How to Play Lizardmen in WHFB 6th Edition: The Consolidated 2026 Resource

In the 'Golden Era' of 2000–2007, the Lizardmen were a multifaceted force: from the magic-heavy Second Generation Slann to the 'Cloud of Skinks' skirmish tactics. This page consolidates the core 2003 Army Book with the specialized lists from the Lustria expansion, as well as every rule fragment for the Lizardmen released during the 6th Edition lifecycle.

To play them in 2026 you need three things:

  1. The rules: Core rules + faction-specific rules (physical if you are lucky, a good PDF version if you are not).

  2. The Miniatures to represent the warriors (as close as possible).

  3. An army list to organize your forces.

And dice and measuring tape, and a table, and a 1-3h. And an opponent!

Note: The "Rules Engine" and "Digital Repository" are fully operational. The "Miniatures Equivalency" section below is an Active Restoration. We are currently mapping the 2026 'The Old World' and 'Age of Sigmar' catalogs to the classic 6th Edition profiles. If you have verified proxies or high-fidelity conversions, please contribute your findings to the archive below.

The Mechanical Evolution of the Lizardmen Rules in 6th Edition

As they did not have the proper Army Book until 2003, the Lizardmen's rules evolved significantly since the beginning of the edition from Ravening Hordes through the Trial Army list, shining with the Lustria campaign.

  • The Ravening Hordes Era (2000): Released at the launch of 6th Edition to provide immediate balance. This list was replaced by a trial list in mid 2001.

  • Trial Army List (2001): Written by Jake Thornton and Gav Thorpe, published in WD#256 and WD#259. It provided the first 6th Ed look at the Cold Ones and Saurus.

  • Warhammer Armies: Lizardmen (6th Edition) (2003): The primary source of truth, introducing the Sacred Spawnings.

  • Sacred hosts of the Lizardmen (2004): Official rules published in WD#300-UK, they expands the amount of Sacred Blessing spawns. These rules allow the Lizardmen to consecrate their army to one of the Old Ones, which allow/forces almost the whole army to get a specific Sacred Spawning (for free!) and remain Core, moving to Special when they get a second Sacred Spawning. The news: Skinks can get them!

    It includes rules for: Chotec, Sotek, Quetzl, Huanchi, Tzunki, Tlazcotl, Tepok 

  • The Lustria Campaign (LUS, 2004): This supplement expands the lore and rules of Lustria, with instructions to play in the jungle, campaigns in the continent and wild hazards. The alternative list for Lizardmen is The Red Host of Tehenhauin, and there is also one for the Pestilens clan of the Skaven. Published for the Lustria setting, but widely accepted in tournaments after the campaign.

  • Old website of Games-Workshop (UK): contains the rules of experimental special characters! (see below the full list)

1. Technical Documentation: Sourcing Lizardmen Rules 

You will need the general rules and the faction-specific rules. While physical copies are the preferred historical standard, digital consolidation is the practical standard for local campaigns and competitive events

Unless you can grab a physical copy of the Core Rulebook (BRB), you will probably use either a PDF or the Digital Rulebook (6th.whfb.app)

Nothing beats the feeling of an old physical book, but being practical... the Rulebook must be consulted constantly, and a digital search is faster (and does not damage your physical relics!).

This website is just awesome, and for the Lizardmen it already includes:

  • The Basic Rulebook (BRB): All core movement and combat logic.

  • Lizardmen Army Book + Errata: The primary updated faction roster.

  • Official Errata & FAQs: Pre-applied logic for rule clarifications.

  • Base Size Index: Essential for converting modern models back to the 6th Edition standard.

  • Alternative army listsLizardmen of the Southlands (LM-AB) and Red Host of Tehenhuain (LUS).

The standard digital tools do NOT contain these rules:

  • Special units from scenarios and campaigns.

  • Annual and Chronicles experimental units and characters.

  • White-Dwarf experimental units and characters.

  • GW's website units and characters (like Mazdamundi or Nakai).

  • Experimental lists like the Lost Valley of the Carnosaurs (and the Coatl).

  • Ravening Hordes' lists.

For the official rules, the website is the most usefull tool you will need, specially DURING the games.

Beware they may have some typos due to the OCR scans of the original documents. Still awesome.

2. The miniatures: how to build an army of Lizardmen

The Lizardmen range is fully supported via Age of Sigmar (Seraphon).

  • Saurus Warriors/Temple Guard: High-fidelity modern sculpts (require 25mm square bases).

  • Kroxigor: The current AoS kits are significantly larger; tactical adjustment for 40mm bases is required.

  • Skinks: The AoS range is almost identical in footprint to the classic 6th Ed skirmishers.

[This section is being updated for complete equivalency]


3. The modern Army Builder: The New Recruit Engine

Karak Norn Wargaming uses, supports and recommends the use of NewRecruit for several reasons:

  • It's cloud-based, so you don't need to install it (just configure it),

  • it can run in the browser!You can sync army lists bewteen devices (requires a free account)

  • Mobile-friendly (but in tablet/PC the experience is better)

  • The most important thing: IT IS THE MOST COMPLETE ARMY LIST BUILDER FOR 6TH.

Contents of the Army Builder:

The data files contain all the official and experimental rules ever published in supplements, the old GW website (with alternative versions of the special characters)or magazines (White-Dwarf, Troll, Citadel Journal...), as well as the FAQ, Direwolf interpretations and the Norn Consensus resolutions for edge cases.

It also manages the Slann Generations.

Alternative army lists:

  •  Southlands (LM-AB)

  •  Red Host (LUS)

Special Characters:

  •  Kroq-gar

  •  Kroak

  •  Sacred Hosts rules (WD#300-UK)

  •  Tehenhauin (LUS)

  •  Lord Mazdamundi (WD#290-USA)

  •  Nakai (webGW)

  •  Xltep (webGW)

  •  Ten-zlati (webGW)

  •  Quatl (CR-04) (to be added)

Other units and rules outside the Army Books:

  • Tichi Huichi's Raiders: Available to hire as Regiment of Renown (Special slot for lizardmen, Rare for the rest :D)

Set up the Army Builder

This is how you configure the tool to organize your Lizardmen host without flipping through five different PDFs.

  1. Copy this exact URL: lexicanum-imperialis/Warhammer-Fantasy-Battles-6th-Definitive-edition

  2. Open New Recruit

  3. Go to your Click here to try it now! settings. 

  4. Click in Add more games. At the bottom, search for Add from GitHub 

  5. Add the version Latest Commit (Head) if you want the hotests updates.

  6. Add the version Latest Release if you want the last stable version.

  7. Now select the WHFB 6th Gamesystem and create your lists!

If you are brave enough you can always make your lists by hand or build your own spreadsheet. Just be aware of the last Errata and FAQs of both BRB and Armybooks!Click to the complete guide to all the rules of the 6th edition.

Bibliography

  • "Ravening Hordes", (2000)

  • "Warhammer Armies: Lizardmen (6th Edition)" (by Andy Hoare, 2003)

  • "Warhammer Realms: Lustria" (by Andy Hoare, 2004)

  • "Sacred Hosts of the Lizardmen" in WD#300-UK, (by Andy Hoare, 2004)