous Powers attempt topenetrate the mouth of the river Amaxon.They were repulsed and harried from oneestuary island to the next by a Lizardmenarmy capable of launching its attacks fromthe water. The final battle occurred on theshores of the Island of Sacrifices. The foulhorde was surrounded; the hulls of its longships were punctured; and the Norsemenhad nowhere else to turn. The inscriptionstates that the invaders bones were strewnabout the shores of the islands three feetdeep in places to act as a reminder to anywho would attempt to invade the realms ofthe Lizardmen.

    Tlazcotl is said to embody the cold-bloodedimpassiveness of the Lizardmen race, andhis followers are unmoved by eventsaround them, no matter how extreme orunnerving. The servants of this deity aresaid to be cold, patient, and unresponsive,

    even for Saurus, and utterly devoid ofemotion. As such, they are of course utterlyunafraid, for nothing moves them. Evensights that would reduce the boldest manto a quivering wreck hold no terror forthese warriors, who will continue fightinguntil every last one of them lies dead.

    Travelers who have made actual contactwith the Lizardmen describe them all ascold and impassive, yet a handful have hadthe misfortune of coming face to face withLizardmen spawned under the influence ofTlazcotl. One tomb-raiding adventurerclaims to have become shipwrecked southof Port Reaver and to have made his waysouth along the coast in hopes of reaching

    Swamp Town before pursuing piratesovertook him. The cutthroats sought todivest him of a golden mask he hadplundered from Lizardmen ruins. A weekinto his journey, he encountered a force ofLizardmen blocking his route and saw noalternative but to meet with them andnegotiate safe passage through theirdomains. His advance was met with stonysilence. Although the Saurus made nomove to harm him, they certainly made noeffort to communicate. Frustrated andfretting that the Lizardmen might decide todetain him if he lingered any longer intheir domains and thereby discover theplundered mask he carried, the adventurermade off along the beach and cast nervous

    glances behind as he did so. It was only ashe turned one last time that he saw thatthe Lizardmen had deployed into a longbattle line, blocking the beach from low tohigh tide marks, and that the pirates whohad pursued him along the coast for thelast seven days were just coming into view.The pirates vastly outnumbered theSaurus, but the Lizardmen showed no hintof fear as the ragged lines of cutthroatsadvanced. The ensuing battle was bloodyin the extreme. The pirates threwthemselves at the Saurus, but theLizardmen would simply not give ground,though they were being dragged down bythe savage horde smashing into their lines.

    TLAZCOTL THEIMPASSIVE

    Using a Sacred Host of TzunkiA Lizardmen army (not a Southlandsarmy) may be constructed as a SacredHost of Tzunki per the followingguidelines.

    All units and characters that maytake a Sacred Spawning must bearthe Sacred Spawning of Tzunki.Core units with this blessing remainCore. However, if they have asecond Sacred Spawning, theybecome Special.

    Skink Skirmishers and characters

    must purchase the Sacred Spawningof Tzunki for +5 points per unit and+5 points per character.

    Skink Priests in a Sacred Host ofTzunki must take their spells fromthe Lore of the Heavens.

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    WARHAMMER CHRONICLES SACRED HOSTS

    As the sun began to set, the tide of battleturned, as the pirates were simply tooexhausted to continue their attack. Theywithdrew, but the Saurus remained,guarding their land as though they heededsome silent command. The adventurer,secure in the knowledge that the pirateswould not be able to follow, turned andcontinued on his journey south, but hesuffered more than a stab of guilt that somany had died, inadvertently facilitatinghis escape with their own treasure.

    TEPOK THEINSCRUTABLE

    witch of a leader. Only through Tepoksprotection did the force survive her arcaneonslaught by walking calmly throughardent violet fire to smash into the Dark Elflines, slaughter every last Dark Elf, and winthe day. The witch was thrown into theMirror Pool of Tepok as a sacrifice to thefeathered-serpent god of sacred places, andit is said that her screaming, cursing face isstill visible there to this day and remainsunable to break the surface of the perfectlycalm waters.

    Interestingly, the Chronicle of Hexoatlsuggests that the Children of Tepok willreturn at the next conjunction of the FireStar to oppose once more the Dark Oneswho would despoil the lands of Lustria.The configuration has recently occurred.Thus, it may well be that a Sacred Host ofTepok once more walks the land.

    The Lizardmen worship the deity Tepok asthe feathered serpent god of the air and ofsacred places and a powerful symbol ofprotection against harmful magic. Thebeing is frequently referred to as TheInscrutable, a characteristic manifested inits followers, who have an air of mysteriousotherworldliness. The feathered serpenttotem-creature is believed to refer to the

    Quoatl, a mythical creature said to be abizarre hybrid of serpent and bird. Attimes, the Quoatl is depicted as a hugesnake covered with brightly coloredfeathers; at others, it is a snake with wide,feathered pinions. These feathers areinvariably purple, deep blue, or acombination of the two, and it has beenreported by returning explorers that someLizardmen sport feathers of this color as amark of rank or role. Most scholars refuseto believe the feathers are from an actualQuoatl, for surely such a creature must beextremely rare, if it even exists at all.

    A full-fledged spawning of a Sacred Host ofTepok has been reported on several

    occasions. The oldest such reference wasfound in a transcription of a singlefragment of the long-lost SeventeenthCycle of the Chronicle of Hexoatl. Thetranscript states that during the fifthconfiguration of the Fire Star (around theyear 500 by the best calculations), theDark Ones (Dark Elves) made an attackon the sacred Mirror Pool of Tepok.Decades earlier, a Sacred Host of Sotek hadbeen spawned at Hexoatl, and this armymarched to war against the Elves andfought a mighty battle on the shore of thepool itself. The Dark Elves were, accordingto the inscription, defeated despite terribledark magicks unleashed by their sorcerous

    A Dark Elf slaving expedition is ambushed in the Jungle of Despair.

    Using a Sacred Host of TlazcotlA Lizardmen army (not a Southlandsarmy) may be constructed as a SacredHost of Tlazcotl per the followingguidelines.

    All units and characters that maytake a Sacred Spawning must bearthe Sacred Spawning of Tlazcotl.Core units with this blessing remainCore. However, if they have asecond Sacred Spawning, theybecome Special.

    Skink Skirmishers and charactersmust purchase the Sacred Spawningof Tlazcotl for +15 points per unit

    and +15 points per character.

    Skink Priests in a Sacred Host ofTlazcotl must take their spells fromthe Lore of Metal.

    Using a Sacred Host of TepokA Lizardmen army (not a Southlandsarmy) may be constructed as aSacred Host of Tepok per thefollowing guidelines.

    All units and characters that may

    take a Sacred Spawning must bearthe Sacred Spawning of Tepok. Coreunits with this blessing remainCore. However, if they have asecond Sacred Spawning, theybecome Special.

    Skink Skirmishers and charactersmust purchase the Sacred Spawningof Tepok, which gives them MagicResistance (1), for +20 points perunit and +20 points per character.

    Skink Priests in a Sacred Host ofTepok must take their spells fromthe Lore of Light.