In the year 1323, Kjell Red Fist, a norse chieftain of the Skaeling people, navigated his longship the length of the river Qurveza in search of the legendary sacred place known as the Fount of Origins. His ship badly sabotaged by aquatic skinks, Kjell was forced to continue north on foot. As Kjell led his norsemen across a ford in the fast flowing jungle river, the ancient Scar-leader Kroq-Gar emerged on the far bank, and the jungle came alive around him with skinks and saurus. Summoning the bezerker fury of his people, Kjell led a bloody counter-assault…
This scenario forms part of the Lustria campaign but can be played as a stand-alone scenario. It represents a chaotic ambush situation at the crossing point of a great river.
Armies: Chaos Warriors vs Lizardmen using standard army lists. You can use Vardek Crom’s rules for Kjell Red Fist. Kroq-Gar should be the Lizardmen general.
Battlefield: Set up in a mutually agreeable manner, using jungle terrain. A river should cross the length of the table centre, entering and exiting at the short edges. The defender must nominate an 18″ stretch of river as the attempted crossing point. Each player may reposition one piece of terrain on their own side of the river.
Deployment: The defender deploys in an 18″ column from the river to their table edge. The attacker then deploys on their side of the river. Neither side may make use of any special deployment rules such as Scout.
First Turn: Attacker, though he may choose to let the defender go first.
Length of Game: Six turns.
Victory Conditions: Calculate victory points. As a bonus, the defender earns the starting points value of each unit to end the game wholly on the other side of the river. Units below half strength are worth half their starting points value.
Lustria Events/ Encounters: Both sides are subject to both events and encounters.
SPECIAL RULES - LUSTRIA JUNGLE FIGHTING
Keep Your Powder Dry: Before rolling to hit with any black powder weapon, roll a D6. On a roll of 1 the unit’s weapons lose the Armour Piercing rule for that turn. On a roll of 6 the unit’s weapons gain +2 Strength but may not be used for the remainder of the game.
Dense Canopy: Single flyers may move a maximum of 15″ each turn, and units of flyers a maximum of 10″.
Loose Formation: Before moving, any infantry unit may attempt a Swift Reform into or out of a Loose Formation. Units in Loose Formation follow the rules for Skirmishers except that they may not shoot at all and they do not confer a -1 to hit penalty when shot at.
JUNGLE EVENTS: Each player rolls a 2D6 after deployment and applies the effects immediately. Asterisked events do not affect Lizardmen.
|2-3||Stifling Humidity*: Units with 5+ or better armour save suffer -1 Movement.|
|4||Tropical Storm: Roll a D3 to see how many turns the storm lasts. All movement counts as difficult ground, all missile ranges are halved, Flammable rule does not apply.|
|5||Hopelessly Lost*: Push back one enemy unit 8″ in a straight line.|
|6||Monkey Run: +1 to dice roll determining first turn. Reroll this event if not applicable.|
|7||All is Well: No mishaps.|
|8-9||Lingering Vapours: All missile ranges halved until the second turn.|
|10-11*||Native Guide: One friendly infantry unit may be repositioned up to 8″ from its original location.|
|12*||Malodorous Malady: One friendly unit of your choice suffers -1 Strength for duration of the battle and rolls one dice less than normal when fleeing or pursuing.|
JUNGLE ENCOUNTERS: One player rolls a D6+6 before the game. Both player gain that amount of points to spend on encounters. You may play an encounter during a special Encounters Phase, which comes after the magic phase. Select a terrain piece and then roll 2D6 on the chart below. An encounter targeted on an area of jungle costs 1 point, whereas any other terrain feature costs 2 points. Each area may only be targetted once per Encounter Phase. Effects of encounters are applied in EVERY Encounter Phase for both players until the game ends. Place large template on encounter point, any unit touched will be affected as described. Treat damage as caused by missile fire. Ethereal units are not affected. Asterisked encounters do not affect Lizardmen.
|2-3||Native Curse*: Take a panic test.|
|4||Madcap Fungi Spore Cloud*: Take a Leadership test. If failed, remove D6 models and the unit becomes Immune to Psychology for the remainder of the battle.|
|5||Swarm: Each affected unit takes D6 S2 hits with no armour saves.|
|6||All is Well: Remove an encounter from the selective terrain piece instead of adding one. Alternatively pay an extra point to remove any encounter from the battlefield. This terrain feature may no longer be selected for encounters.|
|7-8||Carnivorous Plant: Each affected unit takes D3 S4 hits.|
|9||Lashworm Attack: Each affected unit takes a single S6 hit.|
|10-11||Quicksand: Every model in the unit takes an armour save. For each save passed a model is removed. Models with no armour save or scaly skin are unaffected.|
|12||Native Traps: Affected units take a Dangerous Terrain test, with no saves allowed.|
Scenario and rules originally printed in ‘Lustria’ (2004) campaign book. No longer available.