LIVING SHIPS - LIZARDMEN Living ships were gigantic aquatic or amphibious creatures used by some races of the Warhammer world - particularly the Lizardmen of Lustria and the Southlands - to carry their warriors across the oceans like ships. Living ships moved by means of fins, webbed feet or fins, which worked similarly to the locomotion of rowed ships. However, there were significant differences in "water vehicles" made of flesh, muscles, bones, scales or fur. Since living ships were basically sea monsters with a deck, platform or litter built on their back or head, they had a mind or instinct and will of their own. A living ship could not be steered directly, for example to make it turn. Its master or captain could only control it by subduing it with a stronger will. If such an attempt to steer a living ship remained unsuccessful, it simply continued to move in its original direction and speed. Monsters can be quite stubborn. While other ships with less than half the minimum crew began to drift, living ships in such a case reacted instinctively and unpredictably, like other animal-like creatures that have escaped the will of their master. But because a deck installed on the back of a living creature offered only very limited space, Living Ships could accommodate fewer crew members than normal ships of the same size. In addition, Living Ships could not carry war machines because they would cause such a creature too much stress and worry due to their noise and weight. However, some of these creatures had a breath of flame or poison like a dragon, for example, and not infrequently possessed horns, fangs and bony outgrowths akin to a ram's spur. Living ships were horrific monsters in the eyes of most seafarers. Like any other living creature, they could be affected by spells and attack enemies. If a living ship was too seriously injured, it could panic and lash out uncontrollably, harming crew and enemy alike. Besides the living ships of the Lizardmen, similar sea dragons of the Dark Elves with stone towers on their backs and giant bilge rats created by the breeder clan of the Skaven were also known. Some orc tribes were rumoured to have discovered a gigantic sea squig with which they haunted the shipping lanes, and one of the tomb kings of Khemri commanded a crocodile made of mummified bones. Lizardmen Living Ship or Sea Dragon - modelled by: Bill Ard and Shawn Chavis (GW USA) "Source" https://whfb-de.lexicanum.com/wiki/Lebende_Schiffe White Dwarf, German, 125 (May 2006) - second part of the translation of the ship rules The Black Gobbo contains the original text in English.
MONSTER CLASS SHIP - LIZARDMEN Article by Ross Watson Living Ships (Referential image, design made by Luis Guggenberger) “Ship ahoy!” The lookout’s call sounded clearly across the deck of the Tilean pirate schooner. Georgio spat on the filthy deck as he considered his options. Serving with Archaon had paid well in booty in the form of six fat trading ships plundered and sunk, but it was never wise to push one’s luck. “Where away?” The pirate captain demanded, silently cursing his lookout for such a sloppy report. Georgio’s musings were cut short as he drew out a battered spyglass and scanned the horizon. “Starboard, cap’n,” the lookout shouted. A shape emerged from the morning fog, heading directly towards the pirate vessel from the east. Georgio blinked. Surely he hadn’t seen a…shell? Looking closer, Georgio swallowed and turned pale as he saw what it was. A sort of massive turtle, the beast’s huge flippers pushed its armoured bulk through the waves at an astonishing pace. A strange construction of stone and wood had been placed on the monster’s back, upon which waited rank upon rank of silent and malevolent Lizardmen warriors, each clutching a crude hand weapon. Stumbling away from the gunwales, Georgio gasped in horror. He spun to address the crew. “A ship, aye, but like none I’ve ever seen before. Come about and run up all the sail we have, it’s our only chance!” The pirate captain gulped once more and thought wistfully of the faith he had abandoned so long ago. “Not even Sigmar could save us now,” he whispered. It’s Alive! The General’s Compendium introduced an inspiring new dimension to Warhammer battles: ships and the sea. Naturally, there were so many fascinating nautical ideas that only a few made it into the final book. The idea of a living ship, a sea creature that carries troops across the waves, was one such concept that was forced to languish undeveloped…until now! Ships made from wood and iron are not the only vessels upon the seas of the Warhammer world. Boats of bone, fur, and scale also ply the oceans, bearing sailors of many races to destinations all across the Old World and beyond. The Skaven of Clan Moulder claim to have bred a giant bilge rat to carry troops to islands where the Under-Empire’s tunnels cannot reach. There are whispered rumours that certain Orc tribes have discovered a massive Sea Squig and are using it to raid shipping lanes. According to legend, one of the proud Tomb Kings of Khemri commands a huge crocodile made of mummified bones to transport his retinue along the coast. A Living Ship (or unliving in the Tomb Kings’ case) can be represented in a number of ways, but perhaps the simplest method is just to treat it as another kind of normal sea vessel. This method has the benefit of consistency…any player who has used boats in the past will grasp the use of a Living Ship quickly. In this case, all the basic ship rules from The General’s Compendium are in effect. (Referential image, Warhammer the General Compendium) Model by Bill Ard and Shawn Chavis Living Ships manoeuvre just like a rowed ship (see p. 136 in The General’s Compendium) with the following exceptions. A Living Ship has a mind and a will of its own. This consciousness is represented by a Leadership value. The ship will defer to a stronger will, however, so the Living Ship takes Leadership tests based on either its own Leadership or that of a model on board, whichever is higher. Each time a Living Ship attempts to make a turn, it must first pass a Leadership test. If the test is failed, the Living Ship continues on its previous heading and speed, unless doing so would cause the ship to hit another ship or similar obstacle (like the shoreline), in which case the Living Ship slows to a complete stop. Normally, a ship with less than half the minimum number of crew may not move at all and is Adrift. A Living Ship with less than half the minimum number of crew must instead roll on the Monster Reaction Chart on p. 105 in the Warhammer rulebook and follow the results listed there. Living Ships carry less crew than other vessels. There is not enough space to build appropriate quarters or decks when you also have flippers, fins, or a tail! Living Ships can only carry up to 3/4 the maximum crew capacity for its size. In combat, Living Ships also have some exceptions to the basic ship rules, listed below. Living Ships may NOT mount any war machines. The loud noises and sudden lurches that accompany cannons, stone throwers, and similar weapons are simply too distracting for the Living Ship and thus cannot be used reliably while on board (however, if you have the Living Ship modeled appropriately and have the permission of your opponent, there is no reason your Living Ship couldn’t have a breath-weapon attack or fire poison quills with similar effects as a war machine). Any Living Ship that is modeled appropriately with fangs, horns, a bony ridge, or some other similar feature counts as having a ram mounted on the prow. Living Ships are not especially affected by flaming attacks. Flaming attacks have no additional effect on a Living Ship (although flaming attacks might have their normal effect on an ice-creature Living Ship or similar beast vulnerable to flames). A Living Ship is considered a creature, meaning that it can be targeted by some spells. Living Ships cause Terror and are Immune to Psychology. One of the greatest advantages of a Living Ship is that it can fight on its own! In combat, a Living Ship can strike with five S6 Attacks each turn. The Living Ship hits any target, regardless of Weapon Skill, on a 4+. If the Living Ship beaches, embarks or disembarks crew, rams an enemy ship, or launches a dinghy, it may make only one attack that turn. If a Living Ship is severely damaged, the pain can become so great that the creature may go completely berserk. At the beginning of each turn in which the Living Ship is reduced to less than half its original Wounds in any target area, roll a D6 and consult the following chart. Damage & Specialty Target Areas Enemies may target the Main Body (counts as the Hull), the Crew, or Specialty Target areas. The Specialty Target areas are the Fins/Flipper/Tail (same as sail-driven rudders on p. 135 of The General’s Compendium) and the Head/Antennae/Eyes (same as sail-driven masts on p. 135 of The General’s Compendium). If the Head (or antennae, or huge staring eyes, and so forth) loses its last Wound, the Living Ship will be Adrift and can no longer move normally. Clarification: Models with the Aquatic special rule (such as many Lizardmen models) swim very well and do not have to worry about drowning. Models with the Aquatic special rule move at their normal rate while swimming. An alternative method to represent a Living Ship is to simply treat the ship as another kind of sea monster. This method has the advantage of being more similar to rules most Warhammer players are already familiar with, although some of the nautical flavour is lost. It is recommended that you use this method only if no other sea monsters or Living Ships are involved in the battle. The basic Living Ship profile is presented below. Depending on the concept, design, and origin of the Living Ship, special rules that apply to the crew may also apply to the ship itself. For example, an Orc Sea Squig might suffer from Animosity. Presented below is an example of this method for a Living Ship. =================================================== =================================================== =================================================== Lizardmen Sea Drake Special Rules Cold-Blooded. The Sea Drake takes all Leadership tests on 3D6, selecting the two lowest D6 results. Scaly Skin. The Sea Drake has a Scaly Skin save of 4+. Huge. Living Ships cause Terror and are Immune to Psychology. Living Vessel. Living Ships can carry up to 20 models. Models carried by a Living Ship can launch boarding actions, embark, and disembark as normal. Source: https://web.archive.org/web/2008011...arhammer/gaming/boats/living_ship/default.htm
PLIODON - LIZARDMEN Pliodons are large, river-going creatures that seldom move on to land. They are used by the Lizardmen to ferry cohorts across bodies of water. Generally hidden in the deep waters of the Amaxon, the aquatic Pliodons are rare reptiles with long jaws full of needle-sharp teeth. They feed on large fish and giant amphibians, as well as any warm-blooded creatures that blunder into their territory. The limbs of these blue-green coloured reptiles end in webbed feet, and their powerful tail propels them through the water. Skinks tame young Pliodons and train them to serve as living ferries that can carry troops across and down Lustria’s many rivers to reach their foes. In the templecities Pliodons are also employed to ferry cargo across lakes and along canals. Source: - https://totalwarwarhammer.fandom.com/wiki/Pliodon_Landing - Warhammer Fantasy Roleplay: Lustria
LIZARDMEN PORTS Pliodon Landing Pliodon Landing is a Lizardmen port building in Total War: Warhammer II. Ancient Harbour Natural harbours fashioned long ago by the Old Ones themselves, and now used by their servants. Temple-Port Temple-cities close to the coast or major rivers will have designated port districts, where sea-going vessels of the Lizardmen make anchor. Ruined Docks This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat. Source: https://www.honga.net/totalwar/warh...in_lzd_lizardmen_qb3&b=wh2_main_lzd_port_ruin https://totalwarwarhammer.fandom.com/wiki/Pliodon_Landing
SOME IDEAS FOR LIZARDMEN - SHIPS / LIVING SHIPS Here are some ideas for Ships, Living Ships, and Hybrid Ships pulled by living creatures that many of us have shared. Lizardmen Campaign Stone Temple ships, from the game Warhammer Total War 2. Designs by Green Forest Trading: https://www.greenforesttradingco.com/fantasy-fleets.html Designs by Femke Schaars: https://www.artstation.com/artwork/1mw0G Designs by Femke Schaars Designs by Femke Schaars Living Ship / Sea Dragon - Model by Bill Ard and Shawn Chavis Designs made by Luis Guggenberger: https://luisguggenberger.de/shop/ OTHER THREADS SIMILAR TO THIS TOPIC - Lizardmen at the Sea - Lizardmen Oceanic Travel?
Amazing thread. For the moment i've put a link in the Lustriapedia thread, but i still call here @Scalenex, as i'm not sure this is the right subforum for the subject, personally i'd move it into the "discussion"
I honestly don't know what the right place would be, but I put it here since the intention was that people can use the Living Ships rules to play. And some more ideas so you can build your own Lizardmen ship.
You have the moderator powers KA. You can add all the relevant links of the Lustriapedia. This is exactly the sort of thing that would mesh with page four's various discussion links.
Already did it. i was mostly asking you it THIS thread is fine if we leave it in the current subforum.
It is an index that is pinned to the top of the fluff forum. Also available via the link in my signature, click The Index to Rule All Indexes.