VAMPIRES IN LUSTRIA
A LADDER CAMPAIGN
In
the Imperial Year 876, a band of Norse raiders bound for Lustria captured
a merchant vessel of the Empire. Unbeknownst to the Norsemen, the ship's
hold contained the body of the Vampire Luthor Harkon. By the time the
ship reached the waters of Lustria, the entire crew had been killed
or turned into the walking dead. The ship crashed on a reef, but Harkon
- along with a handful of his Undead followers - made it to shore.
There, the ambitious Harkon built himself a mighty army of Undead from
the bodies of dead sailors and pirates who washed ashore after being
shipwrecked on the dangerous reefs off the Lustrian shore. The army
expanded, and a small empire, which would become known as the Vampire
Coast, was founded on the southeastern shores of Lustria.
Harkon's ambition knew no bounds. Once established in the new land,
he began to explore the ruins of the Lizardmen and the Old Ones and
coveted the artifacts hidden in the temples, particularly the mummified
remains of the Slann, which Harkon knew would be sources of great necromantic
power. In his quest to obtain these artifacts, Harkon's army destroyed
the Lizardman city of Axlotl and, hungry for more conquest, began marching
inland. Slann Lord Xltep of Itza understood the danger his ancient city
faced and dispatched his warriors to intercept the army of the Vampire.
Aided by the ancient Kroxigor Nakai, the Lizardmen were able to halt
Harkon's advance and drive back the Undead horde to the Vampire Coast.
You can now re-enact the battles fought in this famous historic conflict
with the Vampires in Lustria ladder campaign. Play Escape with the Piranha
Blade, On the Ourskirts of Axlotl, and March to Itza as a linked group
of games or as "one-off" scenarios.
Escape With The Piranha Blade
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One of Harkon's lieutenants, a powerful Vampire Thrall, was dispatched
into the jungles near Axlotl to retrieve a powerful artifact, the Piranha
Blade, from an abandoned Lizardman settlement.
Models Needed
Vampire Counts:
- Vampire Thrall armed with hand weapon, light armor, and shield
- 5 Ghouls
- 8 Zombies
- 5 Skeletons armed with hand weapons and shields
Lizardmen:
- Saurus Scar-Veteran armed with hand weapon, light armor, and shield
- 8 Skink Skirmishers armed with hand weapons and blowpipes
- 8 Skink Skirmishers armed with hand weapons, javelins, and shields
- 3 Saurus Warriors armed with hand weapons and shields
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Now the Vampire Thrall and his Undead cohorts rush through the jungle
to return the Piranha Blade to Harkon. Meanwhile, a group of Lizardmen
have been sent to cut off the fleeing Undead.
Scenario Rules
Battlefield
The battle takes place in a 36" x 36" area that is full of
trees and other jungle terrain. Make sure that at least half of the
board is covered with jungle terrain features.
Objectives
The Vampire Count forces are attempting to break through the Lizardmen
and return the Piranha Blade to Harkon. The Vampire Thrall, who is carrying
the ancient weapon, must exit the board via the table edge opposite
his Deployment Zone. The Vampire Counts player wins if the Thrall escapes
off the board edge opposite his Deployment Zone or if the Lizardmen
rout. The Lizardmen must prevent the Vampire Thrall from exiting the
board. The Lizardmen will win the scenario if they take the Vampire
Thrall out of action or if the Vampire Count force routs.
Deployment
The Vampire Count player sets up his models within 8" of any table
edge. Next, the Lizardmen player sets up his models anywhere on the
board but at least 14" away from any enemy model.
The Attacking side sets up all their models last. They must be set
up within their deployment zone. (Up to 6" onto the table - see
the map above.)
Who Goes First?
The Lizardmen have surprised the Vampire Count force and thus have the
1st turn.
Special Rules
This scenario uses the special rules detailed below:
Skirmish
This battle is a Skirmish. All the Warhammer Skirmish rules apply (see
pp. 242-246 of the Warhammer rulebook).
Piranha Blade
Although the Vampire Thrall carries the Piranha Blade, he has not had
time to learn the secrets of its use. Thus, for this battle, he will
use a regular hand weapon.
Using Alternate Forces
If you choose to play this scenario with other forces, each side may
select up to 215 points of troops. Each side may choose one Hero-level
character, and the remaining points may be spent on Core choices. No
spellcasters or magic items may be selected.
Part of a Larger Battle
If you are playing Piranha Blade as part of the Vampires in Lustria
ladder campaign, the winner of this scenario may give the Piranha Blade
to any character in his force for "free" in Game 2.
On The Outskirts Of Axlotl
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Luthor
Harkon, emboldened by his successes in the land of Lustria, has marched
his army south along the beaches toward the Lizardmen city of Axlotl.
There, the army of Axlotl meets the Undead force. If the Lizardmen can
win the day, Harkon will have fewer troops to send to Itza in Game 3.
If the Vampire Count army is victorious, Harkon will sack Axlotl and
march triumphantly toward Itza.
Armies
Both armies are chosen from the Warhammer Armies lists to a value of
2,000 points. The Vampire Count player must include Luthor
Harkon in his army list (see his Special Rules here).
The winner of Game 1 may give the Piranha Blade to any character, except
Luthor Harkon, at no points cost.
Battlefield
The edge of the jungle begins on the western side of the board and should
be represented by several tree and jungle foliage terrain pieces. The
eastern 1' or so of the board represents the Great Ocean. The rest of
the battlefield is a sandy beach. A few rocky outcroppings may be added
if both players agree.
Deployment
1. Both players roll a D6. The higher scoring player may choose
to begin deploying first or second.
2. Taking it in turns, each player deploys one unit at a time
at least 24" from the opposing player's Deployment Zone.
3. All war machines in a player's army are deployed at the same
time, though they may be deployed in different parts of the battlefield.
4.
Champions are deployed with their unit. All other characters in the
army are deployed after all other units, all at the same time.
5. Scouts and any Skink Skirmishers and Chameleon Skinks in
the Lizardmen army are not deployed with the rest of the units. Instead,
Scouts may be deployed after all the units in both armies have been
deployed, as described in the rules for Scouts. Skink Skirmishers with
the Scouts upgrade and Chameleon Skinks may be deployed as normal or
may be deployed anywhere in the ocean. Skink Skirmishers without the
Scouts upgrade may also be deployed in the ocean.
Who Goes First?
Both players roll a D6. The player who finished his deployment first
(not including Skinks deployed in the ocean and Scouts) may add +1 to
his die roll. The player who scores higher may choose whether to go
first or second.
Length of Game
The game lasts 6 turns.
Victory Conditions
Use the Victory Points chart on p. 198 of the Warhammer rulebook to
determine the winner of the battle.
March to Itza
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Ater the battle outside of Axlotl, Harkon, still bent on conquest,
marches his troops toward Itza. En route, Harkon's army is met by the
forces of Lord Xltep of Itza, accompanied by the ancient Kroxigor Nakai.
A meeting engagement ensues to determine the balance of power in southeast
Lustria.
Armies
The
Lizardmen force is chosen from the Warhammer Armies: Lizardmen list
to a value of 2,750 points and must include Lord
Xltep and the Kroxigor Nakai.
The Vampire Counts army is chosen from the Warhammer Armies: Vampire
Counts and must include Luthor
Harkon if he survived the last battle. However, the army's size
is determined by its performance in Game 2. The Vampire Count player
may field 3,000 points of troops if he won Game 2, 2,750 points if he
tied Game 2, and 2,500 points if he lost Game 2.
Battlefield
A road or large path approximately 6" wide runs down the center
of the board from long edge to long edge. The rest of the board is liberally
scattered with trees, foliage, and other jungle terrain features.
Deployment
1. Before the battle the players must write an Order of March,
to show where in their column each unit is. All war machines are included
as a single unit for these purposes, as are all the characters in the
army. Characters are always deployed last.
2.
The players roll a dice each, highest scorer is allowed to choose a
table edge.
3. Each player rolls a dice and the highest scoring player may
decide whether to begin deploying first or second.
4. The players take it in turns to deploy their units, starting
with the one at the top of their Order of March and working down. The
second and subsequent units must be deployed closer to the neutral table
edges than any unit already in play – in effect the army deploys outwards
from the first unit.
5. All war machines are written as a single entry on the Order
of March, though they can be deployed anywhere on the battlefield within
the normal deployment zone.
6. Champions are deployed with their unit. All other characters
are deployed after all other units in the army, each player deploying
their characters all at the same time. Characters may start the battle
within units.
7. Units must be deployed at least 6" from the neutral
table edges and 36" from the enemy table edge.
8. Scouting units must be deployed in the same way as other
units, except they may be deployed up to 18" from the enemy (they
don’t have enough time to work their way as far forward as normal).
Who
Goes First?
If the Vampire Count player won Game 2 and thus has a 3,000-point force,
his large army moves slowly; thus, the Lizardmen player may decide whether
to go first or second. If the Vampire Count player lost Game 2 and thus
has a 2,500-point force, his small army moves quickly (for Undead anyway);
thus, the Vampire player may decide whether to go first or second. If
Game 2 was tied and the armies are of equal size, dice off per the normal
Meeting Engagement rules to see who goes first (the player who finished
his deployment first may add +1 to his roll as normal).
Length of Game
The game lasts 6 turns.
Special Rules
Special Characters
Use the special characters described here for their respective armies
in this battle. All characters must be used exactly as described here.
No additional or replacement equipment may be selected for them.
Victory Conditions
Use the Victory Points chart on p. 198 of the Warhammer rulebook to
determine the winner of the battle.
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