lustrian scenarios - freedavid.cadenas.free.fr/fichier/mordheim/anglais/lustria4.pdf · here are...

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Here are some more of the scenarios that have been specifically tailored for Lustria (see page 18 of Town Cryer 10 for the full list). 3. The Hunters Become the Hunted The warbands have heard rumours that Lustria has rare and exotic creatures. There were merchants and wizards willing to pay hefty prices for them. Rumour has it that Cold Ones are in the jungles of Lustria. There is a lot of money to be made from the Cold Ones. They are useful beasts that can help the mobility of caravans due to their strength. Their scaly skin is good material to make several items. Races such as the Dark Elves capture them and use them for war. One warband has been ambushed by a Lizardmen Beastmaster who is accompanied by two Cold Ones. The warband must kill the beast master. If they do so, they can control the Cold Ones by gaining the Beastmaster’s whip. The whip has something mysterious about it that controls the Cold Ones. However, enemy warbands have spotted their camp days ago and are also in search of the Cold Ones. Their scouts stumble upon the attacked warband as well. For 2-6 warbands and a referee. Set up: 1. The Warband with the highest rating is the Defending Player. The Defending Player sets up in the middle of the board. The Lizardman Beastmaster and Cold Ones must be 4" away from the Defending Player’s Warband and have line of sight to the Defending Warband. The Defending Warband has an 8" by 8" set up area in the middle of the board. 2. The Attacking Warband(s) rolls a D6 for each Hero and Henchman group in his Warband, in any order he chooses. On a 1-3, they are somewhere else in the jungle and turn up later as reinforcements. On a 4-6, they are deployed at the start of the game. Note that at least one Hero or Henchman group will be present at the start. If all roll 1-3, the last Hero or Henchman group will automatically be deployed at the start of the battle. 3. The Attacker(s) deploys his whole Warband within 8" of a randomly determined table edge (nominate each edge a number 1-4 and roll a D6 re-rolling 5’s and 6’s). Terrain The Attacking Warband(s) and the Defending Warband set up the terrain pieces starting with the Defending Warband. Do not place any carnivorous plants until all terrain pieces are placed. The Defending Warband rolls 1D6 for every player taking part and places that many carnivorous plants (rules in TC 10, page 18) anywhere on the table. The plants must be at least 4" apart from each other. I suggest at least a 4x6 set up area depending one how many warbands are involved. Further exploration of the fabled New World brought to you by the famed explorers from the Lustria – Cities of Gold e-group. Check out the website above or issues 10- 12 for more details of the Lustrian setting. 10 Lustrian Scenarios www.innercircle-games.com/lustria

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Here are some more of the scenarios thathave been specifically tailored for Lustria (seepage 18 of Town Cryer 10 for the full list).

3. The Hunters Become theHunted

The warbands have heard rumours thatLustria has rare and exotic creatures. Therewere merchants and wizards willing to payhefty prices for them. Rumour has it that ColdOnes are in the jungles of Lustria. There is alot of money to be made from the Cold Ones.They are useful beasts that can help themobility of caravans due to their strength.Their scaly skin is good material to makeseveral items. Races such as the Dark Elvescapture them and use them for war.

One warband has been ambushed by aLizardmen Beastmaster who is accompaniedby two Cold Ones. The warband must kill thebeast master. If they do so, they can controlthe Cold Ones by gaining the Beastmaster’swhip. The whip has something mysteriousabout it that controls the Cold Ones.However, enemy warbands have spotted theircamp days ago and are also in search of theCold Ones. Their scouts stumble upon theattacked warband as well.

For 2-6 warbands and a referee.

Set up:1. The Warband with the highest rating is theDefending Player. The Defending Player setsup in the middle of the board. The LizardmanBeastmaster and Cold Ones must be 4" awayfrom the Defending Player’s Warband and

have line of sight to the Defending Warband.The Defending Warband has an 8" by 8" set uparea in the middle of the board.

2. The Attacking Warband(s) rolls a D6 foreach Hero and Henchman group in hisWarband, in any order he chooses. On a 1-3,they are somewhere else in the jungle andturn up later as reinforcements. On a 4-6, theyare deployed at the start of the game. Notethat at least one Hero or Henchman groupwill be present at the start. If all roll 1-3, thelast Hero or Henchman group willautomatically be deployed at the start of thebattle.

3. The Attacker(s) deploys his whole Warbandwithin 8" of a randomly determined tableedge (nominate each edge a number 1-4 androll a D6 re-rolling 5’s and 6’s).

TerrainThe Attacking Warband(s) and the DefendingWarband set up the terrain pieces startingwith the Defending Warband. Do not placeany carnivorous plants until all terrain piecesare placed. The Defending Warband rolls 1D6for every player taking part and places thatmany carnivorous plants (rules in TC 10, page18) anywhere on the table. The plants mustbe at least 4" apart from each other. I suggestat least a 4x6 set up area depending one howmany warbands are involved.

Further exploration of the fabled New World brought to you by the famed explorersfrom the Lustria – Cities of Gold e-group. Check out the website above or issues 10-12 for more details of the Lustrian setting.

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Lustrian Scenarios

www.innercircle-games.com/lustria

Lustria – Cities of Gold

Starting the GameThe Attacking Warband(s) starts first – if thereare more than one roll 1D6 with the highestscoring player going first and then moving indescending order. The Defender always moveslast. The Lizardman Beastmaster goes first andshould be controlled by the referee.

Special RulesThe Attacker(s), at the start of the second andsubsequent turns, may roll 1D6 for eachHenchmen group or Hero not yet on thetable. On a 4+, these reinforcements maydeploy during the movement phase from arandomly determined table edge. Allreinforcements that arrive may not charge onthe turn in which they arrive.

The players must defeat the Beastmaster togain control of the Cold Ones. The unit/Herowhich puts the Beastmaster Out of Action,gains control of the Cold Ones by taking theBeastmaster’s whip from his prone form.Other enemy units can gain control of theCold Ones by similarly taking the whip fromwhoever has possession. If nobody is inpossession of the whip, the Cold Ones willimmediately become subject to Stupidity.Also, roll 1D3 to determine how manyartifacts the Lizardman Beastmaster carries.The unit/Hero which takes out the LizardmanBeastmaster gets the artifacts but if the unit isstunned or Out of Action, another unit inbase-to-base contact may take the artifacts.The Unit with the whip must always be within4" of the Cold Ones.

No warband may voluntarily Rout. The gamelasts for 12 turns

Ending the gameThe player who runs off the board with atleast one of the Cold Ones and artifacts winsthe game. If both Cold Ones are Out of Actionthen the last warband not routing wins thegame. The last model which has the artifactsin its possession gains them.

Experience

+1 Survives. If a Hero or a Henchman groupsurvives, they gain +1 experience.

+2 Winning leader. The leader of thewinning Warband gains +2 experience.

+1 per enemy out of action. A Hero earns+1 exp for each enemy he puts out of action.

+1 per Cold One alive. All units in thewinning Warband which survive get +1 expper Cold One alive.

Beastmaster and Cold OnesLizardman beastmaster: Use a Skink GreatCrest from the Lizardman Warband from TCissue 11 for the Beastmaster (page 24) and therules for Cold Ones can be found on page 17of the same issue.

WinningsIf the winning Warband captures the ColdOnes alive, they can either mount a unit onthem or sell them for 80gc. If one or both ofthe Cold Ones are dead then you can sellthem for 40gc each.

The artifacts are the equivalent of a Wyrdstoneshard each and can also be sold.

5. Lost Temple of the SlannLong ago, when the Old Ones lived andprospered in the steaming jungles of Lustriathey erected great white stone pyramid-temples in which to live and contemplate theheavens. Since their demise many of thesetemples have fallen into ruin with a few of thethe domain of the Slann and their Lizardmenfollowers.

It is the temples of the Lizardmen that drawthe greedy and adventurous to them likemoths to a candle for they are reputed to begreat repositories of arcane knowledge and, ofcourse, gold...

For 2-6 warbands.

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Lustria – Cities of Gold

TerrainEach of the players takes turns placing a pieceof terrain. They may place jungle trees, man-eating plants, quicksand, ruins or othersimilar terrain features. The terrain should beset up in an area roughly 4'x6'. You should puta Building (temple) in the centre of the table.The objective is to take control of thisbuilding.

WarbandsOne randomly determined player is thedefender representing the Warband thatreached the building first. This is regardless ofwho has the highest Warband rating.However, if there is a Lizardmen Warbandtaking part, they become the defenderautomatically. The defender is deployed first,inside or within 6" of the objective building.The attacking Warbands are set up as normal.

In addition, for each attacking Warbandbeyond the first, the defender rolls once onthe Booty table (below) to determine theadditional equipment his Warband gets tostart with. Each item may only be found once.If the same number is rolled more than once,re-roll. These items represent the findings ofthe Warband thus far and are meant to givethe Warband a chance against multipleopponents:

D6 Roll Item Found

1 Temple Stone Guard

2 1D3 doses of Dark venom

3 1D3 doses of Crimson shade

4 Holy (or unholy) relic

5 Lucky Charm

6 Heavy Armour

All of the above are described in theMordheim rules, except for the Temple stoneguard. For rules on the Temple stone guard,see new items.

Starting the GameEach player rolls a D6; the player rolling thehighest has the first turn and order of play

proceeds clockwise around the table. Theattacker must set up 6" to the nearest tableedge.

Ending the gameThe game ends when all warbands, but one,have failed their rout test. The routersautomatically lose. If one or more warbandshave allied, they may choose to share thevictory and end the game.

Experience+1 Survives. If a Hero or Henchmen groupsurvives the battle, they gain +1 experience.

+1 Winning leader. The leader of thewinning warband gains +1 experience.

+1 per enemy out of action. Any Heroearns +1 experience for each enemy he putsout of action.

The Old RelicsAt the end of the game the winning Warbandfinds all of the items on the table above whichwere not found before the battle. In addition,roll on the following chart to see whichadditional items the Warband finds in thetemple. Note that you’ll roll for each itemseparately, apart from gold crowns (or theirequivalent), which are always found. Forexample, you will need a 4+ to find a Tome ofMagic. Then roll to see if you find theGromril Sword. Note that you roll on thetable once for each Hero that you have whoisn’t Out of Action. The maximum number oftimes you can roll is 6.

D6 Roll D6 Roll Needed

3D6gc’s Automatic

D3 gems 5+(worth 10gc each)

Tome of Magic 4+

Gromril Sword 5+

Cloak of Mists 5+

Healing Herbs 4+(D3 doses)

Dispel Scroll 5+

New Items

Temple Stone Guard:

Profile M WS BS S T W I A Ld

4 4 4 4 4 1 1 1 8

The Temple Stone Guard is a statue of aLizardman Saurus, created to protect the

Lustria – Cities of Gold

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temple. The defending player gets to controlthe guard for this game. It will not leave thetemple for any reason, even after the game.The Stone Guard may not be traded. You canuse any Saurus miniature to represent thestone guard. Even one that is not painted!

Dispel Scroll: (as in Best of Town Cryer).This scroll contains a powerful counter spell.It may be read aloud immediately after anopponent has successfully cast a spell (butbefore results have been determined) to

negate it’s effects. When used roll a D6. Theenemy spell is cancelled on a roll of a 4 ormore. After one use, the scroll willdisintegrate and is useless. It may be tradedfor 25+2D6 gc.

Cloak Of Mists: Only a Hero can have thisitem. There is an additional -1 penalty to hitfor any attacks against the wearer (closecombat or missile fire). There is also a -1penalty to Initiative when trying to spot thewearer if he is Hidden.

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Lustria – Cities of Gold

Hired SwordsShadow Warrior

35 gold crowns to hire +15 gold crownsupkeep

Shadow Warriors are High Elves from thedesolate war-ravaged land of Nagarythe,where the Witch King once held court. Thisleads their kin to mistrust and ostracisethem. These angry lost souls are often used asscouts and skirmishers for High Elf forces, aswell as wandering sell-swords looking toquench their bitter hatred of the Dark Elves.Though not as skilled a scout as the Ranger,the Shadow Warrior is as deadly with hisbow and sword as any Elf.

May be Hired: The Shadow Warrior may behired by High Elf and all Human warbands,but may not be hired by a warband that is evil(eg Possessed) or one that includes an evilHired Sword (eg Dark Elf Assassin).

Rating: A Shadow Warrior increases thewarband’s rating by +12 points plus 1 pointper Experience point he has.

Profile M WS BS S T W I A Ld

5 4 4 3 3 1 6 1 8

Equipment: A Shadow Warrior carries asword, longbow, dagger, shield and wearsLight Armour.

Skills: A Shadow Warrior may choose fromCombat or Shooting skills when he gains anew skill, In addition he may choose his skillfrom the Shadow Warriors Special Skill list inTown Cryer 10.

SPECIAL RULESHates Dark Elves: Shadow Warriors seethewith bitterness when facing Dark Elves andfollow the rules for Hatred in the Mordheimrulebook.

Excellent Sight: Elves have eyesightunmatched by mere humans. The ShadowWarrior spots Hidden enemies from twice hisInitiative value in inches away.

Bitter Enemies: If the last fight was againstDark Elves or a warband containing a Dark ElfHired Sword, the upkeep cost is waived forthat game.

Infiltration: A Shadow Warrior can infiltrate.See the Skaven skill of the same name.

Big Game Hunter

40 gold crowns to hire +18 gold crownsupkeep

There are many reasons why adventurers risklife and limb exploring the mysteriouscontinent of Lustria. The lure of riches andarcane knowledge brings a steady flow ofgreedy individuals but some are drawn insearch of legendary creatures rumoured toinhabit the lush jungle. Expert game huntersare paid vast sums of money by flamboyantOld World nobles in order to bring back theseexotic creatures. These rare beasts aredisplayed in the private zoos and gardens ofnobles or can be found hanging from thewalls of their palaces. Game hunters areskilled trackers and hunters having spentmost of their lives hunting game in the forestsof the Old World. They are well equipped andnot inexpensive to hire.

May be Hired: The Big Game Hunter can behired by any human Warband.

Rating: A Big Game Hunter increases thewarband’s rating by +16 points plus 1 pointper Experience point he has.

Profile M WS BS S T W I A Ld

4 3 4 3 3 1 4 1 7

Equipment: Sword, Dagger, Net, LightArmour, Hunting Rifle (same as a HochlandLong Rifle).

Skills: The Big Game Hunter can choosefrom Shooting or Academic skills when hegains a new skill.

SPECIAL RULESSet Traps: The Hunter may place up to sixcounters to represent these traps on theboard immediately after the Hunter model isplaced. They must be placed at ground levelwith at least 6" between them. Any model(except the Hunter) that moves within 3" of atrap counter must roll a D6. On a 1-3, nothinghappens. On a 4-6, the model takes a singlehit automatically at the strength shown on thedice. The trap counter is then removed. Asingle model can only set off one trap at atime. If an animal of any sort is put Out ofAction by a trap, it is automatically capturedafter the game to be sent to the Old World.

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Lustria – Cities of Gold

Norse Warband

‘O’ Sigmar preserve us from the wrathof the Norsemen’

The land of Norsca lies to the far north of theEmpire across the stormy sea of Claws. This isa harsh land of snow and ice with mountainsof Frost and Dusk that reach unto the heavensthemselves and march right down to the sea.The humans that live here are powerfullybuilt, with large, well muscled frames andlong limbs. The Norse are a bloodthirstypeople whose society is based entirely aroundwar and fighting. They make or produce verylittle in their inhospitable homeland and theirattitude is to take whatever they need fromthe lands of others. Many a time their dreadedlongships have brought terror and destructionto the lands of men and the other races. TheNorse people live in marauder tribes or clansmuch like the Unberogens who were,centuries earlier, the founders of the Empire.It is for these reasons that the Norse are seenas a very primitive and uncivilised race byothers and indeed many Norse tribes openlyworship the dark gods of Chaos as their own.

All Norse warriors are trained in the art of warat a very young age and become skilled in theuse of sword, axe and shield for their’s is abrutal society where only the strongestsurvive. Probably because of their well-founded fearsome reputation the Norsemenhave few allegiances apart from to their clanand their ancestors and so make excellentmercenaries.

Despite their brutish behaviour the Norsemake superb natural sailors rivalling even theHigh Elves and it was indeed the Norse whowere the first humans to discover Lustria andthe South Lands. In their longships, the Norsesailed from the Old World to Lustria,establishing the first colony, Skeggi. The Norseplague the coast of Lustria raiding manycoastal settlements but it is their desire forriches and saga that have driven them furtherinland to pillage the temples of the Slann.

Special RulesAll Norse Warriors are subject to the followingspecial rules:

Seamen: The Norse are a sea faring peopleand spend much of their time rowing boats.To represent this, all Norse warriors get +2 toStrength when trying to row a boat.

Choice of WarriorsA Norse Warband must include a minimum ofthree models. You have 500 gold crowns torecruit your initial Warband. The maximumnumber of warriors in the Warband may neverexceed 15.

HeroesJarl: Each Norse Warband must have one Jarlto lead it – no more, no less.

Berserker: Your Warband may include up totwo Berserkers.

Bondsmen: Your Warband may include up totwo Bondsmen.

Wulfen: Your Warband may include up to oneWulfen.

HenchmenMarauders: Your Warband may include anynumber of Marauders.

Hunters: Your Warband may include up tofive Hunters.

Wolves: Your Warband may include up to fiveWolves provided it includes a Wulfen in it.

Starting ExperienceA Jarl starts with 20 experience.

Berserkers start with 11 experience.

Wulfen starts with 11 experience.

Bondsmen start with 0 experience.

Henchmen start with 0 experience.

Maximum CharacteristicsNorse are human, albeit rather nasty andferocious but human all the same and so willuse the human maximum characteristics frompage 121 of the Mordheim rulebook.

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Lustria – Cities of Gold

HERO EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Missile Weapons

Throwing Axes . . . . . . . . . . . . . . . . . . .15gc(same as knives)

Armour

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light armour . . . . . . . . . . . . . . . . . . . . 20 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

HENCHMEN EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

Missile Weapons

Throwing Axes . . . . . . . . . . . . . . . . . . .15gc(same as knives)

Armour

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light armour . . . . . . . . . . . . . . . . . . . . 20 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

HUNTERS EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

Missile Weapons

Javelins . . . . . . . . . . . . . . . . . . . . . . . . . . 5gc

Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . .10gc

Armour

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Norse equipment listsThe following lists are used by Norse warbands to pick their weapons:

Norse skill tablesCombat Shooting Academic Strength Speed Special

Jarl x x x

Beserker x x x

Wulfen x x x

Bondsmen x x x

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Lustria – Cities of Gold

Heroes

1 Jarl

70 Gold Crowns to hireThe Jarl of a Norse Warband is the most battle-hardened veteran of his group and often alesser clan chieftain of his tribe. He has seenmany battles and is used to the bloodshed.While some Jarls choose to command theirforces with strategy, most just run into the fraywith the rest of the warriors. However the Jarldecides to run his Warband, all of the otherwarriors respect him and look up to him.

Profile M WS BS S T W I A Ld

4 4 3 4 3 1 4 2 8

Weapons/Armour: A Jarl can be armed withweapons and armour chosen from the HeroesEquipment list.

SPECIAL RULESLeader: Any models in the Warband within 6"of the Jarl may use his Leadership instead oftheir own.

0-2 Berserkers

50 Gold Crowns to hireBerserkers are some of the most ferociouswarriors in any Norse Warband. They haveproven their worth over countless battles andhave learned that death is nothing to befeared. They charge into battle without anyregard for their own safety and are really quitedemented.

Profile M WS BS S T W I A Ld

4 4 3 4 3 1 3 1 7

Weapons/Armour: Berserkers can be armed

with weapons chosen from the HeroesEquipment list but they may never weararmour.

SPECIAL RULESBerserkers: Berserkers are subject to Frenzyas detailed in the Psychology section of theMordheim rulebook.

0-1 Wulfen

90 Gold Crowns to hireWulfen are Berserkers with a very raremutation. When there is a full moon, or whenblood starts flowing on the battlefield, themysterious and deadly Wulfen turn into bloodhungry beasts, part man part wolf or bear.These creatures are known and greatly fearedas werewolves to most Old Worlders. Thesemonstrous beasts tear through flesh andarmour with ease with their huge claws andmassive fangs as they rampage through themelee.

Profile M WS BS S T W I A Ld

6 4 0 4 4 1 4 2 7

Weapons/Armour: A Wulfen is a raveningbeast of teeth and claws and may never useweapons or armour although suffers nopenalty for being unarmed.

SPECIAL RULESFear: Wulfen are terrifying creatures tobehold and cause Fear.

Bestial: Wulfen are ravenous beasts andtherefore immune to psychology. Also despitebeing greatly revered by their barbarianfellows Wulfen are too feral and uncontrolledto become the leader of the warband.

0-2 Bondsmen

15 Gold Crowns to hireThese are young fighters who are stillinexperienced and they are ‘bonded’ to theJarl by the oath of servitude.

Profile M WS BS S T W I A Ld

4 3 2 3 3 1 2 1 6

Weapons/Armour: Bondsmen may beequipped with weapons and armour from theHeroes Equipment list.

Lustria – Cities of Gold

Marauders

25 Gold Crowns to hireMarauders are the standard warrior to anyNorse Warband. They have had their share ofbloodshed and have been trained since theywere children. They are referred to asMarauders as they are pirates and raiders.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 3 1 7

Weapons/Armour: Marauders can be armedwith weapons and armour chosen from theHenchmen Equipment list.

0-5 Hunters

25 Gold Crowns to hireHunters are the most skilled in hunting wildgame in Norse society. They are experts thebow as well as all of the other weaponscommon to the Norse. They often followchampions on voyages to offer ranged attacksas well as additional hunting skills.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons/Armour: Hunters can be armed

with weapons and armour chosen from theHenchman Equipment list.

0-5 Wolves

15 Gold Crowns to hireThe harsh lands of Norsca are inhabit by agreat many ferocious beasts: massive whollymammoths, vicious polar bears and wolves farlarger than those encountered elsewhere inthe world. Norse hunters make use of thesebeasts when trained and they are formidablefoes.

Profile M WS BS S T W I A Ld

9 3 0 3 3 1 3 1 5

Weapons/Armour: Wolves don’t need andcannot use weapons.

SPECIAL RULESAnimals: Wolves are animals and thus do notgain experience.

Pack Leader: Wolves are feral pack animalsthat only respond to the strongest in theirpack – the Wulfen. In the event that there areno Wulfen in the warband due to death orinjury the wolves cannot be used until he isreplaced.

Henchmen (may be bought in groups of 1-5 models)

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Lustria – Cities of Gold

Norse Special Skills

Norse Heroes with the Special skill list available to them may use these skill lists instead of thenormal ones when they gain a new skill.

‘Bow before me, for I am Thrombard

Broadoak, Jarl of the Great Thane Aegsarl ofthe Tribe of the Great Eagle, and none willjoin my warhost without swearing their loyaltyto me as my bondsman. We sail on the nexthigh tide, off to the land of the Scaled Beasts,the land of gold aplenty, the land they callLustria...’

‘This is my warhost, blessed by our dark lord.Here is a thread for Skyrl’s spindle – see howit glows when I honour my forefathers inbattle. In a dream inspired by Hraki theTrickster I received it – well has it served meas I serve Tchar, the Great Eagle. Here areDreki and Raersk, my favoured champions –Dreki lost his eye in the Rite of Age. Well,little boy, do you still wish to take the Riteof Age? Of course you do. Those who willnot take it are fools and cowards – aye, Dreki,even the Seers. I do not trust magic. Littlestill do I trust Rornir, that Hraki-spawn. Boy,don’t look at me like that. Yes, you may comefrom the foothills, but you are soft in thehead if you do not believe in the Wulfen.’

‘But come, now is the time for your Rite.Here is the tallest point of the HrakornHarbour. At the bottom of the ocean bed is a

cave, full of sweet air. Do not ask me whatmagic it is. The Seers started it when theTchar walked the land with his ravens. Diveinto the sea, and find it. Inside you will find ahorn. Blow on it twice. Then wait. Tchar bewith you, boy, if I do not hear the soundfrom here.’

The boy stood, not shivering despite the cold.To do so would be shameful. He looked downthe cliff face, into the churning sea thousandsof feet below. Then he ran, jumping to throwhimself far from the cliff that would dash hisbrains out. He fell down, into the sea, and, noteven stopping for air, dived downwards.

‘Thrombard, do you think he'll make it?’

‘Of course not. Did you, or I? Did anyone?When he emerges, he’ll see that the braverywas not the deed but taking on whatever wesaid. He’ll make a fine addition to our warhost.’The Jarl waited, waiting for the boy to comeback. Some of the boys were so fearful ofshame that they never came back. They wereno use. A warrior without brains is as uselessas a broken axe.

Written by Tom Strasz

Shield MasterNorse warriors begin training with shieldswhen they are still children. Some warriorsbecome so skilled with these weapons thatthey can block almost any blow against them.When this hero is armed with a shield he mayparry with it in addition to getting a 6+ save.

Berserk ChargeThe Norse are very skilled with weapons thatmany other races see as primitive and savage.When this hero is armed with an axe ordouble handed weapon, he may re-roll allfailed to hit rolls when he charges.

Crushing BlowNorse warriors train in almost all of theirspare time. They are expert fighters and learn

to put all of their strength into very powerfulattacks. No enemy may parry an attack madeby this hero because it strikes with suchpower that it pushes right threw a buckler orsword.

Battle TongueOnly a hero with the leader skill may gain thisskill. It allows models within 12" of him usehis leadership, rather than the normal 6".

Barbarian CourageAs Norse warriors strive to die bravely inbattle, they learn to fear nothing and embracehardship. This hero never needs to take allalone tests and may re-roll failed fear tests.

By Derek Whitman

Painting by Craig Stocks

When I first decided to do this article, Iwanted to show the easiest way to make themodels for a Norse Warband. I went to mylocal games store. I stood around staring atthe Warhammer figures for quite a while.What can I use to make Norse models forLustria? I asked myself. I needed models withbarbarian-like heads, loincloths, and swords,axes, and shields. Since GW, has not produceda barbarian or Norse figure range in manyyears, this was going to be a challenge. Then Isaw the Chaos Marauders – yes this was it!With a little clipping here and there, my handydremel and a bit of green stuff I knew I hadmy Norse in front of my eyes. I picked up theMiddenheimer leader, champion, a box set ofMordheim humans, and some blisters ofChaos Marauders. I drove home planning allthe way on how my Norse, were going to becreated.

• Tools

• Dremel Tool

• sanding attachment

• cutting attachment

• safety glasses

• green stuff

• glue

• Bag of GW goodies

To start off, I needed a good strong looking

captain. For this, I used the MordheimMiddenheimer captain. I took the dremel tool,and cut off the weapon on his right hand. Tothat, I added a round shield. Then I glued himtogether. After he was together, I took greenstuff and scalped a helm with horns on it onhim. This I knew was going to look cool,because he already had the head piece andnose guard on him. With that he was done.

To make my Norse Shaman (Hired Swordsissue 12), I bought a Necromunda RatskinShaman from GW Mail Order. I cut off hisright arm, and added a sword arm from theMordheim human sprue. I cut off the back ofhis cloak and his tail. I then sanded down thecloak so that it had no rough area. After thatwas done, I cut off his head and added a more‘Norse’ looking head from the Human sprue.To finish it all off, I attached a cape from thesprue to his back.

Now it was time to make some models withdouble-handed weapons. Claymores, mmm...This was a very cool and simple conversion tomake. I took a Chaos Marauder with two-handed club, and cut off his left arm and club.I then carefully cut off his right hand. Then I

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Lustria – Cities of Gold

Converting your Norse Warband

A selection of some of Derek’s Norse warband conversions

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Lustria – Cities of Gold

sanded the place were the left arm was. Afterthis, I carefully chopped off his head. I thentook the two-handed swordwith arm, and handattached from theMordheim human sprue,and matched it up with theleft hand. Then I glued ahead from the human sprueto the neck. To finish himoff, I filled in the creasebetween the neck and headwith green stuff, and sandedthe chaos symbol off of hisbelt buckle. With the use ofdifferent heads from theMordheim human sprue,you can make many Norsewarriors with Claymores.

Now I was in need of somewarriors with swords, axes,and shields. Once again, Iused my trusty ChaosMarauders for the bodies.One way I did it was to takea two-handed axe figure,and cut off his right arm,then trim the axe down to aone handed axe. I thensanded where the arm wasand the bottom of the axe.Then I glued an arm fromthe human sprue to theright side and added around shield. I bent the leftaxe arm up in the air so hewas holding the axe abovehis head (if you use the

Chaos Marauder with fangs, it makes a coollooking Wulfen). If you want a differenthead, then once again use the heads fromthe human sprue and add green stuff to fillin the gap. Another way to do this is tocarefully cut both the left and right arms ofthe figure off. Also the head if you wish.Then sand down the areas you cut off untilthey are even and smooth. Next, add leftand right arms from the human sprue, plusany weapons you want the figure to have.Fill in the gaps and sculpt shoulders, andnecks, furs or whatever you want to useusing green stuff.

Using the Mordheim human sprue, andChaos Marauder bodies you can make manykinds of Norse figs. I have just shown thebasics. With imagination, and other GW bitsthe results are endless. You now can create

your own Norse warband. Be creative, beimaginative and most of all have fun.

And here’s some more...

By Steve Cornette.

‘What? What do you mean my Skink archercan’t climb this tree and shoot from it? Why,that doesn’t make sense!’

Oh the cries of foul can be heard clear acrossthe Great Pond. More often than not playershave had a similar experience during one oftheir games. Games Workshop skirmish rulesthrough the years have given players that extradimension many of us desire. The ability toget your miniature into a sniper-like positionon the battlefield and start firing adds thatintangible concept to most games. But untilrecently they really haven’t been expandedupon until Mordheim came along.

When we first started thinking about how therules for Lustria should reflect that sameintangible feeling we needed ‘functional’terrain that would both look great on thetable and provide a safe haven for thosesneaky-git types running around the jungle.

The nice plastic trees that Games Workshopmakes are fine and dandy and look great on

the table but they lack the functionality that isneeded in order to take advantage of theclimbing rules in Mordheim. What came fromall that thinking was a simple solution:Construct a tree that looks like a jungle treebut with a ledge built into the side of it that aminiature can be placed on.

Here are some simple rules to follow before Igo into detail on how they were built:

1. Be sure the ledge is sturdy enough to holdthe weight of a 28mm miniature.

2. Be sure the ledge is wide enough, (25mmto 35mm) so that the miniature doesn’t falleasily.

3. Make sure the distance from the base to theledge is enough so that the miniature can getinto his ‘nest’ in one turn. E.g. no more than3" high.

So with those criteria in mind we became‘Johnny Jungle Tree Planters’.

I say ‘we’ because as a father of 3 and adevout husband my Warhammer projects

often turn into ‘family affairs’ in which thekids and sometimes the wife even gets in onthe act. Thanks go out to Jeni Lynn andLindsay Lynn for their undying devotion tomy never-ending projects and to my wifeWendy for putting up with the mess aroundthe house! Speaking of which…

So many items around the house can beused to make your trees and if you followthe rules given in the previous White Dwarfson jungle tree construction you’re sure notto go wrong.

I have used the following items to build thetrees for last year’s US Games Day:

• 12 Gauge (or very sturdy) electrical wirefor the core of the tree. Pipe cleaners can besubstituted but will need to be doublewrapped.

• Wire cutters (any snipping operation isdangerous so kids be sure to have an adultsupervise cutting electrical wire).

• Medical Gauze bandages soaked in plasterof Paris and or masking tape for the outerbark of the tree (I prefer the gauze becauseit makes a very good gnarly surface in whichto dry brush after it’s dry).

• PVA or ‘Elmer’s’ glue as we say here in the

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Lustria – Cities of Gold

Making Jungle Trees

23

Lustria – Cities of Gold

States (what would any terrain project bewithout the PVA glue?).

• Some thick and thin sheets of paper card forthe tree bases and ledges in the trees.

• Masking tape to attach the ledges to thewires. Masking tape can also be used to makethe large palm fronds.

• Home craft store or Florist supply storescarry a wide selection of silk or nylon plants.These make great palm fronds and you don’tneed to paint them!

• Of course, a wide variety of paints andbrushes.

Step 1.The first step is to cut your wiring in lengthslong enough to simulate the roots, body andlimbs of the tree. This takes a little practicebut doing one or two will give you the knackof things. After you’ve cut 3 or 4 strips braidthe wire together. This will create thesturdiness the tree will need to withstandyears of climbing. The braiding also helps togive the tree the twisted look that most jungletrees have.

A very good way of helping to support theledge for the mini is to make a tree with 4braided strands and about half-way up thetree separate the fourth braid and bend itoutward and upward to make the ledge limb.See Fig, 1.

Step 2.The next step and the most fun for the kids isto cut your gauze into long strips then runthem through some nice and gooey Plaster ofParis. After each strip is thoroughly soakedwrap the braided wire in them. It may take afew passes and your hands will get a bit messybut that’s the fun isn’t it? See Fig. 2 for thecompleted step.

Step 3.You’ll need to allow your trees ample time todry before painting them and this is a goodtime to start making bases. I like using thehard pressboard found in hardware stores butsturdy cardboard can be used for bases aswell.

I suggest cutting your cardboard out so thatmany bases can be fitted together to makewhat I call a stand of trees. Jigsaw patternswork well here. Cut and glue two pieces ofcard together so that you have two levels.Carefully cut areas for the roots to go into thetop level. This will help to secure the tree inplace until the glue dries. See Fig. 3

Step 4.Finally, you paint em. Spray the models black,give them a brown base coat and work up drybrushing to bring out the textured effect onthe tree trunks. The leaves should be painteddark green and dry-brushed lighter shades ofgreen. Couldn’t be simpler!

Oops, we did it again!Yes, we’re not infallible as you knowand here’s some errata for last issue’sDark Elf warband. Light Armour waspriced at 50gcs when it should be 20gcs.

Fig 1.

Fig 2.

Fig 3.

USA

1-800

-394

-GAM

EUK

0115

91-4

0-00

0Norse Warbands

Using a mix of Chaos Marauder models, Beorg Bearstruck’s Bear Men from Dogs of War and theplastic Mordheim human sprue you can quite easily make a Norse warband.

Remember that there are loads of other suitablemodels available from Mail Order and that thisis just a small selection of them – why not callthe Trolls and ask?

Remember the Mordheimplastic Human sprue is veryuseful for using whenconverting your Norsewarband.

PLASTICHUMAN SPRUE99381102001 – £6.00

[email protected] WWW.GAMES-WORKSHOP.COM

MarauderCHAOS MARAUDER WITH

DOUBLE HANDED AXE 4 – £2.00

MarauderCHAOS MARAUDER WITH

DOUBLE HANDED AXE 3 – £2.00

BeserkerCHAOS MARAUDERWITH FLAIL 1 – £2.00

BeserkerCHAOS MARAUDERWITH FLAIL 2 – £2.00

CHAOS MARAUDERFLAIL TOP 3020105706

CHAOS MARAUDERFLAIL TOP 2020105705

CHAOS MARAUDERFLAIL TOP 1020105704

WulfenBEORG BEARSTRUCK – £4.00

MarauderBEARMAN MUSICIAN – £2.00

MarauderBEARMAN 2 – £2.00

PLASTIC WOLF & WOLF HEAD SPRUE – – £2.00

JarlCHAOS CHAMPION – £4.00