Snakemen

Like where this is heading, big time; as I've a large (Tom Meier) lizardmen force which I could mix in with my Snakemen :grin: As I've a long weekend off - I'll mull over my library and other sources and place my thoughts on an army list here in due course for you to contemplate & comment on ;) , no doubt to be shot down in flames :lol: :lol: :lol:

Paul / Golgfag
 
Golgfag1":1e2qgclo said:
Like where this is heading, big time; as I've a large (Tom Meier) lizardmen force which I could mix in with my Snakemen :grin: As I've a long weekend off - I'll mull over my library and other sources and place my thoughts on an army list here in due course for you to contemplate & comment on ;) , no doubt to be shot down in flames :lol: :lol: :lol:

Paul / Golgfag

Wouldn't dream of shooting down your work - can't wait to see what you come up with :grin:
 
Captain Crooks} Wouldn't dream of shooting down your work - can't wait to see what you come up with :D[/quote said:
No need, I do a pretty good job myself. :lol:

This is taking much longer to formulate than originally thought - not because there are too many loose end, but because it all seems to fit quite logically - the living beneath the earth, 'seeing' in the dark the interconnection between the cold-blooded races and their diversification. it's just putting it all down on paper to allow others to contemplate & ruminate and draw their own conclusions that takes the time. So bear with me as I try to put this into words, please. :)

Paul / Golgfag1
 
WIP - A re-edit of my previous post :-

I’ll trying to develop a Slann/Lizardman army list for warhammer (for any edition you care to use) so here are my initial thoughts - please comment if you think I’m off beam or on the right track because this may easily go off side-ways. :lol:

The history of the Warhammer world is reasonable well know to those who are interested in such things and so I’ll only briefly mention it, when I think I need to, so forgive me, if this seems poorly referenced. :o :shock: :o

The Slann arrived on the old world (I'm running with 2nd edition here) and in their infinite wisdom persecuted the indigenous Cold-blood (Lizardman) population, driving them underground and into the further reaches of the wilderness with their science/magic - something the Lizardmen had no need or contact with, up to this point. Where the lizardmen couldn’t hide/run free, they reluctantly fell under the influence of the Slann - where they were used as a disposable labour / defence force when required.

Then at the height of their powers - came the great fall of the Slann and the entry of Chaos into the old world - leaving the ‘new races’ to rise & fall on their own.

Now here’s my summary of ideas for developing this list;

The original Cold-bloods(Lizardmen) were always living underground (ambient temperature and all that), so had access to the whole plant before the Slann arrived; they had no concept of science/magic as they simply didn’t need it; Their a long-lived race so their ideas of self are different to our own, so may appear dumb/stupid/slow, they’re not, they just consider all options before acting; thus they simply retired away from the Slann’s transgressions to contemplate their response, and so as the world turned and the Slann fell from grace - the Cold-bloods reviewed the changing circumstances and saw a very different world - so, to ensure their place in the world they integrated with the remaining Slann rather than take revenge (as I said before they have a different perspective - the Slann could help them defend themselves against the ‘new’ races with their remaining magic/ science and thus are held in high regard). Knowing little about Cold-bloods I’m informed by others that Cold- bloods have some very interesting reproduction options which aren’t open to the other races - cross genus, self fertilization etc etc. So, makes for some interesting options in the development of the sub-species and thus Army lists.


Enjoy

Paul / Golgfag1
 
Personally, I will simply change the fact that they did not go north but rather south towards the portal. There they were perverted by the forces of Chaos to the point of becoming allies and continued their exodus by returning to Khuresh.

WFB8 Montruous Arcanum about Mythic Artefacts page 19 :
The White Sistrum (Arcane Item) 150 points
There many night-haunted legends emanating from the foetid jungles and deadly wastes of the far hinterlands of Khuresh. Story abound of the dread Snake Men and the foul and nightmarish Blood Nagas queens who rule there, and it is a realm where men are no more than hunted prey, and blood and souls are the only coin in trade.
Rarely do artefacts of this fell civilisation reach the Old World and all are steeped in blood and misunderstood power. One such artefact is the White Sistrum, a strange ivory-graven rattle-drum shaped like an hourglass, whose discordant music brings madness and death, and evokes the terrible rites of the Naga.

The bearer of the White Sistrum causes Terror. The bearer and any unit they are with and any mount they ride gain the Poisoned Attacks special rule. The bearer gains the Loremaster special rule (Lore of Shadows). In addition they may invoke the power of the Naga of Khuresh and the slaughter of forgotten ages when the cold blooded serpents of Chaos held the world in a stranglehold of terror.

The Sistrum is empowered as the player who owns it gathers more of the Storm of Magic’s strength.
• Presence: All friendly units, other than monsters, within 24 of the Sistrum’s bearer gain the Frenzy and Swiftstride special rules.This effect does not include the bearer, any unit they have joined or their mount.
• Equilibrium: In addition to the Presence effect, if any doubles are rolled by the owning player for the winds of magic, all friendly Wizards gain +2 to their casting rolls and all enemy Wizards suffer -1 to their dispel rolls.
• Dominance: In addition to the Presence and Equilibrium effects.select one enemy unit within line of sight of the Sistrum’s bearer he Shooting phase, That unit suffers 3D6 Strength 4 poisoned hit as a swarm of venomous serpents erupts from the earth under them. Casualties are distributed as per a shooting attack.
 
They're probably based on the Yuan-Ti from AD&D (first appearance 1981) but don't have my books to hand to double check if the special rules tally up.

Yuan-ti.JPG
For update the image
 
Personally, I will simply change the fact that they did not go north but rather south towards the portal. There they were perverted by the forces of Chaos to the point of becoming allies and continued their exodus by returning to Khuresh.

Or else they left the north and Naggaroth after their perversion by the cult of Slaanesh and went on exodus to Khuresh.
 
First off, thanks to Captain Crooks for the Chaz Elliot Snakeman story, which I just read for the first time. Brilliant stuff!

Also, since Robert E. Howard's Snakemen have come up a couple of times, I thought I should mention his classic story of subterranean snakemen, "Worms of the Earth," originally starring his Pictish King Bran Mak Morn, not Conan.
 
There are rules for "Serpent Crawlers", which are Snake Men in 1st Edition:

Warhammer 1st Edition:

M​
WS​
BS​
S​
T​
W​
I​
A​
Ld​
Int​
Cl
WP​
PV​
Serpent Crawler
3​
3​
3​
2​
3​
2​
4​
2​
7​
7​
7​
7​
18​

The origins of this half human, half serpent, are obscure - they have magical associations and are most commonly found singly as the guardians of treasure or religious temples. The Serpent Crawler is unusual in that it is immune to Fear and Poison no matter what the cause. They never test for Psychological or Morale reaction at all. They are also allowed a saving throw as if wearing Full Plate armour as their skins are magically toughened and iron scaled. Fire damage has only normal effect against them, acid no effect at all

Don't forget this my dear @Zhu Bajie
WVyWs8X.png


So S3 T4
 
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