Warhammer Lustria - Download as PDF File .pdf), Text File .txt) or read online. do 10 TON. GAMES. WORKSHOP. WARHAMMER. LUSTRIA. CASA. Selo. N. 2/. 00 Lizardmen and Skaven clash, deep in the perilous jungles of Lustria. I put together a campaign rules pack PDF set in Lustria as a personal project/ exercise two years ago and have updated it recently with major.
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1 prespomattvesbe.cf Fantasy Campaign 2 Campaign Forward Tales of Lustria have filled taverns with the dreams of plunder and. Warhammer Armies Lizardmen contains: V i har. Cart Wisdes-. The jungle continent of Lustria is home to the crumbling, ruined empire of the. Lizardmen. Lustria. Andy: While writing Warhammer. Realms: Lustria, I grew more and more fascinated by the few, brief mentions of Luthor Harkon and the. Vampire Coast.
How much of the background is taken from Richard Halliwells unpublished notes for his Lustria campaign and how much is Basils creation is anyones guess - there are hints of new spells in a forthcoming Lustrian supplement, which never surfaced. The background narrative of the scenario places the race of Pygmies as accidental inter-stellar settlers of the Lustrian continent, after their spaceship malfunctioned and crashed into the tropical jungle. In the wider mythos, the majority of the Warhammer Known World races elves, dwarves, orcs, men are considered to be the results of genetic experiments by the alien frog-demons called the Slann, with only sites, Lizardmen and perhaps Dragons, being the only truly native races on the planet.
So like the Slann, the pygmies have extraterrestrial origins as an advanced, spacefaring culture, who have subsequently lost their knowledge and technology, and after being stranded have devolved into a primitive way of life. Need an introduction to afro-futurism? Myths of racial identity, ideological formations and cultural norms. We can call these ideas stereotypes or memes or caricatures, but Sun Ra reaches into his Barthesian semiotic toolbox, and uses the word myth.
Quite purposefully too - not only does the word myth popularly connote falsehood or lie, but also a thing of power, a story we tell about ourselves to explain our place in the universe. If you watch Sun Ra's film, you'll see he uses multiple negative, derogatory sterotypes of African Americans and purposefully contrasts them with his new, positive Afrofuturist myth.
Apparently within our globalised, internet-based culture there is a derogatory myth of the African American who is lazy and eats watermelon , which originated in early American discourses on slavery , and have come to represent an aggressive mythologising of ignorance and stupidity within American culture - and it is a peculiarly American myth, watermelon isn't a great signifier of anything except fruit in these parts.
Banga Gong It might be enlightening to contrast this image with that of a 19th C. He's having a rest, enjoying the sunshine and eating fruit, not rabid and drooling with glee.
The melon isn't a giant-sized ridiculous slabering thing, and in fact, looking at the colouration and lack of seeds, it's more like a honeydew melon than a watermelon. Picaninny Another stereotype we can clearly read in the diminutive image of Warhammer Pygmy is the Picaninny - a word applied to black children, and to infantilise black adults. The pygmies are short, slightly comical, have a great love of food and buffoon-esque.
Perhaps these mythemes stem not from racial tensions but rather rural vs. Pass da pipweweed Sam. I digress Citadel Halflings 2nd Citadel Journal Stupid. Is it 'cos I is a faaaaarrrmeeer? A minor digression. We are also introduced to the Pygmies twin gods, the god of Work who nobody likes and the god of Food who everybody likes their followers carry a motif - said to be a crecent moon or a mouth with the smile facing up, or down.
An alternative reading of the sign may be of a large slice of watermelon. Brobat and Beesbok The Pygmy Gods of Warhammer Floating Gardens of Bahb-Elonn employs these myths quite blatently, and then recontextualises the cannibalistic watermelon-eating picaninny as a descendant of a race of advanced alien astronauts, who have lost their great, spacefaring past and have subsequently descended into primitive cannibalism. What Ra teaches us is that all these ideas are myths, they are all vaguely ridiculous and we do not have to accept them as truths.
Indeed a major part of the proselyting strategy of Afrofuturism is to directly contrast the old, accepted social mythology with the new - with the "alter-destiny" as Ra puts it, so that the present no longer has to define the future. However, the transcendent, redemptive messenger that Ra represents is absent from the game scenario itself, and this is problematical in terms of representation.
The Afro-Futurist as central agent is missing, the whole scenario would be thematically stronger if it were actually portrayed in some form, rather than alluded to in the back-story. Yet if the players manage to win the scenario which is no walk in the park our heroes reclaim their historical birthright and become masters of the spacecraft-pyramid, they effectively become Ra.
SUN RA As such we can see the central theme being one of transcendence and reclamation, of moving from one derogatory mythical form - the picaninny watermelon stereotype, to a new transcendent form - the spaceship-pyramid flying Afrofuturist.
And more significantly, this doesn't occur through an external agency of a Prophet or Pharaoh as Sun Ra would have it with himself as phaero-prophet , but through the agency of the individual hero.
If we turn our attention to these heroes, we can see a pattern emerge in the naming strategy: Brudda Bobb Probably a reference to Bob Marley. I and I keep fighting for our rights.
Rubba Dub A reference to the Rub-a-dub style of reggae, a prcursor to the modern Dancehall style.
Magga Dog Jamaican patois, translates as "meagre dog" or mangey dog. Peter Tosh guitarist with The Wailers and successful solo artist wrote a song with this title. Rex, otherwise a pun on the words Bang a Gong. Billa Bong an Australian Wiradjuri word for an isolated pond. To-ka Bong, Probably a pun on slang for smoking cannabis through a water pipe, should be noted that cannabis is a Rastafarian sacrament and central to Rastafari religious practice.
Shamans of Beesbok are responsible for food. August 30th at Something 2 Do Scenario Reward: Relic Blade. Victory Conditions: Victory Points are used to determine the winner of the battle. Defending characters that leave the table by the exit point marked on the map earn bonus victory points equal to their own points value for doing so meaning.
Lizardmen are always the attacker. Who goes first? Each player rolls off and the player that rolls highest chooses. September Scenario: The Battle of the Obsidian Column Overview: The defender is counting his ill-gotten gains. The attacker launches an all out assault before the invaders escape. Capturing the golden spire is important as it will prove to be a deadly weapon in the final end game.
The player that captures the golden spire at the end of campaign day will be able to once per game in the shooting phase use the High Magic Spell Conflagration of Doom on an enemy unit. The attacker then sets up his scouts. To determine who is attacking or defending. It can be seen dominating the sky in the distance over the jungle canopy. The target must be visible to your army general and cannot be prevented from taking effect by any means whatsoever.
The defender then deploys his entire army and must deploy scouts with their army. Several miles from the Golden Spire. One side will be denoted as the attacker. The mercenary captains have located the fourth battle chest. This golden spire is imbued with the power of the Sun God Chotec. Length of Game: Six turns The side with the highest total wins. At the end of the game. If a unit is at half or below half strength.
Campaign Day: Saturday September 27th Scenario Reward: The scenario this month is simply to roll one out of the core scenarios of the book. Campaign Day — Saturday October 25th The winner of the Well of Time will be able to cast Equalization spells in the final battle. Chapter V — October Back to back lizardmen wins put the final battle with two lizardmen players against the high elves and the ogre kingdoms. Pay close attention to your forces.
This magical structure was said to hold a divining pool from which the slaan observed the entire world. At the end of every battle. Extra Rank may attack. The unit now hates the race that they fought to gain this ability Expertise.
Veteran Units and Heroes Throughout the course of a campaign. If its not on the file. If a combat unit. The unit confers an additional -1 to armor saves The unit is stubborn Hard Charging — the unit may reroll to hit and to wound rolls on the first round of any combat that they charged Fearful reputation — the unit causes fear. The player whose side won may add an additional veteran upgrade to a second unit. If the unit already caused fear. Players may not promote units that were destroyed or routed off of the table.
If it is destroyed utterly it loses all of its veteran bonuses. Units can be promoted up to three times. Heroes and Veteran Statuses At the end of a battle.
Chaos Warrior heroes do not roll on the below charts. On the roll of a 6 they may gain a veteran ability. If he already caused fear.
Loremaster — the character may re-roll casting attempts. On the roll of a 6. Roll again: Cloven Hooves. Extra arm. This roll can be modified depending on the chaos god that the hero follows as shown below: If the chaos champion receives the same mutation twice.
Chaos Advancement Chaos Advancement Table Chaos heroes will use this section for advancing their heroes and lords. They follow a bit of a different set of rules as they are trying to curry favor from the chaos powers.
May wield an additional hand weapon to get an extra attack. Blessings — once per game may dispel one spell cast as a dispel scroll Blessed with 5 bloodletters Collar of Khorne — the model and his unit have Magic Resistance 2.
Eye of the Gods — the model is transformed into a daemon prince. Mutation — roll on mutation chart Cloud of Flies — Any enemies in base to base contact suffer an additional -1 to hit in combat. Murderous Rampage — never loses his frenzy but must pass leadership checks or charge friends if no enemy is in range.
Slaanesh Advancement 2D6 2 5 6 7 8 11 12 21 Mutation Turned into a spawn! Any enemy models in base contact at the end of combat phase take an automatic S4 hit Eye of the Gods — the model is transformed into a daemon prince. Mutation — roll on mutation chart Axe of Khorne — the model has killing blow Blood Frenzied — the model never loses his frenzy. Tzeentch Advancement 2D6 2 5 6 7 8 12 Mutation Turned into a spawn!
Mark of Nurgle — Gains an extra wound and becomes immune to poison. Accompanied by 5 plague bearers Bloated — Killing blow does nothing to this model. Blessings of Nurgle — Rot. All attacks made by the character are poisoned. The model itself is immune to poison. On a 5 or a 6 the character wakes up.
Hand injury. Smashed Leg. Spine injury. On a the arm is amputated and the character can only ever use one weapon and no shield. Multiple injuries.
Scarred — the character causes fear. On a the character suffers from stupidity. Hero Casualties When a hero falls in battle. Re-roll any dead. Niggling Injury. Gouged eye. D6 Casualty 6 The hero has died of his wounds The hero has been knocked unconscious and suffers an injury The hero has been knocked unconscious but suffers no additional injuries. Arm Wound — roll a D6.
If a character loses both eyes he must retire. Before every battle that you wish to use the hero. The model suffers a permanent -1 to Movement. For every hero that falls in battle. Every turn roll a D6. Hardened — the character is immune to fear. Grievous wound. Roll on the chart D6 times. On the roll of a 1.
On the roll of a the character suffers from a niggling injury. Coma — the character is out of action. On a the character suffers from frenzy. Against the odds — the character gains a veteran honor. Character loses 1 Toughness. The character is out of action for D3 campaign turns. Character loses a point of Initiative.
A niggling injury is one that can put a hero out of commission for a battle. Full recovery. Character loses an eye. The price is paid in points. Roll a D6. Executing a lord gives the army a silver coin boost to their score for the month. Executing a hero gives the army a brass coin boost to their score for the month. On the roll of a When attempting to execute a hero. This must be agreed on by both sides. These must be submitted to the GM and be present on the veteran file or it will not be counted.
Captured Heroes Captured Heroes obviously cannot be used by the controlling player. The player who has caught the hero may attempt to do one of three things: There always seems to be something hanging around helping the hero to escape. On a A player may have several mercenary companies. These points are NOT in addition to. Mercenary units may take any options normally available to them and are subject to all of their normal army special rules.
If a fleeing merc unit passes a Rally test. Experimental Forge World — Forge World has a limited section of experimental rules. The same point limits apply as they do for mercenaries. Mercenaries cannot be taken from opposing factions ie Order and Destruction. They may also then take one special unit. Bound monsters in non Storm of Magic games cannot be unbound with the Storm of Magic spell of unbinding obviously. The player who downloadd them will always treat mercenary units as Suspicious Allies.
Remove the section on Unspent Mercenary Points in one on one games that do not use Triumph and Treachery rules. Hiring Mercenaries Players may spend points on mercenary units.
All of the mercenaries selected form a mercenary company. During the battle. These are at the moment allowed. Models must be modeled appropriately and represent the monster that they represent. These points are a part of the army total and amount to points for every points they have in the army.
Loyalty All merc units suffer -1 to their normal leadership characteristic. A mercenary company must include one herolevel character and at least one core unit. Mercenaries These rules come from Triumph and Treachery except where noted for this campaign in bolded blue which are alterations. Charges may only be declared against enemy players. Neutral units do not take part in the phase and are not affected by that phase. They cannot flee. These tokens are put into a paychest. Only enemy player may generate dispel dice in the magic phase.
Turn Order At the beginning of every turn. Victory tokens may be freely given to other players. Triumph and Trechery Summary This quick summary is given for any players that must play the game without having the Triumph and Treachery rules.
Attacks are only ever made between friendly units and enemy units. Victory Tokens Players will need to manually keep track of their victory tokens. Without that box. Re-roll ties. They do not count for combat resolution and cannot cause disruption or affect a combat in any other way. The boxed set comes with cards and coins which play a part in the game. They are: If multiple players are tied for points scored in a phase. Neutral units count as impassable terrain.
If this is impossible due to placement. They cannot be hit by attacks that use templates or markers. The players play the turn in the order that they rolled. The player with the most value in their paychest at the end of the day is the winner. If friendly units are in combat with units belonging to more than one enemy player. Neutral players may not attack. At the end of the turn the players that scored the most in each phase receive an additional brass coin. Truce When a truce is called in combat.
To do this. This will raise the point value of their army. The controlling player then gets to outbid. More than one player may attempt this. It is an enemy to all…. It can never lose its frenzy.
Bound monsters are not affected by this. On the roll of a all players roll off. Bound Monsters Unbinding Loyalty All mercenary units suffer -1 to their normal leadership. Mercenary units that are fleeing may not be bribed.
It cannot benefit from the General or BSB for the rest of the game 5 — The monster breaks its bonds and goes home. The bribing player spends however many tokens he wants. He must spend a higher amount than the bribing player. Unspent Mercenary Points All tokens spent trying to bribe mercenary units are removed.
If a player has any points left over. The highest roll takes control of the mercenary unit as their loyalties have switched sides. Treachery Cards Players playing a game without the box can obviously not benefit from using Treachery Cards as they will not be present. If the bribe is successful then the mercenary unit stands back and does nothing in that phase. If the attempted bribe is not outbid.
Lustria campaign rules for Warhammer fantasy. Flag for inappropriate content. Related titles. Jump to Page. Search inside document. Drew Volker. Matt Kay.