Similarly, you can use any of the Mordheim warbands in Lustria – Cities of Gold as well. TERRAIN Many players will want to establish house. Chaqua, the City of Gold, is a Temple-City of the Lizardmen located in the center of Lustria, northwards from Itza. Chaqua is rightly called the City of Gold, for the. Evil Druchii ambush a Tilean warband intent on plundering a Lustrian temple. Dark Elves and how to model Lustrian terrain in Lustria – Cities of Gold on pages .

Author: Diktilar Voodoolar
Country: Nicaragua
Language: English (Spanish)
Genre: Finance
Published (Last): 6 August 2008
Pages: 187
PDF File Size: 9.32 Mb
ePub File Size: 13.52 Mb
ISBN: 638-8-61820-113-3
Downloads: 25972
Price: Free* [*Free Regsitration Required]
Uploader: Durisar

Post on Oct views. Numerous dead-end tunnels lead the explorers in circles and venomous serpents occasionally swarm through the tunnels, attacking anything that comes in their path. The plunderers are thus forced to camp in the cities, while they explore the depths of the temples and plan how to overcome the numerous traps. As most cities host less than half a dozen small and large temples, many skirmishes are fought for possession of a temple so that it can be explored without interruption.

Many plunderers are shrewd and wait for a rival warband to retrieve the treasure and then ambush them. However, they still need to be present in the city to keep an eye on the other warband so that they don’t escape into the jungle unseen.

The warbands guard their accumulated treasure jealously and will fight anyone golx strays too close. Most of the fighting erupts while the warband makes their way into the city or tries to set up a new camp closer to a temple.

On top of all that, many warbands are often forced out of their camps by lizardmen hit and run groups. These can be used in your regular Mordheim games and campaign, if you wish.

Similarly, you can use lusrtia of the Mordheim warbands in Lustria kf Cities of Gold as well. We have provided the following rules for jungle battles based in Lustria for your convenience.

All rules follow the Mordheim Rulebook except as noted otherwise. Open Ground Models move without penalty 1. Unobstructed ruined city streets. Vines and ladders leading up or down. Bridges with no gaps or gaps less than 1″ in length. Steps leading up lusria down.

Steps that are higher than 1″. Rubble or light shrub. Shallow swamp or marsh. Muddy swamp or marsh. Thorny or dense shrub. Going against the current of a slow moving river. Open ground for aquatic models Impassable Terrain No movement allowed 1.

Deep rivers or lakes. Difficult ground for aquatic models 2. Quicksand or deep mud.

Campaign Setting – Lustria, Cities of Gold

Going against the current of a fast moving river. Line of Sight A stand of jungle trees can be either a group of trees clumped together on a base or two or more freestanding trees standing near each other.

As you want to be able to place your models in the jungle, there should be enough space on the base for this. It is important that players work their way through all the jungle terrain on the board to determine if they are a jungle or simply some trees that happen to be near each other. A jungle stand of any width blocks LOS to the other side, even a stand 1″ wide blocks line of sight to the other side.

A model must be within 2″ of edge of the jungle stand in order to fire out, charge, be fired upon, or be charged from outside the jungle. Models inside the jungle stand may see 4″ for purposes of shooting and declaring charges. Models fighting while in difficult terrain, other than on steps, suffer a -1 penalty to hit. SwimmingLustria is a rain forest much like the Amazon Jungle in South America, as such it gets plenty of rain.

  JUNIPER SSG 140 MANUAL PDF

Seven to ten months out of the year rivers and lakes stay at peak levels. Most jungle battles and some ruined city battles will occur around some kind ofwaterway. Players should establish which way the river is flowing at the start of the game. To represent how models interact with water these basic rules apply: All rivers count as difficult or worse terrain for all models except those considered as aquatic. See Terrain Types above.

Models swimming with the current will double their base move. Models swimming against the current of a slow moving river may only move a quarter of their base move, but you may not swim against the current of a fast moving river. Aquatic models suffer no reduction of their base move when swimming against the current of a slow moving river but may not swim against the current of a fast moving river.

Models wearing armor may not attempt to move through any water deeper than shallow, shields and bucklers do not count for this as they are assumed to be strapped on the backs. Aquatic models in water either swamp, streams or rivers can elect to be “hidden” at the discretion of the player. Models cannot move upstream in fast moving rivers without floating transportation, such as a boat or canoe. Trees and VinesThe ruined buildings of the temple cities are often covered in vines, while still others have trees bursting through their walls.

These vines and trees count as ladders for the purpose of moving up and down the buildings. Jungle trees can provide both a haven and a hazard to explorers. In Lustria a model does not have to be placed at the base of a tree before it can attempt to climb. As long as there is sufficient movement left to get to a safe place within the tree the model can be 1 inch away and still climb 3 inches into the tree provided it passes the required initiative test.

A model placed in a tree can be declared as “hidden” as described on page 29 in the Rulebook. A hidden model that is discovered or gives its position away is no longer hidden but is still afforded cover. If a model is knocked down or stunned while in a tree it has to take an initiative test with a penalty of 1 or fall out of the tree and take falling damage as described in the Mordheim Rulebook.

A brief word on treesMany players will find very creative ways to make trees in Lustria that are both functional from a game standpoint and attractive to put on the table. Our suggestions for such trees are: If a tree, or similar nasty place, should house a sniper, place the structure that you want him standing on no higher than 4″ off the table top.

This way the miniature can climb to it in one movement phase. Make sure the structure is large enough for a 25mm base.

Warhammer Narratives: Mordheim Resources and Supplements

We don’t usually see Kroxigors and Rat Ogres climbing trees! It’s a good idea to make the bases so that several trees can be placed together to form a clump or tree stand. Tree bases made in a “jigsaw golv pattern” work very well this way. This helps to avoid confusion during the battle.

  CONVENZIONE DI OVIEDO PDF

Fighting in WaterMost players will find it advantageous to fight around or actually in a waterway. We have included some simple rules to cover fighting in water.

If a non-aquatic model is knocked down in a shallow river or stream they are swept down river one d6 inches. Aquatic models that are knocked down will not drift with the current and can still get back into combat the following turn. If any model is stunned while in shallow water must make an initiative test. If it passes it can be turned over in the following turn.

If it fails it is considered drowned and will be out of action. The player will need to roll for survival at the end of the game. This doesnt mean that the model is gone for good but just a tad bit water-logged! Any undead model that is knocked down in shallow water will recover as normal to the standard Mordheim rules for undead. Any model fighting in a shallow stream while wearing light armour will be considered out of action if it is stunned.

No initiative test is to be taken. This does not apply to models whose skin or clothing is considered natural light armour. Amazons skins and charms and the toughened hide of Skaven.

Carnivorous PlantsThe jungles of Lustria are home to a wide variety of carnivorous plants. A typical plant’s profile is shown below.

These plants make an appearance in a few of the scenarios. You can include these in your games if all the players agree. The plant will attack any model that stops within a 3″ radius of it and the attacks are made during the combat phase, as normal.

The plant always strikes first in the initial round of combat unless the model it is fighting has been outfitted with a pike.

The pikeman will go first. If the plant suffers a wound in any round, roll against its leadership. If the check is failed, the plant will attempt to defend itself. If a model is put out of action by a plant, the player must roll for casualties as normal, however both Heroes and Henchmen roll a single D6. On a roll of 1, the model was eaten by the plant and is removed from the campaign.

Of course, these are only basic rules and stats for any carnivorous vegetation. We encourage players to create different varieties and interesting rules for these nasties. Any model that kills a carnivorous plant will automatically be awarded 1d6 gc due to finding all the loot from the plants past victims.

We have included a separate table for multi-player scenarios as this setting works very well with these games. As usual, the winner of a scenario may roll one extra dice in the exploration phase. Roll 2D6 to work out which scenario to play: Please note that in future issues of the Town Cryer we will present all the rules for each scenario where applicable. An interesting scenario to try is “kidnapped” from WDwhere a Lizardmen player takes over the role of the Possessed in sacrificing a captive.