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Warhammer Skirmish
Escape From Lustria

Models Needed

Lizardmen Forces
• 1 Kroxigor
• 10 Skinks with javelins & shields, including a Champion
• 5 Chameleon Skinks

Thieves (Empire)
• 5 Swordsmen
• 5 Archers
• 5 Pistoliers, one is a Marksman.

A small treasure-hunting party has penetrated deep into the jungles of Lustria in search of treasure. Amongst a collection of overgrown ruins, the thieves have found a number of golden artefacts. On the return trip several members of the group have disappeared and the sounds of some large beasts are drawing ever closer. The party must make a short cut across the swamp to escape. The theft did not go undetected, groups of Skinks lies in wait, and something much larger is following them.

Map - click to enlargeBattlefield

Use a special table of 24" x 24" or mark off an area this size on a larger surface. Set up swamp and jungle terrain across the table.

Objectives

The thieves get 2 Victory Points for each infantry model they get off the northern table edge and 1 Victory Point for each cavalry model. They will also win if they cause the Lizardmen to rout.

The Lizardmen get 1 Victory Point for each infantry model they kill, and 2 Victory Points for each cavalry model.

The player with the most Victory Points once all models have been killed or have left the table is the winner.

This adventurer will never see EldoradoDeployment

The thieves start up to 6" in from the southern board edge. The Chameleon Skinks are deployed on the northern table edge.

Who Goes First?

The thieves get to go first.

Special Rules

This scenario uses the special rules detailed below:

Swamps
The entire area is covered in swampy fens. The thieves are at half movement. The Skinks and Kroxigor are not affected; they are well used to such watery conditions.

Pursuit
Aquatic skinks ambush the adventurers from the depths The pursuing Skinks and Kroxigor will appear on the southern table edge at random intervals. At the beginning of the Lizardman's second turn, roll for each pursuing model. On a roll of 4+ (on a D6) the pursuer may enter from the southern table edge. At the start of the Lizardman third turn the roll required is a 3+, fourth turn is a 2+, and at the start of the fifth turn any remaining pursuers come on automatically.

Rout Tests
The thieves will not rout, as they are basically retreating already. The Lizardmen are trying to recover ancient artefacts, so they will not start making Rout tests until they have lost 50% of their force.

Using Alternate Armies

The Escape from Lustria scenario is intended to be fought by a small number of infantry and cavalry models (up to 170 points) against a small delaying force and a larger pursuing force. Alternate armies for the thieves include Dogs of War, High Elves, Dark Elves, Chaos Warriors, and those untrustworthy Bretonnians.

A hunter escapes from the skinks to be confronted by a KroxigorPart of A Larger Battle

If the Lizardmen are successful they will return the sacred artefacts to their Slann Mage-Priest. In the next game they may have a Plaque of Dominion for no cost.

If the thieves win, they escape and melt down the gold and use this wealth to hire a unit of Dogs of War for half cost (up to 300 points value).

Horizontal Rule

Making A SwampTerrain Project: You can find an article on how to build swamps for this scenario, here.

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