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Lizardmen temple-pyramid

An artist's rendition of the Temple-Pyramids in Lustria.

The history of the Lizardmen begins with the Old Ones arrival in the Warhammer world. When the Old Ones arrived they settled in Lustria where they created the sub-species of the lizardmen (Saurus Skinks and Kroxigors) from creatures already living there as servants that would help the Slann to fulfill the Plan of the Old Ones. During this time, generations of Slann were spawned on the planet as it was being shaped to how the Old Ones wished it. Armies of Saurus destroyed unwanted races, and the Old Ones created the races of Elves (powerful magicians), Dwarfs (magic resistant), and Men. Sometime during the earliest days of the Warhammer world, the Orcs and Goblins came into being, probably the result of some interstellar spore or parasite that had hitched a ride on the Old Ones ship. They were not part of the Old Ones Plan, and to this day they are the bane of the civilised races. The old ones created two massive gates at the poles that allowed instant transport between the Warhammer world and wherever the Old Ones came from. Later, in the coming of Chaos, the Old Ones either went missing, or sacrificed themselves to try and destroy the polar gates and halt the never ending tide of Chaos in a cataclysmic explosion. Every race formed by the Old Ones fought against the threat of Chaos, including the great armies of the Lizardmen which consisted of billions of Saurus. After the wars, the Slann immediately put defences and wards in place to better contain the threat of Chaos.
Jungle study 041007

The dense jungle canopy that spans the majority of Lustria.

Eventually, the Lizardmen become isolated, and the younger races forgot about them and the Old Ones. About 3,000 years after the great war on Chaos, the Skaven of Clan Pestilens invaded Lustria, marking the start of a thousand year war that ended with the Serpent God Sotek destroying almost all of the Skaven on Lustria. Dark Elves also began to make raids upon on the Lizardmen, as did the Vampire Luthor Harkon of the Vampire Coast who wages war against the Slann but they have always been defeated. The Lizardmen do not tolorate such raids in the slightest and react violently to any "warmbloods" who invade their realm and always recovering the stolen relics. Once the army of Hexoatl even invaded Naggaroth to recover the Star Stela of Quetli from Clar Karond. Eventually, Lustria is "discovered" by the Tilean merchant Marco Columbo of the Old World who witnessed the defeat of a Dark Elf raid on Tlaxtlan. This started a new age of exploration in Lustria (called the New World of Gold by men) who started to probe the borders of continant. The Lizardmen put up with their settlements on the coast but if there was any looting the perpetrators were hunted down and mercilessly exterminated.

Army List Edit

Army Rules

  • All units in the Lizardmen army are subject to the special rule Cold Blooded. Cold Blooded means that all leadership tests are made on three dice, discarding the highest.
  • Skinks have the Jungle Poisons rule, which makes all ranged attacks poisoned attacks.
  • All Saurus or Kroxigor based units have the special rule Predatory Fighter, which means that they gain an extra attack on every to hit roll of a 6.


UnitsEdit

Saurus

Saurus Warriors- Saurus are a solid core choice: With toughness 4 and a 4+ armor save (3+ with shield and
M1184752 99120208003 LizardmenSaurusWarriorsMain 445x319

Saurus Warriors

hand weapon), they are difficult to kill, and are one of the best core infantry models in Warhammer, combined with their Predatory Fighter special rule. Two attacks each at strength 4 make them formidable killers, and their leadership 8, combined with the Cold Blooded rule, makes them unlikely to break or panic. Saurus are equipped with shield and hand weapon, and can be given spears. They have a scaly skin save of 5+.
Saurus

Saurus Warriors charge into battle!

 

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Spawn Leader 4 3 0 4 4 1 1 3 8
Saurus Warrior 4 3 0 4 4 1 1 2 8


Skinks

Skinks work very differently to the Saurus, they are fast light infantry with movement 6, have moderately effective short range weapons, either double shot blowpipes or javelins (throwing weapons) and shields. Skinks are very vunerable having only a toughness of 2 and only pocessing a 6+ armour save default, and with a weapon skill of 2 this make them extremely poor in combat. There are two types of Skink, Cohort and Skirmisher. Skink Cohorts can upgrade to include a Kroxigor for 50 points per every 8 Skinks. This greatly enhances the units combat power, as well as survivability and allows Kroxigors to be part of the army's core.
Skinks

A Skink patrol stealthily traverses the jungle.


Skink Skirmishers

 

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Patrol Leader 6 2 4 3 2 1 4 1 5
Skink Skirmisher 6 2 3 3 2 1 4 1

5

Skink Cohorts

|-
 

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Skink 6 2 3 3 2 1 4 1 5
Skink Brave 6 2 3 3 2 1 4 2

5

Kroxigor 6 3 0 5 4 3 1 37

Chameleon skinks are a more elite strain of skinks having better ballistic skill and far better scouting abilities, but being just as fragile and very expensive.


Temple Guard

Temple Guard are a nearly foolproof defense for Slann Mage-Priests. Temple Guard have a 5+ Scaly Skin save, and come equipped with light armor, sheilds, hand weapons, and halberds. This gives then an armour save outside of combat of 3+. When they are accompanied by a Slann Mage-Preists, the Temple Guard are Stubborn and Immune to Psychology.

 

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Temple Guard 4 4 0 4 4 1 2 2 8
Revered Guardian 4 4 0 4 4 12 3

8


Ripperdactyls

Ripperdactyl jungle

A Ripperdactyl swoops through the canopy at an unsuspecting victim.

The Ripperdactyls are vicious flying beasts that live in Lustria, and can best be described as flying piranhas, as  they resemble the swarming fish in looks, attitude and behaviour. It is only recently that the Skinks have managed to domesticate them to the point where they can ride the Ripperdactyls without being attacked on a regular basis.

 

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Ripperdactyl Rider 6 2 3 3 2 1 4 1 5
Ripperdactyl 2 3 0 4 3 23 2 3

The Ripperdactyls have a 6+ scaly skin, and boast an array of nasty rules:

  • Armour Piercing
  • Fear
  • Flying Cavalry
  • Frenzy
  • Killing Blow
  • Toad Rage (This rule means that the unit will gain D3 extra attacks for their frenzy rule instead of the normal +1 against an enemy unit nominated ta the start of the battle.)

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