Lustria

Warhammer Realms: Lustria

What is Warhammer Realms: Lustria?

Minatures Gallery
Lizardmen
High Elves
Skaven

Gaming
Encounter Counters
Painting and Modeling
Modeling Campaign Accessories
Plague Monk Regiment
Rat Spawn
Masterclass Wizards
Other Zombies
Terrain
Star Tower
Ruined Pillars
Lustria Table
Attack on Hexacoatl
Extras
Preview
Designer's Notes
Art Gallery
RESOURCES
ARMIES

 

 

WELCOME TO THE JUNGLE
Warhammer Realms: Lustria Preview by Andy Hoare

Warhammer Realms: Lustria is a brand-new supplement for players of all Warhammer armies that provides rules and scenarios for fighting in the perilous depths of the Lustrian jungle. Also featured are two new army lists – the Lizardmen Red Host of Tehenhauin and the Skaven Bubonic Court of Nurglitch – and a new special character for each. There’s also a complete campaign system, detailed background, and a whole lot more. Any army can be fielded in this setting, and doing so provides a wealth of entirely new tactical challenges to overcome. Those bold enough to brave the green hell of Lustria will soon find out that the environment is as much an opponent as the enemy, and it takes the most cunning of generals to overcome both!

Far across the Great Ocean lies the legendary continent of Lustria, a vast and sweltering land of dense tropical jungle, warlike natives, and uncounted riches. Not surprisingly, it is the last of these that draws, from every corner of the world, explorers intent on penetrating the perilous realm of the Lizardmen in search of gold, arcane artifacts, slaves, or the very secrets of the ancients themselves.

However, the Lizardmen have guarded their domains for eons and brook no intrusion from the warm-blooded and ignorant “young races.” Furthermore, the jungle itself is wont to repulse invaders before they have traveled more than a few hundred yards through its shadows. Many, varied, and painful are the ways to die in the Lustrian jungles – insects whose bites carry poisons that reduce a man’s blood to pus within days, acidic algae that sear skin, carnivorous plants capable of eviscerating the mightiest warrior, and creatures such as the brainfluke, the bladder maggot, and the bile wyrm. All of these organisms have gruesome ways of killing and consuming (though not necessarily in that order) their victims that would turn the stomach of even the most seasoned campaigner. Thus, few who attempt to uncover the secrets of the jungle ever return.

Nonetheless, each year brings yet more adventurers, each more foolhardy and avaricious than the last. Each year, more artifacts sacred to the Lizardmen are irretrievably lost and sold at exorbitant prices to the highest bidders of the Old World’s scholarly elite. Vast fortunes are made but at such terrible costs that few are bold enough to embark upon these perilous journeys to the New World.

Fighting in the depths of the jungle is an entirely different kettle of fish from fighting a set-piece battle across an open plain. Thus, Warhammer Realms: Lustria contains rules that add an additional layer of detail to the Warhammer rules. Rules are provided for undergrowth, ruins, fast-flowing rivers, as well as light, dense, and impenetrable jungles. In addition, rules for a new formation called Loose Order provide the means by which warriors can negotiate the hazardous landscape. And speaking of hazards – the perils of the jungle come to gruesome life through the Events and Encounters Tables. Events take place before the game begins and represent such things as the army getting lost, being mired in a tropical downpour, or hiring the services of a native guide.

Encounters take place during a new phase of the game – the Encounters Phase – and feature all manner of unpleasantness from voracious carnivorous plants to wicked native traps, all of which are deadly to any warrior foolish enough to stray too close. Furthermore, Encounters are played by one player to the detriment of the other, a fact that adds a further level of guile and intrigue to game play.

Next: Scenarios & Rise of Sotek