Warhammer Lizardmen - the Old World rules and lore (2024)

The Warhammer Lizardmen civilization lies deep in the sweltering jungles of Lustria, far to the south and west of the realms of men, dwarves, and elves. They were among the first races created by the Old Ones, and from their temple cities they enacttheir creators’ Great Plan with peerless sorcery and the savage jaws of their reptilian legions.

The Lizardmen are one of the legacy Warhammer: The Old World factions, like the Old World Skaven and Chaos Dwarfs. They’re fully supported with a free Legacy army list by Games Workshop, and the entire Seraphon model range works perfectly for Lizardmen. Check out our guide to the Old World rulesto put this guide into context – the Old World combat phase is particularly interesting to the Lizardmen…

Here’s everything you need to know to get started with Lizardmen in the Old World:

Lizardmen lore

Lizardmen lore dates nearly to the dawn of the Old World. In the world’s earliest days, when dragons and shaggoths reigned from storm-cracked mountain peaks, the Old Ones came from the stars. These were mighty beings beyond all reckoning, with magic of such magnitude that they could reshape the world itself, and give life to entire species.

The first of these species were the Slann, corpulent, toadlike creatures capable of wieldingterrific magical power. With the aid of the Slann the Old Ones changed the world itself, reshaping the continents, climate, and magical ley lines to their liking. They constructed great portals at the poles that drew in the magic of the Realm of Chaos to further empower their work.

Other lizardmen species were created to assist the Slann. The nimble and astute Skinks served as clerics, priests, and administrators of the great temple cities. The massive Kroxigors were tireless laborers, while the obdurate Saurus were soldiers and guardians that subdued the wild creatures of the world.

Though the power of the Old Ones was immense, they were not infallible. The forces of Chaos resented the Old Ones’ incursion into their domain. A mighty daemonic incursion sundered the Old Ones’ polar portals, spilling the raw stuff of Chaos forth into the world. The temple cities of the Lizardmen, and the other races that the Old Ones had given form, were besieged.

Ultimately, it was the valor and sacrifice of the Elves that drove the powers of Chaos out of the world. The Old Ones were banished, never to return, and their Great Plan for the Old World lay in ruins. But the Slann were undeterred. With batrachean stoicism they began to reassemble what they could of their masters’ designs from the shattered pieces that remained, and continue the Great Work in whatever form was now possible.

The Lizardmen are isolated to the continent of Lustria, its tropical climate well suited to their cold-blooded physiology. They defend their jungle home ferociously, despatching mercenary treasure hunters and Skaven rot cultists with equal vigor. When they do venture forth, it is in pursuit of some inscrutable objective determined by the Slann.

The Lizardmen of the modern age are a pale shadow of their glory days, but they are still one of the most indomitable forces in the Old World. Even the youngest and weakest of the Slann mage priests is a peerless sorcerer, the equal of the greatest Elven wizard. Saurus are bred for war, growing ever stronger and hardier as they age.

Perhaps most terrifying for their foes, the Lizardmen can marshal the huge dinosaurs of Lustria for war. Skink skirmishers ride to battle atop screeching Terradons, or operate ballistae from the howdah of many-horned Stegadons. Armored Bastiladons lumber to war bearing arcane war machines, while acid-mawed Salamanders spit caustic death at the enemy.

How to play Lizardmen

There are three main ways to play Lizardmen: with a martial, magical, or balanced army focus. Except for the diminutive Skink skirmishers, Lizardmen units are elite and expensive, so it’s simply not possible to play with all their toys at once.

Slann Mage Priests

The first and last word in Lizardmen magic is the Slann Mage Priest, the centerpiece of any spellcasting Lizardmen army (and most balanced lists, too). It’s an absolute beast of a spellcaster, a level four Wizard with a native 5+ Ward Save, and access to a wide range of magic lores. The GW miniature is magnificent.

It’s also very expensive, starting at 285 points naked before you pile on any oh-so-tempting upgrades. Sticking it into a unit to keep it alive is an option, despite its size, but this compromises the maneuverability of the Slann and whichever unit it has joined.

Warhammer Lizardmen - the Old World rules and lore (6)

If you want it to float around as a lone character and make use of its Fly speed to better position your spells, the Large Target rule makes it vulnerable to shooting attacks from enemies able to get close enough to ignore the Lone Character special rule.

Temple Guard units are able to soak up shooting attacks that would hit a Slann provided they’re within 3”. This is a powerful and expensive melee unit, so pairing the Slann up with its bodyguards creates a fulcrum around which the rest of your force will pivot.

If you’d prefer to keep your Slann free and easy, for 60 points the ‘Higher State of Mind’ Discipline of the Old Ones upgrade grants it the Ethereal special rule, making it totally immune to non-magical attacks.

Arcane Vassals

Another option for your Slann is to stay well behind your lines, casting spells through its underlings’ eyes. Thanks to the Arcane Vassalspecial rule,Slann can count any Skink spellcaster within 12” as the point of origin for line of sight, range, and so on for a spell, once per turn per Skink.

A level one Skink priest costs just 60 points, and can be turned into a swift skirmisher with a Razordon or Terradon mount, or a reliable part of the battleline riding in the howdah of a Stegadon.

This will absolutely burn through your character points allowance: a Slann priest can get up to almost 500 points on their own if you max out their upgrades, before you add more spellcasters. But you can sneak in an extra spellcaster via the Troglodon, a rather nasty Rare choice monstrous creature with a breath weapon that comes with a free level one Skink wizard mounted on its back.

At the absolute opposite end of Lizardmen list building is the Lizardmen melee army. This will be a battleline of Saurus infantry supported by monstrous creatures that hit like trucks, dinosaur cavalry, and characters mounted on tyrannosauruses. It’s not subtle.

Saurus Warriors

The anchor unit for any Lizardmen list is a block of Saurus Warriors. With S4, T4, obsidian blades that grant AP-1 on their hand weapon attacks and a 4+ armor save, they’re tough and they hit hard. They also hit last, with native initiative one – slower than Warhammer Dwarfs – and they’re not elite warriors, with a middling WS3.

This makes the possible upgrades for the unit, Thrusting Spears or Shieldwall, dubious propositions. Spear-wielding humans strike simultaneously against a charger armed with great weapons: Saurus strike last, and while they’re tough, they’re not “survive great weapons” tough.

The Shield Wall upgrade allows you to stall out a combat into a second turn by turning a Fall Back in Good Order break test result into Give Ground, but for Saurus this often won’t change which unit strikes first.

Saurus aren’t the slowest moving infantry and can get the charge fairly reliably, but if their opponent has initiative four or higher (initiative three if you’re making a 2″ charge after repulsing an enemy assault), this still won’t allow your Saurus to strike first.

If you’re able to support your Saurus with a charge from a unit with reasonable initiative, or a monster with Impact hits, you’ll unlock much more damage. When a Saurus does attack, it hits hard. But if they’re unsupported, expect Saurus to fold harder against your opponents’ hammer units than other heavy infantry would.

Fortunately, should your Saurus units die or break, the rest of your battle-line is unlikely to care. ‘Cold-Blooded’ Lizardmen take Fear, Terror, and Panic test on 3D6, discarding the highest die roll. Note that it’s only forthese specific dice rolls, not every role role involving their Leadership stat, so your Saurus and Skinks aren’t unbreakable badasses – but when one part of your battle-line crumples, the rest of your army will blink slowly and carry on.

Damagedealing Lizardmen units

When it comes to damage dealing Lizardmen units, you’re spoiled for choice. Kroxigor monstrous infantry have S5 and great weapons, capable of dismembering just about anything in the game.

Saurus Cold One Riders each have two strength four attacks, as do their mounts, and they have initiative two: rubbish in a vacuum, but good enough to strike first on the charge against all but the nimblest opponents. They are ‘Stupid’, though, so don’t rest your whole battleplan on their scaley shoulders.

Saurus characters don’t have better leadership than their troops, but they are better at killing. An Old Blood has S5, T5, and five attacks, and a triumphant initiative three. If that doesn’t seem like enough, mount it on a Carnosaur for a further four S7 AP-3 attacks at initiative two. These bad boys hit as hard as a whole unit of cavalry, and they’re much easier to tuck into your battleline.

Skinks

Where Saurus are solid as rocks, Skinks are fluid. Skink Skirmishers, and their more-evasive scouting cousins the Chameleon Skinks, are mobile ranged troops that use poisoned javelins and blow pipes to harass the enemy, before retreating through theirlarger cousins when the enemy charges.

Though their leadership is terrible, the Cold Blooded special rule means Skinks are much more resilient to Panic than they seem. This makes them a great tool to soak up enemy shooting, and as Skirmishersthey won’t trigger panic tests when they fall back through friendly units. Just don’t expect them to rally once they’re outside the general’s ‘Inspiring Presence’ aura.

Ripperdactyl and Terradon riders are Skink-piloted flying monstrous cavalry, perfect tools for hunting enemy artillery and lone characters, and picking off isolated enemy elements.

Terradons are able to harass the foe with ranged attacks and drive-by bombings, a constant nuisance that you should use to distract your foe and split their attention. Ripperdactyls are potentially lethal on the charge, but impetuous and fragile: think of them as cruise missiles.

Bringing it all together

While we’ve drawn a distinction between the spell-slinging and sword-swinging parts of the Lizadmen army, Slann magic and slow-witted Lizard bruisers go together like peanut butter and jelly. Many spells – which Slann will have no trouble casting – greatly reduce the damage that Lizardmen units will face while they wait for their turn to punch things.

Stormcall, the signature spell from the lore of Elementalism, hexes an enemy unit and reduces its Initiative; Oaken Shield from Battle Magic grants the caster’s unit a 5+ Ward save; Necromancy’s Curse of Years inflicts a massive -1 to Move, WS, and Toughness on a target enemy unit; and most Magical Vortex spells, including the Lizardmen signature spell Monsoon, degrade enemy shooting attacks.

If you can mesh the different aspects of your force together – swift and sluggish, mundane and magical –successfully, you’llbe able to multiply the effectiveness of each element;just as the Old Ones planned.

Love big beasts and devastating magical powers but fancy something a wee bit more sci-fi? Check out our guide to the Tyranids in Warhammer 40k!

Warhammer Lizardmen - the Old World rules and lore (2024)

FAQs

Why do Lizardmen hate chaos? ›

Being servants of the Old Ones, the Lizardmen seek to enact the Great Plan and bring order to the world. As such, they are staunch opponents of Chaos and the forces of destruction.

Will Lizardmen be in the old world? ›

Yes, Lizardmen are a Legacy Army in The Old World.

What is the history of the Lizardmen? ›

The origin of the Lizardmen is a tale that goes back to a primeval era when the world was dark and largely encased by thick sheets of ice. Long before Chaos came to the world, in a time before Elves, Dwarfs or Men, the land was ruled by titanic reptilian monsters.

Can Lizardmen be corrupted by chaos? ›

But their minds are not susceptible to the corruptions of chaos and while they can be fooled to do things that might benefit a Chaos god, they would never actively choose to.

Who is the most powerful lizardman in Warhammer? ›

Kroq-Gar is the most physically powerful Lizardman. Pretty much magic is the only thing that could kill him; he'd beat Gor-Rok and even Nakai in a duel any time.

What are Lizardmen weak to? ›

Lizardman shamans are weak to both combat styles; specifically, they have negative stab defence and no ranged defence bonuses. Slash, crush and magical attacks are not recommended as they have high defensive bonuses against those styles.

Why are Lizardmen called Seraphon? ›

The root word, seraph, is a type of angel in Christian mythology. The new lizardmen descend from the heavens (Azyr) at the behest of god-like beings (The Old Ones) and serve Order against Chaos (demons) so they are sort of angelic, I suppose.

How do warhammer Lizardmen reproduce? ›

All Lizardmen reproduce assexually. They emerge from sacred spawning pools with adult bodies and effectively adolescent minds. Lizardmen learn their new skills and purpose very quickly within a few years or evena few days of being spawned.

Are there female Lizardmen in Warhammer? ›

There are no Lizardmen sexes. They reproduce exogenically from spawning pools. All the official GW writers and almost all the fluff writers (myself included) refer to Lizardmen by male pronouns.

Why are orks not affected by chaos? ›

Orcs were genetically engineered in both 40k and Fantasy to be immune to Chaos corruption on a biological level. They cannot be mutated by Chaos any more than Ncrons can be. That very strange considering that there are chaos possessed machines. Necrons are not AI.

Are Lizardmen evil Warhammer fantasy? ›

Lizardmen are not good, but they're not bad either.

Who is the god of the Lizardmen in Warhammer? ›

Sotek is the Serpent God of the Lizardmen in Warhammer Fantasy Battles. He's also known as the god of the Skinks, who worship him in particularly large numbers; a small number are born with a special red crest that marks them as favoured servants of Sotek.

Why do the chaos gods hate each other? ›

The Chaos Gods are rivals of each other -- the constant war between them mirrors the struggle between their followers in the material universe, and vice-versa. This struggle for dominance over the Warp and the physical universe by the Chaos Gods is known as the "Great Game."

Does Malekith hate chaos? ›

If I understand the lore correctly, Malekith disapproves of Chaos worship and pleasure cults and such. Officially, the dark elves persecute those who engage in their worship and those activities.

How do orks feel about chaos? ›

Orks don't acknowledge the existence of Khorne or Chaos at all, they believe in their own Gods, Gork/Mork who would give them 'luck' by watching over them in battle, but it's just their superstition in reality the Orks were created by the Old Ones and this is how the come to have some level of psychic abilities in ...

Which chaos god does Khorne hate the most? ›

Nurgle is a god of patience and nurturing of plans, something else that is opposed to Khorne's creed. However, Khorne is most opposed to young Slaanesh, a God who values aesthetics, the arts, and develops his followers from the inside out.

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