44. THE FALL OF KJELL RED FIST

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.

44 kroq

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.

Vardek_Crom

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.

SOURCE

Scenario and rules originally printed in ‘Lustria’ (2004) campaign book. No longer available.

43. LORD MELCHIN’S GRAND ADVENTURE

In the late 2100s, the famous Lord Melchin, favourite of the Imperial Court, launched an expedition to Lustria to prove his courage to his noble rivals. After a long and circuitous voyage, his bedraggled crew made landfall on the Ayamara Swamps, a region bereft of ruins and treasure… After observing a year of fruitless exploration, the Lizardmen launched a punitive attack on his camp in the dead of night, before he could stumble upon the nearby Temple of the Eclipse and its vast stores of gold. Melchin and his men fought to defend their pride and their only plunder – half a dozen cases of fine Lustrian wine, purchased from the local tribesmen. 

This scenario forms part of the Lustria campaign but can be played as a stand-alone scenario. It represents a small hit-and-run raiding party using the cover of darkness and the jungle to ambush a larger force.43 temple

Armies: Empire vs Lizardmen using standard army lists. The defender may not use cavalry or war machines. The attacker has half the points of the defender and may also not use war machines, chariots, or Large Target models. The Lizardmen army should be mainly stealthy skinks, with no Saurus allowed.

Battlefield: Jungle terrain with a 16″ diameter clearing in the centre (the defenders deployment zone). The clearing contains a camp with tents, stores, improvised barricades, etc. Dense jungle around the board edges, with patches of lighter jungle around the defender’s camp.

Deployment:  The defender places all his models in a 16″ diameter area in the centre of the table. The attacker deploys his army within 6″ of any table edges. Scouts are then deployed by both sides as normal.

First Turn: Roll a D6 to see if the initial ambush succeeds or Melchin’s sentries raise the alarm.

Length of Game:  Six turns.

Victory Conditions:  Check victory points at the start of the fourth turn. If the attacker is ahead, play the last three turns and calculate victory points as normal. If the attacker is behind, his army retreats back into the darkness of the jungle – defeated.

SPECIAL RULES – SCENARIOS SPECIFIC

Under Cover of Darkness: Roll an artillery dice and times by three at the start of each turn. This is how many inches the troops can see in the darkness (misfire = normal sight). You cannot shoot, charge, or cast line of sight spells at a unit concealed by the darkness.

Dutch Courage:  All defending units count as Stubborn while in their camp area, as they desperately protect their booze.

Lustria Events/Encounters: Both sides are subject to both events and encounters. Encounters may not be played on terrain within the central camp area.

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.

SOURCE

Scenario and rules originally printed in ‘Lustria’ (2004) campaign book. No longer available.

42. BATTLE OF THE OBSIDIAN COLUMN

In the year 1944, the adventurer-pirate El Cadavo made his third attempt to penetrate the jungles south of Hexoatl, searching for the so-called Obsidian Column and the precious stones rumoured to be set within the massive monument. El Cadavo and his raiders finally located the column and filled their wagons with riches beyond their wildest dreams. However, Lord Mazdamundi has foreseen the expedition, and his army arrived at the monolith the very morning El Cadavo had planned to depart…

This scenario forms part of the Lustria campaign but can be played as a stand-alone scenario. It represents a vengeful dawn raid upon a mercenary warband who are scrambling to pocket their spoils whilst fighting back their attackers.

42 pirateArmies: Mercenary/pirate themed Empire vs Lizardmen using standard army lists. The Empire player may not take any knights or artillery but may take units from the Dogs of War army list as core choices.

Battlefield: Set up in a mutually agreeable manner, using jungle terrain.

Deployment:  The defender places D3+1 Treasure Counters around the centre of the table, at least 12″ from any table edge and 12″ apart. The defender then deploys his army (including scouts), with all units within 6″ of a treasure counter. The attacker deploys his army along one long edge of the table, within 12″ of a board edge, and no more than 18″ from the long edge.

First Turn: Roll a D6.

Length of Game:  Six turns.

Victory Conditions:  Total up the starting points value of all your units with at least one model within 6″ of a treasure counter. Units at or above half their original number score their full starting points value; units below half score half their starting value. The side with the highest total wins.

SPECIAL RULES  - LUSTRIA JUNGLE FIGHTING

Lustria Events/Encounters: Both sides are subject to events and encounters.

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.

SOURCE

Scenario and rules originally printed in ‘Lustria’ (2004) campaign book. No longer available.

41. THE FOLLY OF PRINCE RODRIK

In the year 1847, the Bretonnian noble Duke Tudual of Anguille dispatched his bastard son, Prince Rodrik, on an expedition deep into the jungle of Lustria, hoping that the obnoxious youth would not return. The youth prince cut a swathe through the eastern jungles of the continent but overstretched his luck when he attacked the temple-city of Xlanhuapec. The Lizardmen allowed his army to enter the city before springing their ambush and wiping out the bulk of the invader’s force. Rodrik and his officers survived the slaughter, but still had to escape the city – and hunrdeds of enraged Lizardmen…

This scenario forms part of the Lustria campaign but can be played as a stand-alone scenario. It represents the last survivors of an over-confident expedition getting chased down as they flee.

41 Lustria_CoverArmies: Bretonnians vs Lizardmen using standard army lists. The defender may only choose from the characters section , use only Bretonnian characters (excluding the Prophetess and Damsel). They may not take steeds or virtues or have the Flyer rule. They ignore normal army composition rules.

Battlefield: Set up in a mutually agreeable manner, using jungle terrain.

Deployment:  The defender places all his models in a 6″ deep, 12″ wide area in the centre of one long edge of the table (including scouts). The attacker deploys his army in two 12″ zones at the short edges of the table.

First Turn: Attacker.

Length of Game:  Until all defender have either escaped or died.

Victory Conditions:  Calculate victory points. Defending characters can leave the table via a 12″ exit point on the centre of the opposite edge of the table to their deployment zone. They receive bonus victory points equal to their own points value for doing so.

SPECIAL RULES – SCENARIOS SPECIFIC

Traps: All manner of traps, devices and hazards have been placed to deter invaders. The attacker doubles the number of Lustria Encounter Points he receives.

Ancient Plunder: The Bretonnian player may choose to take any magic items from the Lizardmen book, representing plundered treasures from their adventures. If he does so, the Lizardmen will Hate all of the defenders.

Lustria Events/Encounters: The attacker is subject to encounters, but not to events. The defender is 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.

SOURCE

Scenario and rules originally printed in ‘Lustria’ (2004) campaign book. No longer available.

40. THE SERPENT GOD’S DUE

40 bastilodonThe Hag Queen Morathi sent one of her most trusted lieutenants, Kharlissa, to plunder the treasure of Lustria. Misjudging the strength of the Lizardmen, she found herself amushed and captured as her army was slaughtered around her. Enraged by this pathetic failure Morathi ordered a cadre of her finest warriors to rescue the sorceress and bring her back to face the wrath of her mistress…

This scenario forms part of the Lustria campaign but can be played as a stand-alone scenario. It represents a rescue mission to extract an important character before they can be sacrificed to the gods.

Armies: Dark Elves vs Lizardmen using standard army lists. Modified lists can be found in the Lustria campaign book.

Battlefield: A jungle clearing with sparse jungle terrain, with a clear 12″x12″ objective zone just outside the centre of the defender’s deployment zone. This counts as an area of ruins.

Deployment:  The defender places the sacrificial altar anywhere in the objective zone. They must place one Lord or Hero in base contact with it and may place a further unit in the same zone (as the honour guard). The defender then deploys the remainder of their army, followed by the attacker. Both sides have otherwise standard deployment zones, 24″ apart.

First Turn: Attacker.

Length of Game:  Six turns.

Victory Conditions:  Calculate victory points using the chart below.

SPECIAL RULES – SCENARIOS SPECIFIC

The Time is Nigh: The defender must slay the captive precisely when the stars are aligned – at the beginning of the defender’s fourth turn. Performing the sacrifice early will damage their chance of victory. To slay the captive, the defender must have an Lord or Hero, not in close combat, in base contact with the sacrificial altar at the start of their turn.

Victory Points for slaying the captive:

  • 0 for turn 1
  • 50 for turn 2
  • 100 for turn 3
  • 300 for turn 4
  • 100 for turn 5
  • 50 for turn 6

Lustria Events/Encounters: May be use by both sides but not within the objective zone.

Historical Refight: To refight the original battle, use a skink priest to perform the sacrifice (who is unbreakable), use a ‘Cult of Slaanesh’ Dark Elf list, containing some Furies (who do not suffer Daemonic Instability) and Daemonettes.

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.

Source

Scenario and rules originally printed in ‘Lustria’ (2004) campaign book. No longer available.

39. THE RISE OF CLAN PESTILENS

Investigating a horrific new disease corrupting the spawning pools outside the temple-city of Chaqua, the Lizardmen encountered the vile Skaven for the first time. Caught unprepared to fight this new foe, only a single Skink escaped the slaughter. He returned to Chaqua with the foul news, but carried with him more than just this… within days the Pestilens plague was sweeping the city.

This scenario forms part of the Lustria campaign but can be played as a stand-alone scenario. It represents a last ditch defence of sacred ground to protect it from contamination.

39 Skaven_Jungle

Armies: Skaven vs Lizardmen using standard army lists. Modified lists can be found in the Lustria campaign book.

Battlefield: A third to a half of the battlefield should be covered in jungle terrain. Decide on terrain rules with your opponent. eg. Undergrowth: difficult terrain, Light Jungle: forest, Dense Jungle: hard cover that can only be entered by skirmishers, Impenetrable Jungle: impassable terrain. Try to include Rivers, Swamps, Ponds, Ruins, etc.

Deployment:  The defender places the objective (eg. spawning pools or temple) to be defended anywhere in a 24″ x 12″ Sacred Ground area in the centre of their deployment zone. During the game, no units may be deployed or raised in the Sacred Ground, or move into it in their first turn, and no Jungle Encounters may be played there. The defender then deployes their whole army, followed by the attacker.

First Turn: Roll a D6.

Length of Game:  Six turns.

Victory Conditions:  The attacker must infect the Sacred Ground by getting any model into base contact with the objective and remaining in base contact until the end of the defender’s next turn. This secures victory for the attacker, otherwise the defender wins.

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.

Source

Scenario and rules originally printed in ‘Lustria’ (2004) campaign book. No longer available.

21. MONSTROUS CONFRONTATION

Given the power and ferocity of the many monsters that inhabit the dark corners of the old world, it is no surprise that generals of all races seek ways to bind such creatures to their control. When the storms of magic thunder it is not just by force of arms and arcane will, but by the ferocity of their monstrous thralls that armies succeed.

dragonThis scenario enables players to incorporate monsters into an otherwise normal battle by using ‘Binding Scrolls‘, which can be found in the the ‘Storm of Magic’ and ‘Monstrous Arcanum’ supplements.

Armies: Agree a points value, to which both players add an extra 25% that is used to purchase Binding Scrolls. eg. 1000pts army + 250 pts scrolls each.

Battlefield: Standard rules.
Deployment: Standard rules.
First Turn: Standard rules.
Game Length: Standard rules.
Victory Conditions: Standard rules.
Special Rules: None.
Source: Monstrous Arcanum (2012) p86.

20. STORM OF MAGIC

When the eight Winds of Magic collide they create a Storm of Magic, an event of such magnitude that mighty wizards, towering monsters and huge armies from across the Warhammer world will march for hundreds of leagues to harness the unbridled magical energy.

SoMThis scenario has such extensive additional rules that it has its own rulebook. Put simply, players are allowed to add extra monsters, wizards and magic items to their normal army in order to fight for control of ‘Arcane Fulcrums’ that rise up from the earth during magic storms. Wizards have to hold fulcrums, supported by the rest of their army on the ground, while monsters try to knock them off.

Armies: Any size plus an additional 25% of the army value to be spent on Scrolls of Binding (adds monsters and wizards), Sorcerous Pacts (add a contingent of Daemons, Vampires or Tomb Kings), and Mythic Artefacts (choice of 13 powerful magic items to give to your characters).

Battlefield: Set up as terrain as normal then add one Arcane Fulcrum to each of the four table quarters. They must be 18″ apart and at least 6″ from the table centre and edges.

Deployment: Players roll off and place wizards on the fulcrums in their half of the table. Then they roll off again to deploy their armies as normal. All units must placed within 12″ of your table edge or 6″ of a friendly-controlled fulcrum.

First Turn: Roll off.

Game Length: Six turns or until pre-agreed time limit.

Victory Conditions: The player who holds the most fulcrums at the end is the winner. If this is tied, then calculate victory points as normal.

Special Rules:
Magical Flux – Use the magical spinner that comes with the book to see which kind of magic is in ascendency each turn. This gives a bonus to casting spells from the relevant lores.
Wild Magic – 4D6 rolled each turn for power dice and 24 may be used each turn.
Arcane Fulcrums – Treated as buildings that only one model can occupy and one can attack at a time. Wizards sat on fulcrums get a 3+ ward save and other immunities. Wizards who miscast on a fulcrum have to roll on a special miscast table as well as the normal one.
Cantrips – All wizards know these three extra spells: 1) Teleport your wizard to an empty fulcrum 2) Duel fulcrum-to-fulcrum with an enemy wizard 3) Unbind enemy monsters.
Cataclysm Spells – Every lore and race has access to additional uber-spells depending on how many fulcrums you control. All wizards also know the ‘Seven Secret Sigils of Summoning’ spell which allows you to summon pretty much any unit from any army book to join you (no specials or monsters). The value of the unit depends on your level of fulcrum control.

Notes: Dwarfs get special rules for striking magic runes on fulcrums, so they don’t feel left out; Additional bound monsters are being created by GW, so players aren’t limited to the original list of 45; The book also includes extra magical rules for ordinary terrain.

Source

Storm of Magic rulebook available to buy from GW here.

16. BATTLE FOR MAUGTHROND PASS

You are the Eltharion, leader of the defenders of the village of Maugthrond. It is early morning and your lookouts in the watchtowers are guarding the village from attack on each of its four sides. This morning the unit in the Eastern watchtower, looking over the pass towards the wooded hills to the east, suddenly sees a horde of Goblins emerging from the mist that shrouds the trees and hillsides. They must warn the village garrison before the Goblins attack… 

4th - Battle for Maughtrond PassThis is the introductory scenario outlined in the 16-page booklet that came with the (now discontinued) 4th edition starter boxset. The scenario uses the plastic High Elf and Goblin armies included in the box, plus terrain and cardboard placeholders for larger models. This scenario was kindly written up and submitted by NWP20, who deserves all credit for the content below.

Armies: The army lists provided for this scenario were based upon the 4th Ed. rules as to army composition and points values. However, even under the 8th ed. rules set the points values are still very similar to the original (even if the character allowance is over 50%). The rules for Grom and Eltharion have changed significantly over the years, but I don’t think they overpower the game. The original armies are set out below but any 1000 point army including a Goblin Warboss in a chariot and a High Elf Prince on a Griffon would probably be allowable!

Goblins:

  • Grom the Paunch
  • Orc Shaman, Level 3, Black Amulet
  • Black Amulet: grants the Shaman a 4+ ward. Any model causing a wound that is saved in close combat by the Black Amulet automatically suffers one wound with no saves of any kind
  • 16 Goblin Spearmen, Spears, Shields
  • 16 Goblin Spearmen, Spears, Shields
  • 16 Night Goblin Archers
  • 16 Night Goblin Archers
  • Rock Lobber

High Elves:

  • Eltharion the Grim on Stormwing
  • 12 High Elf Spearmen
  • 8 High Elf Spearmen
  • 5 High Elf Archers
  • 5 High Elf Archers
  • 5 High Elf Archers
  • 5 High Elf Archers
  • Repeater Bolt Thrower

Battlefield:  The battle takes place around the village of Mauthgrond. An area of 4×4″ represents the outskirts of the village, with heavily wooded areas in each corner of the board. In the centre should be one or two civilian buildings to represent the village, with a watchtower placed approximately half way (but more than 8″) between the goblin deployment zone and the centre of the board, but within twelve inches of the side of the board.

Deployment:  The High Elf player deploys one unit of Archers and the Bolt Thrower in the Watchtower and both units of spear elves in the “village square” (close to the centre of the board).
The remaining Elves arrive as reinforcements as follows:

  • From turn one, at the start of the turn, the five archers in the tower may attempt to light the beacon. The High Elf player may allow all of the archers to try to light the beacon, and they are only successful on the roll of a six. Any archers who attempt to light the beacon may not move or shoot or fight.
  • The High Elf Spearmen may only act once the beacon has been lit and/or turn three and/or they suffer their first casualty.
  • The three remaining High Elf Archer units represent the garrisons of the other three watchtowers around the village may only arrive from turn 3 onwards on the roll of a 4+. If the beacon is lit, they may arrive from turn 2 (on a 4+). Each unit will arrive from a separate board edge, (not including the goblin deployment edge). Roll for each unit separately.
  • Eltharion (who has been scouting for the Goblins) will arrive on turn 5. If the beacon is lit, he will arrive on turn 4.
  • The goblins deploy all units except the Shaman within 12″ of the short board edge closest to the Watchtower.
  • Blacktooth will arrive on Turn 3 from the Goblin deployment edge.

First Turn:  The Goblin player takes the first turn.

Length of Game:  6 turns.

Victory Conditions:   Victory Points are awarded as normal.

NOTES

I recall this being a very tricky scenario under the 4th Ed rules for both sides. With only a 8″ charge and chariots taking D6S6 hits if they wished to assault a building it was (deliberately) impossible to charge the watchtower on turn 1. As far as possible this should be preserved under 8th Ed random charge rules.

The game was designed to escalate slowly. The goblins need to advance quickly to the village so try and overwhelm the spearmen as soon as possible, and then deal with the arriving archers piecemeal. The only viable way to dislodge the bolt thrower is with the rock lobber. The late arrival of the Shaman and Eltharion adds a nice escalation element to the game. If the beacon is lit, the Shaman has one turn of magic and Terror to affect the battle, and similarly Eltharion has only one or two turns to really affect the battle.

The real difference in the rules that will make a difference is the “no guess” for the rock lobber. At these points levels the rock lobber will be devastating and the elves have no proper counter. I would strongly suggest that for all shots by the rock lobber other than at the watchtower, the stone will ALWAYS scatter.

Source

  • This scenario was originally included with the 4th edition starter boxset (released 1992, now out of print). Thanks again to NWP20 for sending it in.
  • The 5th edition High Elf armybook includes a story based on 4th edition starter set.

13. BATTLE FOR THE ISLAND OF BLOOD (starter)

On an island outpost beyond the borders of the High Elf homeland lies a magical artefact known as the Phoenix Stone. A Skaven warlord has gathered an army and infiltrated the island through secret tunnels, seeking the amulet for himself. The elven garrison finds itself heavily outnumbered as Prince Althran Stormrider rushes to their aid.

8th - The Island of Blood
This is the introductory battle outlined in the starter booklet that comes with the 8th edition boxset, “The Island of Blood”. It represents the historic conflict between the ‘Glittering Host’ of Prince Althran Stormrider and the ‘Verminous Horde’, led by Skreet Verminkind, but is more of an example battle setting (using the standard 8th edition rules) than a unique scenario in itself. See the ‘IoB’ tag on this site for other scenarios based upon the ‘Island of Blood’ setting.
Armies: Players use the miniatures from the “Island of Blood” Warhammer starter set.
Battlefield: See BRB.
Deployment: See BRB.
First Turn: See BRB.
Game Length: See BRB.
Victory Conditions: See BRB.
Special Rules: N/A

Source:
- The boxset (released 2010) is available HERE.
- The starter booklet does not contain the rules or characteristics for the models included, but a reference sheet is available to download from the GW site. NB: The High Elf roster comes to 104pts more than the Skaven roster, and it breaks army composition rules.
- White Dwarf 369 contains a battle report using expanded armies based upon those in the boxset, using the Blood and Glory scenario from the BRB. The magazine also gives a summary of the events of the historic battle that the boxset represents, as well as descriptions of the armies etc.
- There is also a short NOVEL available to accompany the boxset.