lustrian map campaign
TRANSCRIPT
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INVASION OF
THE NEW WORLDMap-Based Campaign in the Land of LustriaTo accompany theConquest of the NewWorld node campaigndescribed in the bookletenclosed with last monthsissue, Eric Sarlin brings
you the Invasion of theNew World, an alternative
campaign system for thissummers Lustriaactivities. This campaignis compatible with the
map-based campaign rulesfrom Chapter 2 ofTheGenerals Compendium.
Maximilian von Schdel stepped out of the long boat and listened with
satisfaction as his boots crunched the gravel of the Lustrian shore. Here at
last, he thought. Spread out, he shouted. I want skirmishers in the brush
and at the ready. Scouts, quick patrol of the jungle within 500 yards of the
lagoon. Move!
By Sigmar, it was hot, and the journey had been long and hard. But if even a
fraction of the tales told about the New World were true, he and his men
would be sailing home within a month, their coffers full of Lustrian gold. But
first things first, thought von Schdel. There was a beach to be secured, camp to
be made, patrols to be organizedhe had much to do. Within minutes, hisscouts reported that the immediate area was clear.
Von Schdel barked, Long boats, return to the ship. Bring food, supplies, and
canvas for tents. Before von Schdel could complete the order, the man in
front of him collapsed. What the? Another man dropped, then another. Von
Schdel spied a small dart protruding from the neck of the last man to fall
and suddenly understood. He began to yell to his men to take up defensive
positions, but his orders were lost in the din of the screaming of the patrols.
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INVASION OF THE NEW WORLD
Invasion of the New World is thesecond campaign system presented byWhite Dwarfmagazine for the 2005
Lustria summer activity. Both theInvasion campaign and the Conquest
campaign detailed in the bookletincluded with last months issue aremap campaigns, and poster-sized
maps for both are included with thismagazine. The Conquest version of
the campaign uses the node campaignrules described in Warhammer
Realms: Lustria, while the Invasion
version uses the map-based campaignrules from Chapter 2 ofThe Generals
Compendium. It is our hope that, withtwo options for participating in this
summers Lustria activities, playerswill find a campaign style that suitstheir tastes.
The campaign presented here includes
a number of hobby projects, scenarios,
and other gaming ideas that playerscan use for one-off games as well ascampaign games.
In order to play the Invasioncampaign presented here, players will
need a copy ofWarhammer Realms:Lustria, The Generals Compendium,
the Conquest of the New Worldbooklet from WD304, this article, andthe enclosed map. While not strictly
necessary, players may also find ituseful to have copies of the counters
included in WD284.
CAMPAIGN RULESThe Invasion of the New Worldcampaign uses the map-based
campaign rules from Chapter 2 ofThe
Generals Compendium. Rules specific
to this campaign that differ from those
listed in The Generals Compendium
are detailed below.
BANNER SIZEThe standard banner size for the
Invasion of the New World campaign
is 1,800 points. This points size makes
for a challenging campaign, as players
may only bring Lord-level characters
and additional Special and Rare
choices when they can position their
troops in such a way to take
advantage ofFortification, support,
and other bonuses to bring their
banner size to 2,000 points or more.
With 1,800 points as the standard size,
the campaign encourages clever and
tactical play. Of course, you can set
the banner size at a different level if
you wish. We recommend a level
between 1,500 and 2,500 points. If
you choose to use banners smaller or
larger than this size, you will need to
adjust the numbers of points that
things likeFortification and supportadd to your banners per the
guidelines suggested on p. 61 ofThe
Generals Compendium.
Warbands Option. Players who arelooking for the challenge of a map-
based campaign and who are pressed
for playing time can make the
campaign much more manageable by
using very small banners per the
warbands rules published in WD 296
& 297. Banners can thus be 500
points or smaller, and several
campaign games could be played in a
single evening or weekend afternoon.If you decide on this option, you will
need to adjust the numbers of points
that things likeFortification and
support add to your banners per the
guidelines suggested on p. 61 ofThe
Generals Compendium. For instance,
supporting banners normally add 200
points to the fighting banners size.
Alter the rule so that supporting
banners add 10%. Thus, if youre
playing a campaign in which banners
represent 350-point warbands,
supporting banners would add 35
points worth of troops. All otherbonuses and penalties to banner size
should be adjusted similarly.
Players may also wish to adjust some
of the scenario rules so that they are
appropriate for warband-scale gaming.
For instance, it is possible to
encounter a Carnosaur in the Darkest
Jungle scenario. Such a powerful
creature could easily destroy most
warbands and could be replaced by
something far less powerful, perhaps
a Saurus Hero or Salamander.
CAMPAIGN BATTLESPlayers have three options when itcomes to resolving battles in the
campaign. Before the campaign
begins, players should discuss these
options and decide which one to use
for every battle in the campaign.
Option 1: Pitched Battles. Per thestandard map-based campaign rules
described in Chapter 2 ofThe
Generals Compendium, all battles are
Pitched Battles. However, the
following rules from pp. 5-9 of
Rules for map-based
campaigns of this type
appear in Chapter 2 of The
Generals Compendium,
available through Direct
Services at 1-800-394-GAME
or from the Online Store at
us.games-workshop.com.
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36 WHITE DWARF
Black Powder Weapons,Flyers, TheLay of the Land,Loose Order, and
Events & Encounters.
LUSTRIAN MERCENARIESPlayers may include the Lustrian
Regiments of Renown Tichi Huichis
Raiders, Pirazzos Lost Legion, and the
Zombie Pirates of the Vampire Coast
in their banners per the rules in the
Conquest of the New Worldbooklet.
The For Hire rules for each of these
regiments apply to this campaign in
the same way they do for the
Conquest campaign. (Thus, for
instance, Zombie Pirates may beincluded as a Special choice in Evil
and Neutral armies in this campaign.)
Of course, players may include other
Dogs of War regiments and Regiments
of Renown in their banners per the
normal rules as well.
SELECTING ANHQ TERRITORYBecause of the long coastline of the
narrow isthmus on the Invasion map,
the rules for selecting an HQ mapsection in this campaign are slightly
different than those listed in The
Generals Compendium.
Each player rolls 2D6 (dice off to
settle ties) to determine the order in
which HQ map sections will be
selected (highest picks first).
Regardless of the number of players
involved, players must select a map
section on the coastline of the
mainland as their HQ. Island,
riverbank, marsh, road, bridge, and
special map sections are not
acceptable as HQ territories. Playersmay not choose an HQ territory
adjacent to another players HQ
territory. Lizardmen players have a bit
more freedom in selecting their HQ
map section (seeArmy-Specific Rules).
Place an HQ counter and a
single banner in each players HQ
map section. Thereafter, campaign
play proceeds as normal per the
rules in Chapter 2 ofThe
Generals Compendium.
Warhammer Realms: Lustria applyto all of these games:Black Powder
Weapons,Flyers, The Lay of the
Land,Loose Order, andEvents
& Encounters.
Option 2: Jungle Scenarios. For
each campaign battle, players should
roll a D6, consult the chart on p. 10 of
Warhammer Realms: Lustria, and play
the indicated scenario. If all the
players agree, they could modify the
chart on p. 10 to include Pitched
Battles with Lustria rules as described
in Option 1 above and/or the two
scenarios from the Conquest of theNew Worldbooklet.
Option 3: Warbands. If players
choose the warbands option
described in theBanner Size section,
players should use the Little War
warbands scenario from WD296. If
all players agree, they may
incorporate elements of the Ongoing
Little War scenario from WD298
and/or any of the following rules
from Warhammer Realms: Lustria:
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ARMY-SPECIFICRULESThe following armies use the army-
specific rules described on pp. 40-41ofThe Generals Compendium forthis campaign: Beasts of Chaos,
Bretonnians, Chaos Dwarfs, DarkElves, Dwarfs, Empire, High Elves,
Hordes of Chaos (Daemonic), Hordesof Chaos (Mortal), Orcs & Goblins,Skaven, Tomb Kings, and Wood Elves.
Note that, in this campaign,
alternative army lists such as theRed Host of Tehenhauin, the
Bubonic Court of Nurglitch,Archaons Horde, or the ArtilleryTrain of Nuln are acceptable. These
alternative armies use the army-specific rules for the parent army
(e.g., a player with a Slayer Army ofKarak Kadrin would use the army-
specific rules for Dwarfs).
DOGS OF WARIgnore the rules listed in
The Generals
Compendium for Dogs of
War armies. Instead, the followingrule applies.
The mercenaries who travel to Lustriaare a hardy breed whose avarice
knows no bounds. They have riskeddisease, dismemberment, and death
for the promise of treasure in theNew World and will defend their gold
with fury and zeal. As such, thePaymasters keys are even moreprized than usual. The key adds +2
to combat resolution (instead of thenormal +1). In addition, Dogs of Warunits within 18" of the key (instead of
the normal 12") may reroll failedBreak Tests.
LIZARDMENIn addition to the rulethat allows Lizardmen
banners to cross riverswithout making a Difficult Terrain
Test, the following rules apply.
Lizardmen banners may travelbetween islands and between anisland and the mainland without
making aDifficult Terrain Test.
Lizardmen are not limited tocoastline territories as their HQ
map sections and may insteadchoose an HQ in any map sectionexcept island, riverbank, marsh,
road, bridge, or special mapsections or map sections adjacent
to another players HQ territory.
OGRE KINGDOMSNote that the following
rules apply to OgreBanners in all map-based
campaigns (e.g., the Border Princesand Valley Grismerie campaigns), not
just this one.
Ogres are accustomed to steep andmountainous terrain. Thus, any Ogrebanner may reroll a failed Difficult
Terrain Testwhen attempting toenter a mountainous map section.
Also, Ogre societies seldom build
permanent settlements and mostoften lead a nomadic existence. Assuch, Ogre banners can move their
HQ. An Ogre banner that begins itsturn in a map section containing the
Ogres HQ counter may be given aRelocate order. Essentially, theRelocate order is a standard Move
order, except that the HQ counter
moves along with the banner. Movingthe HQ in a caravan is a difficultprocess, however. Thus, regardless ofthe type of terrain, a Difficult Terrain
Test is always required to move theHQ (this test may NOT be rerolled to
enter mountainous map sections perthe Ogre rule above). Of course, thebanner must complete its move
successfully for the HQ counter tomove. Note that a successful
Relocation MAY move the HQcounter into map sections ordinarilynot available as HQ locations:
riverbanks, marshes, roads, bridges,or special map sections.
VAMPIRE COUNTSIgnore the rules listed in
The Generals
Compendium for VampireCount armies. Instead, the following
rule applies.
All Vampire Count armies in thiscampaign are in league with LuthorHarkon. As such, one character
model in each Vampire Count bannermay take the Ebony Skulls for free
(though the associated Zombie
Pirates must be paid for normally).See p. 14 of the Conquest of the NewWorldbooklet for details.
MAP SECTIONSAND FEATURESCLARIFICATIONSThere are a number of types of
map sections on the Invasionof the New World map. The following
rules apply to them.
Mountains,Riverbanks, Roads,Bridges, Marshes.These map sectionsfunction exactly asdescribed in TheGeneralsCompendium. Note
that map sections 50, 60, and 97 areMarshes. Note also that map section33 functions as both a special mapsection and a bridge.
Jungle.Jungle mapsections functionexactly like Forestsas described in TheGeneralsCompendium.
Plains. There are no plains map sectionson the Invasion of the New World map.
Islands. Mapsections 38-43represent theSulpheret Islandsand ChotecsCauseway, and afew special rulesapply to these map
sections. When a banner is given ordersto move across water to an island mapsection or from an island map sectionto the mainland, make aDifficultTerrain Test. If passed, the banner may
move as normal. If failed, the bannermustHoldthis turn. Thus, a bannerwould have to make aDifficult TerrainTestto move from section 41 to 42 (or
vice versa), from section 43 to 52 (orvice versa), or from section 38 to 39 (orvice versa). However, a banner wouldNOT have to make aDifficult TerrainTestto move from section 39 to 41 (or
vice versa).
Lakes and Open
Water. There are afew lakes and areas ofopen water on the
map. These areas areNOT map sectionsunto themselves, andno banner of any
kind may enter, cross, control, or occupythese areas of the map. Note, howeverthat map sections 67 and 73 areconnected by a thin strip of land betweenthe two central lakes, and banners maymove normally from one to the other(though, of course, aDifficult TerrainTestwill be required for most banners toenter mountainous map section 67).
INVASION OF THE NEW WORLD
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SPECIAL MAP SECTIONSThe following special map sections
appear on the Invasion of the New
World map. The descriptions on the
following pages explain the special
rules that apply to these map sections,
the armies that control them, and any
battles that are fought in them. Note
that each special map section has an
associated scenario with its own
special rules. However, if both
players agree, they can add any or
all of the following special rules
from Warhammer Realms: Lustria to
battles fought in special map sections:
Black Powder Weapons,Flyers, The
Lay of the Land,Loose Order, and
Events & Encounters.
Colony of Skeggisdottirs[MAP SECTION 39]
Years ago, a group of maidens left
the Norse continent of Skeggi and
settled upriver on a small island,
which became known as the Heart
of Darkness, home of the
Amazons. The women took to
worshipping the Lizardmen gods
and perpetuated the warrior
culture of their Norse brothers.
Eventually, a splinter group of
Amazons left this settlement to
explore the land of Lustria and
eventually settled on one of the
Sulpheret Islands in an area near a
great volcano.
CAMPAIGN RULES
Control of the Colony ofSkeggisdottirs. The realm thatcontrols the map section
containing the Colony of
Skeggisdottirs may add a single
unit of Amazons to each of thebanners under its control. TheAmazon unit does not count
against the points value of the
banner in question but does
count as a Rare Dogs of War
choice. Use the rules for Empire
Free Companies to represent the
Amazons. In most campaigns, the
unit of Amazons should be 20strong and include full command.
However, in campaigns with very
large or very small banners or
with warband-sized banners, this
rule should be adjusted such that
the points value of the Amazonunit is about 5% of the base
banner size for the campaign.
Battles. Battles fought in a mapsection containing The Colony of
Skeggisdottirs are not played
according to the standard scenario
for this campaign. Play the Trial byFire scenario instead.
Razed. If the Colony ofSkeggisdottirs isRazed, it will no
longer count toward the numberof banners that a realm may field.
When the area isRazed, the
Amazons will leave for greener (orat least less volcanic) pastures.
Thus, no banner may take
advantage of the Amazon allies
that control of the area
normally affords. However, thearea is still actively volcanic, and
the Trial by Fire scenario should
be played as normal. When the
map sectionRecovers, the
Amazons return, and all the
special rules apply as normal.
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INVASION OF THE NEW WORLD
OVERVIEWThe Amazons of the Colony of Skeggisdottirs eke out a
precarious existence on the edge of an active volcano. Though
lava and eruptions sometimes interrupt the lives of theAmazons, they seem to insist on living next to the volcano,
which, some have speculated, they worship as a god. While
there is a small area of lush tropical jungle where the Amazons
make their homes, it is rocky, hilly, and unsuitable for battle.
Thus, any armed conflicts that occur in the area must take
place on the dangerous lava fields near the great volcano itself.
The Amazons respect any warriors who will brave the volcanic
area and triumph there.
ARMIESBoth armies are chosen from the Warhammer army lists to a
size determined by the campaign rules.
BATTLEFIELD
The battlefield is devoid of any terrain save several LavaStreams. An ideal battlefield would have two lava streams that
run from one long table edge to the opposite edge and at least
one lava stream that runs from one short table edge to the
opposite edge, though similar layouts like the one shown to
the left will make for good games as well.
DEPLOYMENTBoth players roll a die. The higher-scoring player may choose
his Deployment Zone and places the first unit therein.
Taking it in turns, each player deploys one unit at a time within
12" of a long table edge.
All war machines in a players army are deployed at the
same time, though they can be deployed in different parts
of the battlefield.Champions are deployed with their units. Characters may be
deployed with a unit if they will begin the battle associated
with that unit, or on their own as a unit of one.
Scouts and other units with special deployment rules may NOT
deploy per those rules. The nature of the volcanic terrain
makes it impossible to find forward hiding places forScouts,
and the molten rock beneath the surface crust makes it
impossible for Dwarf Miners or Tomb Scorpions to burrow
underground. Other troops with other special deployment
rules will have similar difficulties in this environment.
WHO GOES FIRST?If one player is in control of the Colony of Skeggisdottirs, he
may choose whether to go first or second. Otherwise, bothplayers roll a die; the higher-scoring player may choose
whether to go first or second.
LENGTH OF GAMEThe game lasts 6 turns.
SPECIAL RULESLava Streams,Falling Ash,Noxious Clouds.
See p. 104 ofThe Generals Compendium.
Amazons. If one of the participating players controls this
map section, he may include the unit of Amazons (as
described in Control of the Colony of Skeggisdottirs above).
Scenario Trial by Fire
These Amazons are defending their homes and thus will
Hate all enemy models.
However, if neither player controls the map section, the
Amazons will be content to watch from the sidelines to seeif the Trial by Fire brings to light any worthy allies.
VICTORY CONDITIONSTo determine the winner of this game, calculate Victory
Points as normal per the rules on p. 198 of the Warhammer
rulebook. Models destroyed by volcanic effects yield Victory
Points just as though theyd been destroyed by the enemy.
art
Plenty of great Lustrian content can also be found on the web. Forinstance, if you want details on how to create a star tower like theone pictured above, visit:
http://us.games-workshop.com/games/warhammer/ lus tri a/ terrain/ sta r_tower /default.h tm
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40 WHITE DWARF
MAKING A LAVA TABLETo create a table with lava streams, take a piece of 1"thick insulation foam and draw out the layout with apermanent marker. Next, cut out the individualsections, nick up the edges so that they are irregularand slightly beveled, and glue the sections down to apiece of particle board cut to the size of your finished
table. Paint the raised sections with Chaos Blackfollowed by drybrushes of Codex Grey. Paint thelava with streaks of Blazing Orange, SunburstYellow, and Skull White. Concentrate the darker
colors toward the edges of the channels. If youlike, you can then cap the ends of the table as
shown and carefully pour resin into the channels. Usea paint brush to help guide the resin into place.
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INVASION OF THE NEW WORLD
The omnipresent Skaven have arrivedin Lustria in force and have
Ruined Pyramid of Tehen-Pahuax[MAP SECTION 92]
CAMPAIGN RULES
Control of the Ruined
Pyramid. The pyramid itself now
acts as an entranceway to part of
the Skaven Under-Empire and
connects to a long tunnel that
eventually emerges in a faraway
marshland (map section 50). Theplayer who controls the Ruined
Pyramid may issueMove orders
for banners to move between
map section 92 and map section
50 (and vice versa).
Battles. Battles fought in the
map section with the Ruined
Pyramid are not played according
to the standard scenario for this
campaign. Play the Corrupted
Temple scenario instead.
Razed. If the Ruined Pyramid is
Razed, it will no longer count
toward the number of banners
that a realm may field. In
addition, the tunnel to map
section 50 will be collapsed and
will become functional again only
when the map section Recovers.
However, the Skaven actually
prefer ruin and devastation.
Thus, the Corrupted Temple
scenario is still played even when
the area isRazed.
conquered some of the cities andtemples of the Lizardmen. Thestructures in this map section wereonce great architectural marvelsdesigned by the Slann. Now, they aredecrepit, crumbling things that theSkaven call home. Still, there arerumors that the Skaven have dug anenormous underground tunnel tofacilitate movement under the
dangerous jungles. This tunnel couldprove to be tactically advantageous tothe realm that controls it.
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OVERVIEWIn this scenario, two armies clash on the grounds of aonce-great temple of the Lizardmen, a temple that hasfallen into disrepair in the hands of the Skaven who nowpossess it. It is rumored that the Skaven have dug a hugetunnel to a point far to the north, and thus it is likely thatthe Skaven will defend their corrupted territory vigorously.
ARMIESBoth armies are chosen from the Warhammer army lists toa size determined by the campaign rules.
BATTLEFIELDPlace a large Lizardman pyramid in the exact center of theboard. In one of the sides of the pyramid facing a shorttable edge is a large hole clawed by the Skaven. Alsopresent are fourCorrupted Spawning Pools, one in eachquarter of the table. A few small copses of jungle vegetationor other jungle terrain can be scattered about the board ifboth players wish.
DEPLOYMENTBoth players roll a die. The higher-scoring playermay choose his Deployment Zone and places thefirst unit therein.
Taking it in turns, each player deploys one unit at a timewithin 12" of a long table edge.
All war machines in a players army are deployed at thesame time, though they can be deployed in different partsof the battlefield.
Champions are deployed with their units. Characters maybe deployed with a unit if they will begin the battleassociated with that unit, or on their own as a unit of one.
Scouts and other units with special deployment rules may
deploy per those rules but do so at great risk. SeeSkaven
Pickets below.
WHO GOES FIRST?Both players roll a die. The higher-scoring player maychoose whether to go first or second.
LENGTH OF GAMEThe scenario lasts 6 turns.
SPECIAL RULESSkaven Pickets. Either side may attempt to take advantageof special deployment rules likeScouts,Ambush,It Camefrom Below, and the like. Before Turn 1 begins, roll a D6for each unit or individual model attempting to deploy perthose rules. On a result of 1 or 2, the Skaven infesting thearea have found and killed the unit or model, which willtake no part in the game.
Temple Clanrats.At the start of each player turn, roll a D6.On a result of 1 or 2, a unit of 20 Skaven Clanrats will exit
D6 Roll Result
2-4 Miasmic Airs. The diseased airsurrounding the pool becomes thick andchokes those close to it. Any model within8" of the pool must make two Toughnesstests. If both are failed, the model falls
victim to theMiasmic Airs and is removedas a casualty. Skaven, Daemon, andUndead models as well as models with theMark of Nurgle are immune to this effect.
5-8 No Effect
9-10 Rat Swarms. D3 Rat Swarms emerge fromthe pool and move and behave exactly likeTemple Clanrats, described above.
11-12 Diseased Tentacles. Pustular tentaclesemerge from the pool and grab 2D6members of the closest non-Skaven unit (ifan individual non-Skaven model is closest,it is grabbed instead). Models so ensnaredmay make a single attack against WS4 and
T4. If a Wound is inflicted, the tentacleswill release the model. If not, the model isdragged beneath the surface of the pooland never seen again.
Scenario Corrupted Temple
VICTORY CONDITIONSTo determine the winner of this game, calculate VictoryPoints per the rules on p. 198 of the Warhammer rulebook.All player-controlled models removed as casualties yield
Victory Points regardless of what caused their destruction:Temple Clanrats, Corrupted Spawning Pooleffects,Skaven
Pickets, or the enemy. Similarly, Temple Clanrats and RatSwarms emerging from Corrupted Spawning PoolsyieldVictory Points if destroyed.
from the hole in the side of the pyramid and move toengage the closest non-Skaven unit. The Clanrats willalways charge if eligible to do so. Temple Clanrats will movein the Compulsory Moves Phase of both sides Movement
Phases and will always move their maximum distancetoward or charge the closest non-Skaven unit.
Corrupted Spawning Pools.At the start of each playerturn, roll 2D6 for each Spawning Pool that has non-Skavenmodels within 8" of it, consult the chart below, and applythe effects immediately.
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INVASION OF THE NEW WORLD
In this section of the jungle stands a
curious totem, apparently some long-forgotten idol to a silverback gorilladeity. The history of the people or
creatures who erected this idol has
Silverback Idol[MAP SECTION 79]
CAMPAIGN RULESControl of the Silverback Idol. Rumors of ancient treasures in this
area seem to be false, as even the most thorough search of the area
will reveal not even a single coin. However, the jungle around the
Silverback Idol is home to thousands of monkeys, chimpanzees, and
orangutans. While these creatures have a reputation as highly
intelligent animals among the naturalists who study them and the
sailors who prize them as pets, the simians of this area are more
clever than even the smartest of their cousins from other places. If a
player controls the map section containing the Silverback Idol, each
of his banners will be accompanied by a monkey guide. Monkey
guides enable banners to reroll failed Diff icult Terrain Tests. Other
abilities may already allow some banners to reroll these tests, but
remember that you may never reroll a reroll.
Battles. Battles fought in the map section containing the Silverback
Idol are not played according to the standard campaign scenario.
Play the Apes of the Idol scenario instead.
Razed. If the Silverback Idol map section isRazed, it will no longer
count toward the number of banners that a realm may field. In
addition, none of the special rules apply, and the map section is
treated as another jungle section. Play a normal campaign scenario
instead of the Apes of the Idol scenario. When the map section
Recovers, the Silverback Idol will be rebuilt or repaired; the monkeys
will return; and all the special rules apply as normal.
been lost to time, but it is rumored
that great treasures, former sacrificesto the silverback god, can be found in
the area, if one can survive the manydangers of this area of the jungle.
MAKING A RUINED TEMPLEThe ziggurat-style temple is an easily built
scenery piece that can serve as a perfectcenterpiece to your Lustrian-
themed scenery collection.Most modelers use
insulation foam and foamcore to
build the temple. They use a standardthickness of foam and stack smaller levelsatop of one another until the desiredheight is achieved. Space prevents us from
going into detailed step-by-stepinstructions here. However, WD 281 &
282 include a variety of inspirational materialssure to get you on the right track in creatingyour own temples and spawning pools.
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44 WHITE DWARF
OVERVIEWThis area of the Lustrian jungle is rife with simian creatures
of all types. They seem to be attracted to an ancient idol
that resembles a silverback gorilla. Though it is rumoredthat many treasures, old sacrifices to the silverback god,
can be found in the area, few explorers have found
anything of value here. Nonetheless, the number of
monkeys and apes in the area is extraordinary, and these
creatures seem to possess an intelligence that surpasses
that of even some of the brighter greenskins of the
Warhammer world.
ARMIESBoth armies are chosen from the Warhammer army lists to
a size determined by the campaign rules.
BATTLEFIELDSet up the battlefield in any mutually agreeable manner,
though the battlefield should include a lot of jungle treesand terrain. Place the Silverback Idol in the exact center of
the board, and then roll the scatter die. Move the Idol 3D6"
in the direction indicated.
DEPLOYMENTBoth players roll a die. The higher-scoring player may
choose his Deployment Zone (see map) and places the first
unit therein.
Taking it in turns, each player deploys one unit at a time
within his Deployment Zone.
All war machines in a players army are deployed at the
same time, though they can be deployed in different parts
of the battlefield.
Champions are deployed with their units. Characters maybe deployed with a unit if they will begin the battle
associated with that unit, or on their own as a unit of one.
Scouts and other units with special deployment rules may
deploy per those rules.
WHO GOES FIRST?Both players roll a die. The higher-scoring player may
choose whether to go first or second.
LENGTH OF GAMEThe game lasts at least 5 turns. At the end of the 5th turn,
roll a D6. On a 2+, play a 6th turn. On a result of 1, the
game ends.
At the end of the 6th turn, roll a D6. On a 4+, play a 7thturn. Otherwise, the game ends.
At the end of the 7th and subsequent turns, roll a D6. On a
6+, play another turn. Otherwise, the game ends.
SPECIAL RULESMonkey Reactions. The intelligent monkeys and apesin the area will likely react to any troops who are
trespassing in their territory. At times, the simians will act
to hinder or harm the trespassers. At others, they will act
to help the soldiers.
At the start of his turn, each player should roll a D6 for
each unit or individual model in his force. On a result of 1,the monkeys will react to the unit or model. Roll 2D6 andconsult the Monkey Reaction Table to determine the effects.
A player who controls the map section containing theSilverback Idol may adjust his rolls on the Monkey ReactionTable up or down by 1 or 2 if he wishes.
In addition, any unit within 12" of the Silverback Idol will
inspire a Monkey Reaction on a roll of 1 or 2 (instead ofjust 1) and must subtract 2 from the 2D6 roll on theMonkey Reaction Table, as the monkeys become more
defensive when a stranger approaches the Idol.
VICTORY CONDITIONSTo determine the winner of this game, calculate VictoryPoints as normal per the rules on p. 198 of theWarhammer rulebook.
In addition, each side may add +50 VPs for each ChunkyMonkey, Monkey Pal, Monkey Helper, and Brass Monkey
associated with its units at the end of the game. The sidewith a unit closest to the Silverback Idol at the end of thegame may also add +200 VPs to its total (fleeing units,monsters, and individual characters dont count).
Scenario Apes of the Idol
CONVERTING MONKEYSWe created monkey models outof a plastic cocktail monkey (Right)and an archive Warhammer familiar(Below). If youre crazy enough, liketalented sculptor Ben Bishop, youcould create your own from scratch.
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INVASION OF THE NEW WORLD
MONKEY REACTION TABLE
2D6 Roll Result
2-3 Come Back Here, You Little A monkey swoops down from thetrees and snatches a magic item from the unit and/or character. Ifthe unit and/or character has multiple magical items, randomly
determine which one is stolen. If the unit/character has no magicalitems, the monkey steals a standard instead. If the unit/character hasnone of these things, reroll on this table.
The monkey flees directly away from the unit 2D6". The unit may tryto catch the fleeing monkey, exactly as if pursuing a fleeing enemyunit. If the unit catches the monkey, the magic item or standard isreturned to its appropriate owner, though, of course, the unit willhave to move out of position to recapture its property. The unit mayroll to restrain pursuit as normal, unless forced to pursue by rule.
If the monkey escapes, roll a D6. On a result of 1-3, the itemdisappears into the jungle never to be seen again. On a result of 4-6,the monkey delivers the item to the enemy. The opposing playermay give any magic items to a character in the army, who may use itas he sees fit. The opposing player may give any unit standards toany unit in his army. The standards will count as captured standards
when Victory Points are tallied and may be recaptured as normal.
4 Apes Attack! Gorillas, orangutans, and other large apes appearfrom the treetops and dense foliage and make a speedy attack onthe unit, which takes D6 S3 hits. If the unit suffers a number ofcasualties equal to 25% or more of its current numbers, it mustmake aPanic test or flee. The monkeys disappear almost as quicklyas they appeared. The unit is not engaged in combat for this turnand thus may move normally (unless fleeing).
5 Funky Monkey. Though the monkeys in this area are known fortheir almost human-like intelligence, the same cannot be said fortheir personal hygiene. Place a Funky Monkey token next to theunit. Until a new Monkey Reaction is generated for this unit, thesoldiers will suffer from the awful stench and thus a -1 WS penalty.
6-7 Monkeys FlingEwww! The monkeys take umbrage at thepresence of the intruders and retaliate by flinging filth, rotten food,
and other disgusting items at the unit. While this attack does noharm to the troops, it is rather distracting. The unit must make aLeadership test at -2 or can do nothing but stand in place for theremainder of the turn. UnitsImmune to Psychology are not affectedby this attack.
8-9 Chunky Monkey.A group of rotund monkeys offers the unitbananas, mangoes, and other tropical fruits. These nourishing foodsrefresh the unit to a remarkable extent. Place a Chunky Monkeytoken next to the unit. Until a new Monkey Reaction is generatedfor this unit, it remainsImmune to Panic, and Halfling and Ogremodels gain +1 Initiative in addition. This Monkey Reaction has noeffect on Undead or Daemonic models.
10 Monkey Pal.A happy little monkey befriends the unit. Place aMonkey Pal counter next to the unit. Make no additional MonkeyReaction rolls for this unit for the remainder of the game.
11 Monkey Helper.A very helpful little monkey runs ahead of the unitand gestures for the unit to follow. The monkey seems to lead theunit exactly where it wants to go along a path that avoids thedensest areas of jungle. The unit may add +1 to its M characteristicuntil a new Monkey Reaction is generated for the unit. Place aMonkey Helper counter next to the unit.
12 Brass Monkey.A large monkey adorned with brass bracelets andnecklaces perches itself on the shoulder of a member of the unit.Place a Brass Monkey counter next to the unit. The Brass Monkeyacts as both a Monkey Pal and a Monkey Helper for the remainderof the game. In addition, the unit gains three rerolls which can beused to reroll any single die roll that affects the unit.
MAKING ASILVERBACK TOTEMMaking a suitable SilverbackTotem can be easier than youthink. Use a 40K Krootox bodyand a Chaos Ogre head as astarting point. Remove the
Krootox rider, glue thecomponents together, and begintexturing the model with greenstuff. When sculpting fur, its bestto work in sections. Start at thebottom of the model and workupward with repetitive, jabbingstrokes. Allow one section to drybefore moving on to the next.Use reference materials whenmodifying the Ogre face to
resemble that of agorilla, and
soon youllbe finished!
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The ancient Slann knew theimportance of the crossroads thatconnected their great northerncauseway to the two major routesleading southwest and southeast into
Ancient Crossroads[MAP SECTION 68]
CAMPAIGN RULES
Control of the AncientCrossroads. The map section
containing the AncientCrossroads bestows no
particular benefits to the
controlling realm, other than
permitting easy access to the
southern roads and thusfacilitating troop movement.
Battles. Battles fought inthe map section containingthe Ancient Crossroads are
not played according to the
standard scenario for this
campaign. Play the Guardian
of the Crossroads
scenario instead.Razed. If the AncientCrossroads map section isRazed, it will no longer count
toward the number of banners
that a realm may field. In
addition, none of the special
rules apply, and the map section
is just another jungle section;
play a normal campaign
scenario instead of Guardian of
the Crossroads. When the map
section Recovers, the map
section will count toward the
number of banners that a realmmay field. However, the
Guardian will remain
desecrated. Thus, its powers are
gone, and a normal campaignscenario should be played
instead of Guardian of the
Crossroads. Note that
Lizardmen banners of any kind
(e.g., Southlands banners, RedHost of Tehenhauin) man not
Raze the Ancient Crossroads.
the lower continent of Lustria. Assuch, they directed their Skink andSaurus minions to construct a giantedifice of stone to act as the guardianof this tactically important territory.
MAKING THE GUARDIANStart by sketching out your design fromthe side, top, and front. Transfer yoursketch to a piece of balsa foam, and cutit out with your sketches as a guide.Balsa foam has a texture that is easilyshaped and sanded and can be found atmost art supply stores.
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INVASION OF THE NEW WORLD
OVERVIEWFor centuries, the ancient stone Guardian of the Lizardmen
has stood sentry over the crossroads. Ever watchful overthe lands of the Slann, this statue is rumored to have
mystical powers capable of decimating entire armies.
ARMIESBoth armies are chosen from the Warhammer army lists to
a size determined by the campaign rules.
BATTLEFIELDThe battlefield can be set up in any mutually agreeable
manner. Three stretches of road should be placed on theboard. These can be fully modeled roadways or simply
lengths of the board free of jungle trees and other terrain.In the exact center of the board, place the Guardian statue.
DEPLOYMENTBoth players roll a die. The higher-scoring playermay choose his Deployment Zone and places the
first unit therein.
Taking it in turns, each player deploys one unit at a time
within 12" of a long table edge.
All war machines in a players army are deployed at thesame time, though they can be deployed in different parts
of the battlefield.
Champions are deployed with their units. Characters may
be deployed with a unit if they will begin the battleassociated with that unit, or on their own as a unit of one.
Scouts and other units with special deployment rules maydeploy per those rules.
WHO GOES FIRST?Both players roll a die. The higher-scoring player may
choose whether to go first or second.
LENGTH OF GAME
The game lasts 6 turns.SPECIAL RULESThe Guardian. In each Magic Phase, before any otherspells are cast, the Guardian statue will cast one spell. Roll
a D6 and consult the table below to determine which spellis cast. This spell counts as a bound spell with a Power
Level of 5. Either player may attempt to dispel the spell byusing Power or Dispel Dice or a magic item. The Guardian
has a 360 arc of fire, even forMagic Missile spells.
If a Lizardman player is participating in the battle, he may
roll a D6 in each Magic Phase. On a roll of 4+, he maynominate the target of the Guardians spell.
Scenario Guardian of the Crossroads
D6 Roll Result
1 The Fiery Blast spell (Lore of Fire) is castat the unit closest to the Guardian. If nounits are in range, no spell is cast.
2 The Transmutation of Lead spell (Loreof Metal) is cast at the unit closest to theGuardian that is engaged in closecombat. If no units are in range or nounits in range are engaged in combat,no spell is cast.
3 The Forked Lightning spell (Lore ofthe Heavens) is cast on the unit closestto the Guardian.
4 The Healing Hands spell (Lore ofLight) is cast on a character model whohas suffered Wounds. If more than onecharacter has suffered Wounds, choosethe one who is closest to the Guardian.If no characters have suffered Woundsor no characters are on the table, nospell is cast.
5 The Master of Stone spell (Lore of Life)is cast on a unit that is within range ofan appropriate terrain feature. If multipleunits are in range of an appropriateterrain feature, randomly decide whichis the target. If no units are within rangeof an appropriate terrain feature, nospell is cast.
6 The Doom and Darkness spell (Lore ofDeath) is cast on the unit closest to theGuardian. If no units are in range, no
spell is cast.
VICTORY CONDITIONSBoth armies must attempt to capture the Guardian by
having a unit within 6" of the Guardian at games end.
Fleeing units, monsters, and individual characters cannot
capture the objective. If both armies have units within 6" of
the Guardian at games end, count up the Unit Strength of
each sides units that are within 6" of the objective. The
side with the higher total wins. The game is a tie if this
total is equal.
Note that capturing the objective will be difficult, as the
Guardian will tend to cast spells at those units closest to it.
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CAMPAIGN RULES
Control of Bridge
on the Serpents Tongue.
The map section containing
the Bridge bestows no particular
benefits to the controlling realm,
other than permitting easy
access to the road running
northsouth and thus facilitating
troop movement.
Battles. Before fighting the main
battle for control of the map
section containing the Bridge on
the Serpents Tongue, players
should play the skirmish scenario
entitled To Cross the Serpents
Tongue. The outcome of the
skirmish battle will influence the
terms of the main battle, which is
fought somewhere in the jungle
proximate to the narrow bridgeand the cliffs over the river, an
area too steep and precarious for
large armies to do battle. Thus,
after the skirmish battle is
complete, players should fight
another standard campaign battle.
Razed. If the Bridge on the
Serpents Tongue map section is
Razed, it will no longer count
toward the number of banners
that a realm may field. In addition,
the bridge will be destroyed, and
banners must make a successful
Difficult Terrain Testto cross tothe other side of the river as
described underBridges on p. 38
ofThe Generals Compendium.
When the section isRazed, To
Cross the Serpents Tongue
should not be played prior to the
standard campaign scenario.
When the map sectionRecovers,
all the special rules and bridge
rules apply as normal.
South of the small mountain range
known as the Grey Guardians, a river
called the Serpents Tongue winds its
way through the Lustrian landscape
into the Jungles of Despair. This river
interrupts the ancient causeway that
connects the city of Hexoatl to points
north and is spanned by a rope bridge
just large and sturdy enough to
permit stout-hearted teamsters todrive carts and wagons across it.
Hurricanes and warfare have
destroyed this bridge many times over
the years, but the methodical
Lizardmen as well as merchants and
explorers have always rebuilt it to
facilitate travel and trade throughout
the area. Control of the bridge is of
enormous tactical importance to those
who seek to control territory in this
region of the New World.
Bridge on the Serpents Tongue[MAP SECTION 33]
MAKING AQUATIC CREATURESSmall triangular pieces of plasticard can makeconvincing piranha swarms. Simply cut outthe triangles and set them in a pool of wood
glue on a 60-mm base. Othercreatures like
crocodiles can beas easy to createas a trip to thelocal toy store.Simply cut them in
half, glue themdown, and paint them!
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INVASION OF THE NEW WORLD
In this scenario, the Attackers are attempting to cross the ropebridge that spans the river known as the Serpents Tongue inorder to scout the area beyond, gather tactical information, andsecure the area for a banner that follows. The Defenders are
trying to defend their lands and prevent the enemy from usingthe valuable bridge.
MODELS NEEDEDAttackers
Up to 300 points worth of troops. These troops mayinclude Core models and up to one Hero worth up to 85points with all equipment and options.
Defenders
Up to 150 pointsworth of troops. These troops mayinclude Core models and up to one Hero worth up to 65points with all equipment and options.
No model on either side may take any magic items.
Any model on either side may be equipped with a grapplinghook for 1 point per model.
BATTLEFIELDSet up a 4' x 4' board with a river running diagonally fromcorner to corner, two cliff faces, a few rocky spires at least astall as the cliffs in the center of the river, and bridge with threesections spanning the chasm.
OBJECTIVESThe Attackers must move at least three models across thechasm and off of the table from a board edge in the DefendersDeployment Zone. The Defenders must destroy all theAttacking models before they achieve their goal. Alternatively, ifone side fails a Rout Test, the other side automatically wins.
DEPLOYMENTThe side that controls the territory acts as the Defender. Ifneither side controls the territory, dice off to determine whowill act as the Attacker and Defender.
The Defender sets up half of his models on top of the cliff onhis side of the board.
The Attacker then sets up his entire force either on top ofthe cliff or on the ledges of the cliff face itself on his side ofthe board.
The Defender then sets up his remaining models either on topof the cliff or on the ledges of the cliff face on his side of theboard. The Defender may also position up to four models onthe bridges, spires, or platforms between the cliffs.
Once all troops are placed, each player places one base ofAquatic Creatures in the river. Dice off to determine who
places first.
WHO GOES FIRST?The Attacker takes the 1st turn.
SPECIAL RULESSkirmish. This battle is a Skirmish game. All the rules on pp.242-246 of the Warhammer rulebook apply. Pay particularattention to the rules for climbing and falling, all of whichapply to this game. Models equipped with grappling hooksmay reroll their Initiative tests when climbing up or down.Remember that models that are Knocked Down or Stunnedwithin 1" of the edge of a cliff face, bridge, or other sheer dropmust make an Initiative test or fall.
Bridges.Although the bridges and platforms that span thechasm may look rickety and dangerous, they were designed bythe ingenious Slann and constructed by dedicated Lizardmenworkers. As such, the bridges and platforms cannot be
destroyed in this scenario. Destroying the sturdy bridgesrequires a banner to make aRaze action per the map-basedcampaign rules.
Falling into the Water. Falling from the bridges and cliff facesonto the beach or a cliff ledge is almost always lethal. However,a few lucky warriors have been known to survive a fall into theriver. If a model falls into the water, halve the Strength(rounding down) of the hits the model suffers. Note that themaximum Strength of falling hits is 10; thus, at worst, a modelfalling into the river will suffer D3 S5 hits.
Swimming. Models in the water may swim per the rules on p.139 ofThe Generals Compendium. Models in the water thathave been Knocked Down or Stunned must still make a roll. AStunned or Knocked Down model can only float or tread waterwith a successful test (i.e., the model cannot move until it
recovers) but may still drown per the normal rules.
Models with theAquatic special rule may move normally, butcan still drown if Knocked Down or Stunned.
Aquatic Creatures. The rivers of Lustria are fraught with perils:piranhas, crocodiles, anacondas, and some creatures ofunnatural origin. Two round bases 60 mm in diameterrepresenting dangerousAquatic Creatures are placed in theriver at the beginning of the game as detailed in theDeploymentsection. Each turn, both players roll a D6. Thehigher-scoring player chooses one of the bases ofAquaticCreatures and moves it 2D6" in a direction of his choice. TheAquatic Creatures cannot move out of the river. Any models,friend or foe, touched by the base ofAquatic Creatures take asingle S4 hit. The lower-scoring player then moves the otherbase in the same way. One base ofAquatic Creatureswill
never attack the other base, andAquatic Creatures cannot bedestroyed or attacked in any manner.
PART OF A LARGER GAMEThe side that wins this scenario will win temporary control ofthe bridge before the larger battle and thus will be able to movetroops through the area with greater efficiency. The winner ofthis battle may bring 10% more points of troops and maychoose his Deployment Zone in the main battle.
Skirmish Scenario To Cross the Serpents Tongue
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MODELING A ROPE BRIDGE TABLEBegin the construction of your rope bridge table bybuilding up cliff sides from layers of stacked insulationfoam and gluing them together with wood glue. Use ahobby knife to shape the cliff face. Make sure it is irregularenough to hide the seams between the stacked pieces. Tryto create a natural appearance with places for models tostand. When youre satisfied with the appearance of yourcliff, whisk away any excess foam, coat the cliff walls with athin layer of wood glue, and sprinkle sand onto the glueto make a textured surface. Create the spires of rock in thecenter of the river in a similar fashion. Use spacklingcompound or tile mastic to coat the foam. When the
coverage dries, sand it down to make a smooth, erodedsurface. Apply a layer of sand as you did on the cliff faces.For the bridges, take two pieces of twine about 4" longerthan the gap the bridge is going to span and tape them toyour work surface. Cut strips of balsa wood and glue themdown side by side on top of the two pieces of twine. Leavea slight gap between each strip. Affix the bridge to yourcliff faces with glue and pushpins. Make blocks from foamand glue them down where the bridges meet the cliffs.Use metal eyelets for the rope tether points. Make therope bridge sides by tying smaller pieces of twine to thebridge bottom and then tying them to the railing.
With clearsiliconecaulk, youcan makewhitewatereffects onpoured resin.
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INVASION OF THE NEW WORLD
Though almost every area of
Lustria is thick with vegetation,
some areas, like the region known
as Columbos Forest, are
particularly dense and full of peril.
It is a brave man indeed whoenters Columbos Forest, for fewwho do ever return.
Marco Columbo, who discoveredand named this area of jungle,
reported sighting Lizardman
treasures and artifacts through the
dense brush. However, he and his
men lost their way before they
could claim these riches.
Columbos Forest[MAP SECTION 49]
CAMPAIGN RULES
Control of Columbos Forest. If a general controls the map sectioncontaining Columbos Forest, he may plunder the cache of Lizardman
artifacts hidden there and distribute them to his banners. Each banner underthe generals command may include any item from the Lizardman magic item
list for free. Obviously, items listed asSlann Mage-Priest only orSkink only
cannot be used by other types of characters.Battles. Battles fought in Columbos Forest are not played accordingto the standard scenario for this campaign. Play the Darkest Jungle
scenario instead.
Razed. If Columbos Forest isRazed, it will no longer count toward thenumber of banners that a realm may field. The area is burned to the ground,
and all the hidden treasures are destroyed. Thus, none of the special rulesapply, and the special scenario should not be played. If the area Recovers, the
map section will count toward the number of banners that a realm may field,but is nothing more than a simple jungle map section for the remainder ofthe campaign.
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OVERVIEWThe deepest areas of jungle are rumored to have the greatest
treasuresand the greatest dangers.
ARMIESBecause of the density of the jungle terrain in this area ofLustria, full-sized banners are too large and cumbersome tomaneuver and fight effectively in this area. As such, armies
can be no larger than 1,000 points for this battle. Incampaigns that use larger banners, assume that any forces in
excess of 1,000 points make camp just outside of ColumbosForest, while a small, 1,000-point detachment is sent into the
jungle to explore.
Because of the nature of the Darkest Jungle, no force mayinclude war machines or chariots. Forces may include cavalryand models on bases 40 mm or larger. However, only models
on infantry bases that can adoptLoose Formationwill be ableto negotiate the jungle terrain effectively.
BATTLEFIELDThe battlefield is completely covered by jungle vegetation anddivided into small jigsaw puzzle pieces roughly 6-8" in
diameter. Each section potentially holds hidden dangers ortreasures, and each must be explored to try and find the cache
of Lizardman relics.
Unless searching determines otherwise, the entire table is LightJungle (see Warhammer Realms: Lustria, p. 6).
DEPLOYMENTBoth players roll a die. The higher-scoring player may chooseone long table edge as his Deployment Zone. His opponent
will deploy on the opposite long edge.No units are deployed before Turn 1. At the start of eachplayers 1st turn, his units will enter from his long edgeexactly as if they were returning after pursuing a fleeing
enemy off the table.
WHO GOES FIRST?Both players roll a die. The higher-scoring player may choosewhether to go first or second.
LENGTH OF GAMEThe scenario lasts until one side has achieved theVictory Condition.
Scenario Darkest Jungle
SPECIAL RULESBlack Powder Weapons,Flyers, The Lay of the Land,Loose
Order. See Warhammer Realms: Lustria, pp. 5-7.
Jungle Section. Columbos Forest is a dense area of jungle that
limits line of sight to a few yards. As such, troops will have only
a vague idea of what kind of terrain theyre advancing into and
where their enemies are. As such, the following rules apply to
the jungle sections or puzzle pieces of this battlefield.
Units may move as far as their Movement rules and the terrain
allow. However, as a unit moves into a previously unexplored
jungle section, roll 3D6 and consult the Jungle Section Table to
determine what, if anything, was discovered. Place a counter,
scrap of paper, or appropriate terrain piece on the jungle
section both to indicate that it has been explored and to
remind you of what was found there. If it has enough
Movement to do so, a single unit or model can explore
multiple jungle sections in a single Movement Phase.Note that, if the Artifact Cache is not found by the time all
jungle sections have been searched, it will always be located in
the last jungle section searched.
As these jungle sections are discovered, troops can get a better
idea of the lay of the land because of a tall vantage point, a
clearing that affords a better view, or subtle indicators such as
warning signs, plaques with pictographs, and ancient glyphs.
The side that discovers these jungle sections may adjust all
future rolls on the Jungle Section Table by +/ 1. These effects
are cumulative. Thus, if one side has discovered two Clearings,
a Termite Mound, and an area of Ruins, it could adjust all
future rolls by up to +/ 4. These adjustments may be used to
find the Artifact Cache.
Cache. Once the Artifact Cache is discovered, stop the current
turn immediately. The side that discovered the Artifact Cache
becomes the Defenders. Start a new turn immediately with the
Attackers going first. The game will last 3 turns after the Artifact
Cache is discovered.
VICTORY CONDITIONSBoth armies must attempt to capture the Artifact Cache by
having a unit within 6" of the Cache at games end. Fleeing
units, monsters, and individual characters cannot capture the
objective. If both armies have units within 6" of the Guardian at
games end, count up the Unit Strength of each sides units that
are within 6" of the objective. The side with the higher total
wins. The game is a tie if this total is equal.
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INVASION OF THE NEW WORLD
Last issue, Jason Buyaki described how to make a jungle table appropriate for thisscenario (see WD304, pp. 76-79). Constructing such a table is a major undertakingthat may be too much for many hobbyists schedules and scenery budgets. You
can still play the Darkest Jungle scenario by replacing the custom-built puzzlepieces of terrain with green felt or construction paper. Set up as many trees as
possible on your makeshift puzzle pieces, and youre ready to do battle.
VICTORY INTHE CAMPAIGNCampaign play lasts for 20 turns. At
the end of 20 turns, count up the
number of map sections controlled byeach player. Special map sectionscount as five map sections.Razedmapsections dont count, except for
Skaven players who may countRazedmap sections as normal. The player
who controls the most map sectionswins. If two players are tied for first,
they should play a regular campaigngame to break the tie. If more thantwo players are tied for first, set up a
playoff tournament to determinethe victor.
JUNGLE SECTION TABLE
3D6 Roll Result
3 Carnosaur!As the unit enters the jungle section, it must halt immediately and is charged by a Carnosaur.The Carnosaur will continue to engage the unit until: (i) it breaks from combat, in which case it may be
run down by pursuing troops or will escape into the thicket never to be seen again, or (ii) it inflicts a
Wound on an enemy model, in which case it will run off into the thicket to enjoy a meal. In either case,
when the Carnosaur leaves combat, remove the model from the board.
4 Quicksand.Areas of quicksand threaten any model that moves through this area. Make an Initiative testfor any model that finds itself in this jungle section at point in the Movement Phase. If failed (a roll of 6
always fails), the model is sucked under and never seen again. The jungle section is otherwise a simple
area of Light Jungle.
5 Snakes. Poisonous jungle snakes attack the unit and inflict D6 S4 hits. The snakes remain in play and willattack any unit that moves into or through this jungle section. The snakes cannot be engaged in combat
or destroyed in any manner. The jungle section is otherwise a simple area of Light Jungle.
6 Traps*. The unit falls prey to forgotten snares, pits, and other traps left by hunters or Skinks. The unittakes D6 S3 hits in setting off the traps. All the traps go off as the first unit explores this area, and the
jungle section is a simple area of Light Jungle thereafter.
7 Warnings*. Some fearsome warning has been left to deter intruders from entering the area: a pile ofskulls, a body impaled on a stake, or some frightening totem. Units entering this jungle section must
make an immediate Leadership test. If failed, the unit may move no further this turn. The jungle section isotherwise a simple area of Light Jungle.
8 Clearing*. Remove all vegetation from the area. This jungle section counts as open terrain.
9-12 Light Jungle. No effect, but remember to mark this jungle section as explored.
13 Clearing*. Remove all vegetation from the area. This jungle section counts as open terrain.
14 Undergrowth*. Remove all vegetation taller than a man-sized model from the jungle section. This area isnot Light Jungle and counts as Undergrowth as described in Warhammer Realms: Lustria.
15 Ruins*. Remove all the vegetation from the jungle section and replace it with a terrain piece representingLizardman ruins. This terrain piece counts as Ruins as described in Warhammer Realms: Lustria.
16 Termite Mound*. Remove all the vegetation from this jungle section and replace it with a Termite Moundroughly 60 mm in diameter. The jungle section otherwise counts as open ground with a 60-mm area of
Impassable Terrain.
17 Dense or Impenetrable Jungle. Roll a D6. On a 1-4, this jungle section is Dense Jungle as described inWarhammer Realms: Lustria. On a 5-6, this jungle section is Impenetrable Jungle as described in
Warhammer Realms: Lustria. Place a few more stands of vegetation in these jungle section to reflect their
overgrown status.
18 Artifact Cache. The object of the search is here; see Cache. The jungle section is otherwise a simple areaof Light Jungle.
Here are a few examples how to model countersto represent the results from the table above.Snake swarm models make great snake counters,and slices of dried green stuff mixed in withassorted bitz make good treasure counters.