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Lizardmen

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Lizardmen
Campaign 9.png
General data
TypeMajor
CategoryLizardmen
RulerLord Mazdamundi
Distinct features
Bullet lzd geomantic web.pngGeomantic Web:Settlements are linked by a network which boosts the power of commandments
Bullet lzd spawning.pngSpecial Spawnings:Periodic missions allow access to powerful Blessed variants of certain units
Bullet lzd beasts.png Beasts suitable for every task, though some are so ferocious they may lose control and charge ahead

Lizardmen is a major faction in the south of the world of Warhammer Fantasy Battle and one of the four principal campaign factions in Total War: Warhammer II.

Campaign Gameplay[edit | edit source]

Geomantic Web[edit | edit source]

Lizardmen settlements are linked by an invisible network of magical energy called the Geomantic Web. Certain Lizardmen buildings can strengthen this connection, which provides bonuses to Commandments issued by the Lizardmen in their provinces.

Blessed Spawnings[edit | edit source]

Blessed Spawnings are similar to Regiments of Renown for Lizardmen.

Rites[edit | edit source]

Lizardmen can perform several Rites. This is the only way they can recruit the powerful Slann Mage-Priest Lords.

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Climates[edit | edit source]

Lizardmen Climate preferences for colonies:

In Battle[edit | edit source]

In Battle, Lizardmen combine lines of slow but tough Saurus infantry, backed up by more skittish weaker and faster Skinks. They also have lots of monsters. Their spellcasters are some of the game's most powerful.

Berserk / Rampage[edit | edit source]

Some Lizardmen units have the potential to go Berserk after staying in battle too long. Normally this trait is only found on wild or feral units in other races, but many Lizardmen line units such as Saurus Warriors can rampage. When a unit rampages, it gains stat bonuses and will automatically charge/engage the nearest enemy unit in melee. The player loses control while it is rampaging. Units will not break and flee while rampaging.

Unit Roster[edit | edit source]

Main article: Lizardmen Unit Roster

Background[edit | edit source]

To the south of the world, in much warmer, jungle climes, live the Lizardmen. These reptilian champions of Order are not one race but a collective of various cold-blooded creatures all dedicated to bringing the Great Plan of the Old Ones – the stellar race that terraformed the world before the Ancient Enemy brought ruin – to fruition.

Being cold-blooded, Lizardmen reside in the warmer climates, mainly across the jungle-continent of Lustria and the Southlands. Hidden within the undergrowth are the temple-cities where the Slann contemplate and the other reptilian castes live to serve the Old Ones’ will. Shining brightest of all the ancient temple-cities is Hexoatl, the City of the Sun. Though Itza is the First City, Hexoatl has eclipsed it in importance due to its status as home to Lord Mazdamundi, the most active of all the remaining Slann Mage-Priests. Due to its location and history, the City of the Sun is the most fortified and martial of all the temple-cities. Whereas the boundaries of most other cities simply merge with the jungle, Hexoatl has mighty walls and serried ranks of Saurus patrol its plazas. Until recently, even the Norse trespassers of Skeggi and its surrounding colonies avoided Hexoatl, although that has changed of late.

The Lizardmen are led by the Slann Mage-Priests, who in turn are served by the adaptable Skinks, the labouring Kroxigor and the fearsome warrior-caste, the mighty Saurus. It is the Saurus that form the bulk of the Lizardmen armies for they are spawned for that sole purpose – bringing war to those deigned as enemies by the Mage-Priests.

Lord Mazdamundi[edit | edit source]

Being cold-blooded, Lizardmen reside in the warmer climates, mainly across the jungle-continent of Lustria and the Southlands. Hidden within the undergrowth are the temple-cities where the Slann contemplate and the other reptilian castes live to serve the Old Ones’ will. Shining brightest of all the ancient temple-cities is Hexoatl, the City of the Sun. Though Itza is the First City, Hexoatl has eclipsed it in importance due to its status as home to Lord Mazdamundi, the most active of all the remaining Slann Mage-Priests. Due to its location and history, the City of the Sun is the most fortified and martial of all the temple-cities. Whereas the boundaries of most other cities simply merge with the jungle, Hexoatl has mighty walls and serried ranks of Saurus patrol its plazas. Until recently, even the Norse trespassers of Skeggi and its surrounding colonies avoided Hexoatl, although that has changed of late.

Yet it is not just the city and its reptilian legions that enemies and invaders must be wary of, but its mighty leader, Lord Mazdamundi, oldest and most powerful of the living Slann Mage-priests; he who can bring ruination upon cities; he that rides the horned beast.

After years of contemplation, Mazdamundi has come to a simply epiphany: the Great Plan cannot move to the next phase until the first stage has been completed. This involves relocating a few, select races and the utter obliteration of the fell spawn that infests the world.

And so, with the fire of Old One, Chotec, burning within Lord Mazdamundi, the time of inaction is over – the Great Plan will be executed – order *will* come from Chaos, no matter the cost!

Kroq-Gar[edit | edit source]

Just because the Saurus have no concerns beyond battle does not mean they are limited in intellect. Far from it, in fact, for they excel in the role for which they are specifically spawned. None among their number is more capable or feared by the warmbloods than Kroq-Gar, Last Defender of Xhotl. Kroq-Gar is an Ancient Scar-Leader and a legendary presence amongst the Lizardmen, for he has fought Daemons and countless enemies over untold millennia.

Unquestioningly, Kroq-Gar was blessed by the Old Ones during his spawning, for he was among the last survivors of Xhotl, a temple-city that suffered constant Daemonic attack during the Great Cataclysm. After the loss of his home temple-city, he continued to fight; master-less, he and his Saurus Warriors ranged far across the jungles seeking out foes and interlopers, of which there are many.

In recent centuries, Kroq-Gar has fallen under the sway of Lord Mazdamundi. The great second generation Mage-Priest recognised in him an eternal warrior spirit and gifted him the Hand of Gods, a relic of the Old Ones. Strategically positioned for the coming wars, Mazdamundi has sent Kroq-Gar and his loyal cohorts across the World Pond to the Southlands. The Last Defender has been tasked with re-establishing the failing Geomantic Web and bringing about the next stage of the Great Plan: the annihilation of the myriad enemies of Order. "The time of inaction is over. The great purpose must be accomplished."

Start Positions[edit | edit source]

In the Eye of the Vortex campaign, the player can choose either the Hexoatl faction lead by Mazdamundi, or the Last Defenders faction lead by Kroq-Gar.

Trailer[edit | edit source]