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(Warhammer Fantasy) Faction Guide: Lizardmen

“We are the will of the Old Ones. We are the storm that cleanses. We are the dawn before man.”

In the steaming jungles of Lustria, the ruins of a civilization older than time itself still pulse with celestial purpose. There, in the shadow of pyramids and temples carved before mankind learned to walk upright, dwell the Lizardmen. They are the immortal guardians of the Great Plan. Created by the Old Ones to bring order to a chaotic world, these cold-blooded titans now battle to restore balance or destroy anything that threatens it.

The Lizardmen are not just dinosaurs with attitude. They are a high-concept force of divine biology, ancient prophecy, and prehistoric fury. They strike like thunder, march like fate, and roar like extinction itself.

History: Born of the Old Ones, Forged in War

Eons ago, godlike beings called the Old Ones arrived in the world and sculpted it to their design. They raised the continents, moved the stars, and created races to enact their vision. Chief among them were the Lizardmen crafted to be perfect servants and warriors. The frog-like Slann were entrusted with magical power, the Saurus bred for war, the Skinks for administration, and the Kroxigor for brute labor.

Then, the Old Ones vanished in a cataclysm that shattered the world and left the Lizardmen alone, guarding the shattered pieces of a divine plan. Since that time, they have waged endless war against the forces of Chaos, the machinations of mortals, and the decay of time itself.

Each battle, each ritual, each decision is not random. It’s a step toward restoring the Great Plan, even if it means razing cities to the ground.

Play Style: Discipline, Power, and Celestial Might

Lizardmen armies combine dinosaur-sized strength with ancient strategy and unshakable resolve. They are as at home in a pitched melee as they are wielding devastating magic from the heavens.
Elite Infantry: Saurus Warriors hit hard and shrug off damage. They don’t run. They don’t break. They kill.
Skink Flexibility: Skinks are fast, fragile, and clever—perfect for skirmishing, flanking, and objectives.
Monstrous Might: From Stegadons to Carnosaurs, your monsters are walking extinction events.
Slann Magic: The most powerful wizards in the world, Slann Priests rewrite the battlefield and history.
Cold-Blooded Leadership: Lizardmen reroll leadership, making them almost impossible to rout.
Balance of Hammer and Anvil: Skinks harass, Saurus hold, monsters smash, and Slann command from above.

They are an army that rewards tactical coordination. You are not a warlord. You are a high priest of prophecy, orchestrating divine judgment.

Key Units: Claws, Fangs, and Star-Magic

Saurus Warriors: The backbone of the army. They crush skulls with stone axes and won’t budge.
Temple Guard: Elite Saurus bodyguards who protect Slann. Immovable. Unstoppable.
Skink Cohorts & Skirmishers: Fast, ranged, evasive, and perfect for flanking or screening.
Chameleon Skinks: Stealthy assassins with blowpipes and sass. Deadly in the right hands.
Kroxigor: Massive crocodilian brutes that smash through enemies like thunder gods.
Stegadon: A walking fortress. Armed with bows, engines, and rage.
Bastiladon: A tank of a beast. Can shoot solar lasers (yes, really).
Carnosaurs: Think tyrannosaurus rex but angrier. With a Saurus Alpha riding it.
Slann Mage-Priests: The spiritual core. Floating frogs of cosmic destruction.

The Lizardmen’s roster is a rich blend of speed, strength, and sorcery. You want dinosaurs? You get dinosaurs. You want star-powered annihilation? That too.

Legendary Characters of the Ancient Order

Lord Mazdamundi – The Oldest, Wisest, Heaviest
The Slann lord of Hexoatl, Mazdamundi is a being of such immense magical power and intellect that he can reshape continents and will do so, if the Plan requires it. He casts spells that obliterate armies, and is constantly so done with your nonsense.

Kroq-Gar – The Last Defender of Xhotl
Once a general of the golden age, Kroq-Gar now wages war with extinction in his heart. Mounted on his Carnosaur Grimloq, he is a living legend of violence. He is silent, stoic, and absolutely terrifying.

Tehenhauin – The Prophet of Sotek
A Skink priest gone full zealot, Tehenhauin is the blood-drenched herald of Sotek, the serpent god of vengeance. He leads a fanatical cult that slaughters Skaven by the thousands, painting the temples red in divine tribute.

Tetto’eko – The Astromancer
A Skink star-priest who reads the heavens like a battle map, Tetto’eko is a mobile force multiplier. When he fights, it’s not just with spells. It’s with the will of the cosmos behind him.

Why Collect the Lizardmen?

Because no other army blends Mesoamerican aesthetics, space-frog mysticism, and dinosaurs-with-lasers quite like this. The Lizardmen are Warhammer at its most epic. A race fighting not just for survival, but for the restoration of divine purpose across a doomed world.

They offer a rewarding mix of elite troops, monstrous mayhem, and magical dominance. Hobbyists will love the stunning detail from golden headdresses and obsidian blades to temple engravings and jungle beasts. And lore-lovers? Prepare to dive into a rich mythology of prophecy, extinction, and celestial destiny.

Every Lizardmen army is a statement: We are ancient. We are patient. And we are very, very angry.

“Order will rise again. The stars will align. The jungle will devour the impure.”

So raise your standard, call the cold-blooded to war, and summon the wrath of the heavens. The Old Ones left behind a plan. You are the instrument of its return.

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