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INVASION OF THE NEW WORLD

Map-Based Campaign in the Land of Lustria


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, his scouts 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.

To accompany the Conquest of the New World node campaign described in the booklet enclosed with last months issue, Eric Sarlin brings you the Invasion of the New World, an alternative campaign system for this summers Lustria activities. This campaign is compatible with the map-based campaign rules from Chapter 2 of The Generals Compendium.

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Invasion of the New World is the second campaign system presented by White Dwarf magazine for the 2005 Lustria summer activity. Both the Invasion campaign and the Conquest campaign detailed in the booklet included with last months issue are map campaigns, and poster-sized maps for both are included with this magazine. The Conquest version of the campaign uses the node campaign rules described in Warhammer Realms: Lustria, while the Invasion version uses the map-based campaign rules from Chapter 2 of The Generals Compendium. It is our hope that, with two options for participating in this summers Lustria activities, players will find a campaign style that suits their tastes. The campaign presented here includes a number of hobby projects, scenarios, and other gaming ideas that players can use for one-off games as well as campaign games. In order to play the Invasion campaign presented here, players will need a copy of Warhammer Realms: Lustria, The Generals Compendium, the Conquest of the New World booklet from WD304, this article, and the enclosed map. While not strictly necessary, players may also find it useful to have copies of the counters included in WD284.

CAMPAIGN RULES
The Invasion of the New World campaign uses the map-based campaign rules from Chapter 2 of The Generals Compendium. Rules specific to this campaign that differ from those listed in The Generals Compendium are detailed below.

BANNER SIZE
The 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 of Fortification, 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 like Fortification and support add to your banners per the guidelines suggested on p. 61 of The Generals Compendium. Warbands Option. Players who are looking for the challenge of a mapbased 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 like Fortification and support add to your banners per the guidelines suggested on p. 61 of The 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 other bonuses 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 BATTLES
Players have three options when it comes 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 the standard map-based campaign rules described in Chapter 2 of The 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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Warhammer Realms: Lustria apply to all of these games: Black Powder Weapons, Flyers, The Lay of the Land, Loose Order, and Events & 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 the New World booklet. Option 3: Warbands. If players choose the warbands option described in the Banner 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:

Black Powder Weapons, Flyers, The Lay of the Land, Loose Order, and Events & Encounters.

LUSTRIAN MERCENARIES
Players 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 World booklet. 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 be included 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.

the rules for selecting an HQ map section 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. Players may not choose an HQ territory adjacent to another players HQ territory. Lizardmen players have a bit more freedom in selecting their HQ map section (see Army-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 of The Generals Compendium.

SELECTING AN HQ TERRITORY
Because of the long coastline of the narrow isthmus on the Invasion map,

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ARMY-SPECIFIC RULES
The following armies use the armyspecific rules described on pp. 40-41 of The Generals Compendium for this campaign: Beasts of Chaos, Bretonnians, Chaos Dwarfs, Dark Elves, Dwarfs, Empire, High Elves, Hordes of Chaos (Daemonic), Hordes of Chaos (Mortal), Orcs & Goblins, Skaven, Tomb Kings, and Wood Elves. Note that, in this campaign, alternative army lists such as the Red Host of Tehenhauin, the Bubonic Court of Nurglitch, Archaons Horde, or the Artillery Train of Nuln are acceptable. These alternative armies use the armyspecific rules for the parent army (e.g., a player with a Slayer Army of Karak Kadrin would use the armyspecific rules for Dwarfs).

OGRE KINGDOMS
Note that the following rules apply to Ogre Banners in all map-based campaigns (e.g., the Border Princes and Valley Grismerie campaigns), not just this one. Ogres are accustomed to steep and mountainous terrain. Thus, any Ogre banner may reroll a failed Difficult Terrain Test when attempting to enter a mountainous map section. Also, Ogre societies seldom build permanent settlements and most often lead a nomadic existence. As such, Ogre banners can move their HQ. An Ogre banner that begins its turn in a map section containing the Ogres HQ counter may be given a Relocate order. Essentially, the Relocate order is a standard Move order, except that the HQ counter moves along with the banner. Moving the HQ in a caravan is a difficult process, however. Thus, regardless of the type of terrain, a Difficult Terrain Test is always required to move the HQ (this test may NOT be rerolled to enter mountainous map sections per the Ogre rule above). Of course, the banner must complete its move successfully for the HQ counter to move. Note that a successful Relocation MAY move the HQ counter into map sections ordinarily not available as HQ locations: riverbanks, marshes, roads, bridges, or special map sections.

Mountains, Riverbanks, Roads, Bridges, Marshes. These map sections function exactly as described in The Generals Compendium. Note that map sections 50, 60, and 97 are Marshes. Note also that map section 33 functions as both a special map section and a bridge. Jungle. Jungle map sections function exactly like Forests as described in The Generals Compendium. Plains. There are no plains map sections on the Invasion of the New World map. Islands. Map sections 38-43 represent the Sulpheret Islands and Chotecs Causeway, and a few special rules apply to these map sections. When a banner is given orders to move across water to an island map section or from an island map section to the mainland, make a Difficult Terrain Test. If passed, the banner may move as normal. If failed, the banner must Hold this turn. Thus, a banner would have to make a Difficult Terrain Test to move from section 41 to 42 (or vice versa), from section 43 to 52 (or vice versa), or from section 38 to 39 (or vice versa). However, a banner would NOT have to make a Difficult Terrain Test to move from section 39 to 41 (or vice versa). Lakes and Open Water. There are a few lakes and areas of open water on the map. These areas are NOT map sections unto themselves, and no banner of any kind may enter, cross, control, or occupy these areas of the map. Note, however that map sections 67 and 73 are connected by a thin strip of land between the two central lakes, and banners may move normally from one to the other (though, of course, a Difficult Terrain Test will be required for most banners to enter mountainous map section 67).

DOGS OF WAR
Ignore the rules listed in The Generals Compendium for Dogs of War armies. Instead, the following rule applies. The mercenaries who travel to Lustria are a hardy breed whose avarice knows no bounds. They have risked disease, dismemberment, and death for the promise of treasure in the New World and will defend their gold with fury and zeal. As such, the Paymasters keys are even more prized than usual. The key adds +2 to combat resolution (instead of the normal +1). In addition, Dogs of War units within 18" of the key (instead of the normal 12") may reroll failed Break Tests.

VAMPIRE COUNTS
Ignore the rules listed in The Generals Compendium for Vampire Count armies. Instead, the following rule applies. All Vampire Count armies in this campaign are in league with Luthor Harkon. As such, one character model in each Vampire Count banner may take the Ebony Skulls for free (though the associated Zombie Pirates must be paid for normally). See p. 14 of the Conquest of the New World booklet for details.

LIZARDMEN
In addition to the rule that allows Lizardmen banners to cross rivers without making a Difficult Terrain Test, the following rules apply. Lizardmen banners may travel between islands and between an island and the mainland without making a Difficult Terrain Test. Lizardmen are not limited to coastline territories as their HQ map sections and may instead choose an HQ in any map section except island, riverbank, marsh, road, bridge, or special map sections or map sections adjacent to another players HQ territory.

MAP SECTIONS AND FEATURES


CLARIFICATIONS
There are a number of types of map sections on the Invasion of the New World map. The following rules apply to them.

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SPECIAL MAP SECTIONS


The 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.

CAMPAIGN RULES
Control of the Colony of Skeggisdottirs. The realm that controls the map section containing the Colony of Skeggisdottirs may add a single unit of Amazons to each of the banners under its control. The Amazon 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 20 strong 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 Amazon unit is about 5% of the base banner size for the campaign. Battles. Battles fought in a map section containing The Colony of Skeggisdottirs are not played according to the standard scenario for this campaign. Play the Trial by Fire scenario instead. Razed. If the Colony of Skeggisdottirs is Razed, it will no longer count toward the number of banners that a realm may field. When the area is Razed, the Amazons will leave for greener (or at least less volcanic) pastures. Thus, no banner may take advantage of the Amazon allies that control of the area normally affords. However, the area is still actively volcanic, and the Trial by Fire scenario should be played as normal. When the map section Recovers, the Amazons return, and all the special rules apply as normal.

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.

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Scenario Trial by Fire


OVERVIEW
The 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 the Amazons, 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. 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 see if the Trial by Fire brings to light any worthy allies.

VICTORY CONDITIONS
To 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.

ARMIES
Both 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 Lava Streams. 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.

DEPLOYMENT
Both 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 for Scouts, 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, both players roll a die; the higher-scoring player may choose whether to go first or second.

art

LENGTH OF GAME
The game lasts 6 turns.

SPECIAL RULES
Lava Streams, Falling Ash, Noxious Clouds. See p. 104 of The 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).
Plenty of great Lustrian content can also be found on the web. For instance, if you want details on how to create a star tower like the one pictured above, visit: http://us.games-workshop.com/games /warhammer/lustria/terrain/star_tower/default.htm

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MAKING A LAVA TABLE


To create a table with lava streams, take a piece of 1" thick insulation foam and draw out the layout with a permanent marker. Next, cut out the individual sections, nick up the edges so that they are irregular and slightly beveled, and glue the sections down to a piece of particle board cut to the size of your finished table. Paint the raised sections with Chaos Black followed by drybrushes of Codex Grey. Paint the lava with streaks of Blazing Orange, Sunburst Yellow, and Skull White. Concentrate the darker colors toward the edges of the channels. If you like, you can then cap the ends of the table as shown and carefully pour resin into the channels. Use a paint brush to help guide the resin into place.

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Ruined Pyramid of Tehen-Pahuax


[MAP SECTION 92]
conquered some of the cities and temples of the Lizardmen. The structures in this map section were once great architectural marvels designed by the Slann. Now, they are decrepit, crumbling things that the Skaven call home. Still, there are rumors that the Skaven have dug an enormous underground tunnel to facilitate movement under the dangerous jungles. This tunnel could prove to be tactically advantageous to the realm that controls it.

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). The player who controls the Ruined Pyramid may issue Move 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 is Razed.

The omnipresent Skaven have arrived in Lustria in force and have

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Scenario Corrupted Temple


from the hole in the side of the pyramid and move to engage the closest non-Skaven unit. The Clanrats will always charge if eligible to do so. Temple Clanrats will move in the Compulsory Moves Phase of both sides Movement Phases and will always move their maximum distance toward or charge the closest non-Skaven unit. Corrupted Spawning Pools. At the start of each player turn, roll 2D6 for each Spawning Pool that has non-Skaven models within 8" of it, consult the chart below, and apply the effects immediately. D6 Roll 2-4 Result Miasmic Airs. The diseased air surrounding the pool becomes thick and chokes those close to it. Any model within 8" of the pool must make two Toughness tests. If both are failed, the model falls victim to the Miasmic Airs and is removed as a casualty. Skaven, Daemon, and Undead models as well as models with the Mark of Nurgle are immune to this effect. No Effect Rat Swarms. D3 Rat Swarms emerge from the pool and move and behave exactly like Temple Clanrats, described above. Diseased Tentacles. Pustular tentacles emerge from the pool and grab 2D6 members of the closest non-Skaven unit (if an individual non-Skaven model is closest, it is grabbed instead). Models so ensnared may make a single attack against WS4 and T4. If a Wound is inflicted, the tentacles will release the model. If not, the model is dragged beneath the surface of the pool and never seen again.

OVERVIEW
In this scenario, two armies clash on the grounds of a once-great temple of the Lizardmen, a temple that has fallen into disrepair in the hands of the Skaven who now possess it. It is rumored that the Skaven have dug a huge tunnel to a point far to the north, and thus it is likely that the Skaven will defend their corrupted territory vigorously.

ARMIES
Both armies are chosen from the Warhammer army lists to a size determined by the campaign rules.

BATTLEFIELD
Place a large Lizardman pyramid in the exact center of the board. In one of the sides of the pyramid facing a short table edge is a large hole clawed by the Skaven. Also present are four Corrupted Spawning Pools, one in each quarter of the table. A few small copses of jungle vegetation or other jungle terrain can be scattered about the board if both players wish. 5-8 9-10

DEPLOYMENT
Both 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 deploy per those rules but do so at great risk. See Skaven Pickets below.

11-12

VICTORY CONDITIONS
To determine the winner of this game, calculate Victory Points 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 Pool effects, Skaven Pickets, or the enemy. Similarly, Temple Clanrats and Rat Swarms emerging from Corrupted Spawning Pools yield Victory Points if destroyed.

WHO GOES FIRST?


Both players roll a die. The higher-scoring player may choose whether to go first or second.

LENGTH OF GAME
The scenario lasts 6 turns.

SPECIAL RULES
Skaven Pickets. Either side may attempt to take advantage of special deployment rules like Scouts, Ambush, It Came from Below, and the like. Before Turn 1 begins, roll a D6 for each unit or individual model attempting to deploy per those rules. On a result of 1 or 2, the Skaven infesting the area have found and killed the unit or model, which will take 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

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INVASION OF THE NEW WORLD MAKING A RUINED TEMPLE


The ziggurat-style temple is an easily built scenery piece that can serve as a perfect centerpiece to your Lustrianthemed scenery collection. Most modelers use insulation foam and foamcore to build the temple. They use a standard thickness of foam and stack smaller levels atop of one another until the desired height is achieved. Space prevents us from going into detailed step-by-step instructions here. However, WD 281 & 282 include a variety of inspirational materials sure to get you on the right track in creating your own temples and spawning pools.

Silverback Idol
[MAP SECTION 79]

In this section of the jungle stands a curious totem, apparently some longforgotten idol to a silverback gorilla deity. The history of the people or creatures who erected this idol has

been lost to time, but it is rumored that great treasures, former sacrifices to the silverback god, can be found in the area, if one can survive the many dangers of this area of the jungle.

CAMPAIGN RULES
Control 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 Difficult 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 is Razed, 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.

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Scenario Apes of the Idol


OVERVIEW
This 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 rumored that 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. each unit or individual model in his force. On a result of 1, the monkeys will react to the unit or model. Roll 2D6 and consult the Monkey Reaction Table to determine the effects. A player who controls the map section containing the Silverback Idol may adjust his rolls on the Monkey Reaction Table 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 of just 1) and must subtract 2 from the 2D6 roll on the Monkey Reaction Table, as the monkeys become more defensive when a stranger approaches the Idol.

ARMIES
Both armies are chosen from the Warhammer army lists to a size determined by the campaign rules.

VICTORY CONDITIONS
To determine the winner of this game, calculate Victory Points as normal per the rules on p. 198 of the Warhammer rulebook. In addition, each side may add +50 VPs for each Chunky Monkey, Monkey Pal, Monkey Helper, and Brass Monkey associated with its units at the end of the game. The side with a unit closest to the Silverback Idol at the end of the game may also add +200 VPs to its total (fleeing units, monsters, and individual characters dont count).

BATTLEFIELD
Set up the battlefield in any mutually agreeable manner, though the battlefield should include a lot of jungle trees and 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.

DEPLOYMENT
Both 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 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 deploy per those rules.

CONVERTING MONKEYS
We created monkey models out of a plastic cocktail monkey (Right) and an archive Warhammer familiar (Below). If youre crazy enough, like talented sculptor Ben Bishop, you could create your own from scratch.

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 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 7th turn. 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 RULES
Monkey Reactions. The intelligent monkeys and apes in 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

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INVASION OF THE NEW WORLD MONKEY REACTION TABLE


2D6 Roll
2-3

Result
Come Back Here, You Little A monkey swoops down from the trees and snatches a magic item from the unit and/or character. If the unit and/or character has multiple magical items, randomly determine which one is stolen. If the unit/character has no magical items, the monkey steals a standard instead. If the unit/character has none of these things, reroll on this table. The monkey flees directly away from the unit 2D6". The unit may try to catch the fleeing monkey, exactly as if pursuing a fleeing enemy unit. If the unit catches the monkey, the magic item or standard is returned to its appropriate owner, though, of course, the unit will have to move out of position to recapture its property. The unit may roll 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 item disappears into the jungle never to be seen again. On a result of 4-6, the monkey delivers the item to the enemy. The opposing player may give any magic items to a character in the army, who may use it as he sees fit. The opposing player may give any unit standards to any unit in his army. The standards will count as captured standards when Victory Points are tallied and may be recaptured as normal.

MAKING A SILVERBACK TOTEM


Making a suitable Silverback Totem can be easier than you think. Use a 40K Krootox body and a Chaos Ogre head as a starting point. Remove the Krootox rider, glue the components together, and begin texturing the model with green stuff. When sculpting fur, its best to work in sections. Start at the bottom of the model and work upward with repetitive, jabbing strokes. Allow one section to dry before moving on to the next. Use reference materials when modifying the Ogre face to resemble that of a gorilla, and soon youll be finished!

Apes Attack! Gorillas, orangutans, and other large apes appear from the treetops and dense foliage and make a speedy attack on the unit, which takes D6 S3 hits. If the unit suffers a number of casualties equal to 25% or more of its current numbers, it must make a Panic test or flee. The monkeys disappear almost as quickly as they appeared. The unit is not engaged in combat for this turn and thus may move normally (unless fleeing). Funky Monkey. Though the monkeys in this area are known for their almost human-like intelligence, the same cannot be said for their personal hygiene. Place a Funky Monkey token next to the unit. Until a new Monkey Reaction is generated for this unit, the soldiers will suffer from the awful stench and thus a -1 WS penalty. Monkeys FlingEwww! The monkeys take umbrage at the presence of the intruders and retaliate by flinging filth, rotten food, and other disgusting items at the unit. While this attack does no harm to the troops, it is rather distracting. The unit must make a Leadership test at -2 or can do nothing but stand in place for the remainder of the turn. Units Immune to Psychology are not affected by this attack. Chunky Monkey. A group of rotund monkeys offers the unit bananas, mangoes, and other tropical fruits. These nourishing foods refresh the unit to a remarkable extent. Place a Chunky Monkey token next to the unit. Until a new Monkey Reaction is generated for this unit, it remains Immune to Panic, and Halfling and Ogre models gain +1 Initiative in addition. This Monkey Reaction has no effect on Undead or Daemonic models. Monkey Pal. A happy little monkey befriends the unit. Place a Monkey Pal counter next to the unit. Make no additional Monkey Reaction rolls for this unit for the remainder of the game. Monkey Helper. A very helpful little monkey runs ahead of the unit and gestures for the unit to follow. The monkey seems to lead the unit exactly where it wants to go along a path that avoids the densest areas of jungle. The unit may add +1 to its M characteristic until a new Monkey Reaction is generated for the unit. Place a Monkey Helper counter next to the unit. Brass Monkey. A large monkey adorned with brass bracelets and necklaces perches itself on the shoulder of a member of the unit. Place a Brass Monkey counter next to the unit. The Brass Monkey acts as both a Monkey Pal and a Monkey Helper for the remainder of the game. In addition, the unit gains three rerolls which can be used to reroll any single die roll that affects the unit.

6-7

8-9

10

11

12

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Ancient Crossroads
[MAP SECTION 68]

The ancient Slann knew the importance of the crossroads that connected their great northern causeway to the two major routes leading southwest and southeast into

the lower continent of Lustria. As such, they directed their Skink and Saurus minions to construct a giant edifice of stone to act as the guardian of this tactically important territory.

CAMPAIGN RULES
Control of the Ancient Crossroads. The map section containing the Ancient Crossroads bestows no particular benefits to the controlling realm, other than permitting easy access to the southern roads and thus facilitating troop movement. Battles. Battles fought in the map section containing the Ancient Crossroads are not played according to the standard scenario for this campaign. Play the Guardian of the Crossroads scenario instead. Razed. If the Ancient Crossroads map section is Razed, 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 realm may field. However, the Guardian will remain desecrated. Thus, its powers are gone, and a normal campaign scenario should be played instead of Guardian of the Crossroads. Note that Lizardmen banners of any kind (e.g., Southlands banners, Red Host of Tehenhauin) man not Raze the Ancient Crossroads.

MAKING THE GUARDIAN


Start by sketching out your design from the side, top, and front. Transfer your sketch to a piece of balsa foam, and cut it out with your sketches as a guide. Balsa foam has a texture that is easily shaped and sanded and can be found at most art supply stores.

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INVASION OF THE NEW WORLD

Scenario Guardian of the Crossroads


D6 Roll 1 Result The Fiery Blast spell (Lore of Fire) is cast at the unit closest to the Guardian. If no units are in range, no spell is cast. The Transmutation of Lead spell (Lore of Metal) is cast at the unit closest to the Guardian that is engaged in close combat. If no units are in range or no units in range are engaged in combat, no spell is cast. The Forked Lightning spell (Lore of the Heavens) is cast on the unit closest to the Guardian. The Healing Hands spell (Lore of Light) is cast on a character model who has suffered Wounds. If more than one character has suffered Wounds, choose the one who is closest to the Guardian. If no characters have suffered Wounds or no characters are on the table, no spell is cast. The Master of Stone spell (Lore of Life) is cast on a unit that is within range of an appropriate terrain feature. If multiple units are in range of an appropriate terrain feature, randomly decide which is the target. If no units are within range of an appropriate terrain feature, no spell is cast. The Doom and Darkness spell (Lore of Death) is cast on the unit closest to the Guardian. If no units are in range, no spell is cast.

OVERVIEW
For centuries, the ancient stone Guardian of the Lizardmen has stood sentry over the crossroads. Ever watchful over the lands of the Slann, this statue is rumored to have mystical powers capable of decimating entire armies. 3

ARMIES
Both armies are chosen from the Warhammer army lists to a size determined by the campaign rules.

BATTLEFIELD
The battlefield can be set up in any mutually agreeable manner. Three stretches of road should be placed on the board. 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. 5

DEPLOYMENT
Both 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 deploy per those rules. 6

VICTORY CONDITIONS
Both 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.

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 RULES
The Guardian. In each Magic Phase, before any other spells are cast, the Guardian statue will cast one spell. Roll a D6 and consult the table below to determine which spell is cast. This spell counts as a bound spell with a Power Level of 5. Either player may attempt to dispel the spell by using Power or Dispel Dice or a magic item. The Guardian has a 360 arc of fire, even for Magic 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 may nominate the target of the Guardians spell.

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Bridge on the Serpents Tongue


[MAP SECTION 33]
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 to drive 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.

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 bridge and 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 Test to cross to the other side of the river as described under Bridges on p. 38 of The Generals Compendium. When the section is Razed, To Cross the Serpents Tongue should not be played prior to the standard campaign scenario. When the map section Recovers, 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

MAKING AQUATIC CREATURES


Small triangular pieces of plasticard can make convincing piranha swarms. Simply cut out the triangles and set them in a pool of wood glue on a 60-mm base. Other creatures like crocodiles can be as easy to create as a trip to the local toy store. Simply cut them in half, glue them down, and paint them!

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INVASION OF THE NEW WORLD

Skirmish Scenario To Cross the Serpents Tongue


In this scenario, the Attackers are attempting to cross the rope bridge that spans the river known as the Serpents Tongue in order to scout the area beyond, gather tactical information, and secure the area for a banner that follows. The Defenders are trying to defend their lands and prevent the enemy from using the valuable bridge. Bridges. Although the bridges and platforms that span the chasm may look rickety and dangerous, they were designed by the ingenious Slann and constructed by dedicated Lizardmen workers. As such, the bridges and platforms cannot be destroyed in this scenario. Destroying the sturdy bridges requires a banner to make a Raze action per the map-based campaign rules. Falling into the Water. Falling from the bridges and cliff faces onto the beach or a cliff ledge is almost always lethal. However, a few lucky warriors have been known to survive a fall into the river. If a model falls into the water, halve the Strength (rounding down) of the hits the model suffers. Note that the maximum Strength of falling hits is 10; thus, at worst, a model falling into the river will suffer D3 S5 hits. Swimming. Models in the water may swim per the rules on p. 139 of The Generals Compendium. Models in the water that have been Knocked Down or Stunned must still make a roll. A Stunned or Knocked Down model can only float or tread water with a successful test (i.e., the model cannot move until it recovers) but may still drown per the normal rules. Models with the Aquatic special rule may move normally, but can still drown if Knocked Down or Stunned. Aquatic Creatures. The rivers of Lustria are fraught with perils: piranhas, crocodiles, anacondas, and some creatures of unnatural origin. Two round bases 60 mm in diameter representing dangerous Aquatic Creatures are placed in the river at the beginning of the game as detailed in the Deployment section. Each turn, both players roll a D6. The higher-scoring player chooses one of the bases of Aquatic Creatures and moves it 2D6" in a direction of his choice. The Aquatic Creatures cannot move out of the river. Any models, friend or foe, touched by the base of Aquatic Creatures take a single S4 hit. The lower-scoring player then moves the other base in the same way. One base of Aquatic Creatures will never attack the other base, and Aquatic Creatures cannot be destroyed or attacked in any manner.

MODELS NEEDED
Attackers Up to 300 points worth of troops. These troops may include Core models and up to one Hero worth up to 85 points with all equipment and options. Defenders Up to 150 points worth of troops. These troops may include Core models and up to one Hero worth up to 65 points 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 grappling hook for 1 point per model.

BATTLEFIELD
Set up a 4' x 4' board with a river running diagonally from corner to corner, two cliff faces, a few rocky spires at least as tall as the cliffs in the center of the river, and bridge with three sections spanning the chasm.

OBJECTIVES
The Attackers must move at least three models across the chasm and off of the table from a board edge in the Defenders Deployment Zone. The Defenders must destroy all the Attacking models before they achieve their goal. Alternatively, if one side fails a Rout Test, the other side automatically wins.

DEPLOYMENT
The side that controls the territory acts as the Defender. If neither side controls the territory, dice off to determine who will act as the Attacker and Defender. The Defender sets up half of his models on top of the cliff on his side of the board. The Attacker then sets up his entire force either on top of the cliff or on the ledges of the cliff face itself on his side of the board. The Defender then sets up his remaining models either on top of the cliff or on the ledges of the cliff face on his side of the board. The Defender may also position up to four models on the bridges, spires, or platforms between the cliffs. Once all troops are placed, each player places one base of Aquatic Creatures in the river. Dice off to determine who places first.

PART OF A LARGER GAME


The side that wins this scenario will win temporary control of the bridge before the larger battle and thus will be able to move troops through the area with greater efficiency. The winner of this battle may bring 10% more points of troops and may choose his Deployment Zone in the main battle.

WHO GOES FIRST?


The Attacker takes the 1st turn.

SPECIAL RULES
Skirmish. This battle is a Skirmish game. All the rules on pp. 242-246 of the Warhammer rulebook apply. Pay particular attention to the rules for climbing and falling, all of which apply to this game. Models equipped with grappling hooks may reroll their Initiative tests when climbing up or down. Remember that models that are Knocked Down or Stunned within 1" of the edge of a cliff face, bridge, or other sheer drop must make an Initiative test or fall.

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With clear silicone caulk, you can make whitewater effects on poured resin.

MODELING A ROPE BRIDGE TABLE


Begin the construction of your rope bridge table by building up cliff sides from layers of stacked insulation foam and gluing them together with wood glue. Use a hobby knife to shape the cliff face. Make sure it is irregular enough to hide the seams between the stacked pieces. Try to create a natural appearance with places for models to stand. When youre satisfied with the appearance of your cliff, whisk away any excess foam, coat the cliff walls with a thin layer of wood glue, and sprinkle sand onto the glue to make a textured surface. Create the spires of rock in the center of the river in a similar fashion. Use spackling compound or tile mastic to coat the foam. When the coverage dries, sand it down to make a smooth, eroded surface. Apply a layer of sand as you did on the cliff faces. For the bridges, take two pieces of twine about 4" longer than the gap the bridge is going to span and tape them to your work surface. Cut strips of balsa wood and glue them down side by side on top of the two pieces of twine. Leave a slight gap between each strip. Affix the bridge to your cliff faces with glue and pushpins. Make blocks from foam and glue them down where the bridges meet the cliffs. Use metal eyelets for the rope tether points. Make the rope bridge sides by tying smaller pieces of twine to the bridge bottom and then tying them to the railing.

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INVASION OF THE NEW WORLD

Columbos Forest
[MAP SECTION 49]

CAMPAIGN RULES
Control of Columbos Forest. If a general controls the map section containing Columbos Forest, he may plunder the cache of Lizardman artifacts hidden there and distribute them to his banners. Each banner under the generals command may include any item from the Lizardman magic item list for free. Obviously, items listed as Slann Mage-Priest only or Skink only cannot be used by other types of characters. Battles. Battles fought in Columbos Forest are not played according to the standard scenario for this campaign. Play the Darkest Jungle scenario instead. Razed. If Columbos Forest is Razed, it will no longer count toward the number 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 rules apply, 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 of the campaign.

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 who enters Columbos Forest, for few who do ever return. Marco Columbo, who discovered and 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.

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Scenario Darkest Jungle


SPECIAL RULES
Black 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.

OVERVIEW
The deepest areas of jungle are rumored to have the greatest treasuresand the greatest dangers.

ARMIES
Because of the density of the jungle terrain in this area of Lustria, full-sized banners are too large and cumbersome to maneuver and fight effectively in this area. As such, armies can be no larger than 1,000 points for this battle. In campaigns that use larger banners, assume that any forces in excess of 1,000 points make camp just outside of Columbos Forest, while a small, 1,000-point detachment is sent into the jungle to explore. Because of the nature of the Darkest Jungle, no force may include war machines or chariots. Forces may include cavalry and models on bases 40 mm or larger. However, only models on infantry bases that can adopt Loose Formation will be able to negotiate the jungle terrain effectively.

BATTLEFIELD
The battlefield is completely covered by jungle vegetation and divided into small jigsaw puzzle pieces roughly 6-8" in diameter. Each section potentially holds hidden dangers or treasures, and each must be explored to try and find the cache of Lizardman relics. Unless searching determines otherwise, the entire table is Light Jungle (see Warhammer Realms: Lustria, p. 6).

VICTORY CONDITIONS
Both 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.

DEPLOYMENT
Both players roll a die. The higher-scoring player may choose one 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 each players 1st turn, his units will enter from his long edge exactly 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 choose whether to go first or second.

LENGTH OF GAME
The scenario lasts until one side has achieved the Victory Condition.

52 WHITE DWARF

INVASION OF THE NEW WORLD JUNGLE SECTION TABLE


3D6 Roll 3 Result 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. Quicksand. Areas of quicksand threaten any model that moves through this area. Make an Initiative test for 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. Snakes. Poisonous jungle snakes attack the unit and inflict D6 S4 hits. The snakes remain in play and will attack 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. Traps*. The unit falls prey to forgotten snares, pits, and other traps left by hunters or Skinks. The unit takes 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. Warnings*. Some fearsome warning has been left to deter intruders from entering the area: a pile of skulls, 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 is otherwise a simple area of Light Jungle. Clearing*. Remove all vegetation from the area. This jungle section counts as open terrain. Light Jungle. No effect, but remember to mark this jungle section as explored. Clearing*. Remove all vegetation from the area. This jungle section counts as open terrain. Undergrowth*. Remove all vegetation taller than a man-sized model from the jungle section. This area is not Light Jungle and counts as Undergrowth as described in Warhammer Realms: Lustria. Ruins*. Remove all the vegetation from the jungle section and replace it with a terrain piece representing Lizardman ruins. This terrain piece counts as Ruins as described in Warhammer Realms: Lustria. Termite Mound*. Remove all the vegetation from this jungle section and replace it with a Termite Mound roughly 60 mm in diameter. The jungle section otherwise counts as open ground with a 60-mm area of Impassable Terrain. Dense or Impenetrable Jungle. Roll a D6. On a 1-4, this jungle section is Dense Jungle as described in Warhammer 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. Artifact Cache. The object of the search is here; see Cache. The jungle section is otherwise a simple area of Light Jungle.

8 9-12 13 14 15 16

17

18

Here are a few examples how to model counters to represent the results from the table above. Snake swarm models make great snake counters, and slices of dried green stuff mixed in with assorted bitz make good treasure counters.

VICTORY IN THE CAMPAIGN


Campaign play lasts for 20 turns. At the end of 20 turns, count up the number of map sections controlled by each player. Special map sections count as five map sections. Razed map sections dont count, except for Skaven players who may count Razed map sections as normal. The player who controls the most map sections wins. If two players are tied for first, they should play a regular campaign game to break the tie. If more than two players are tied for first, set up a playoff tournament to determine the victor.

Last issue, Jason Buyaki described how to make a jungle table appropriate for this scenario (see WD304, pp. 76-79). Constructing such a table is a major undertaking that may be too much for many hobbyists schedules and scenery budgets. You can still play the Darkest Jungle scenario by replacing the custom-built puzzle pieces 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.

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