JEWEL OF LUSTRIA

Jewel of Lustria

Campaign rules

Campaign Rules

Core rules for running the expedition campaign

Glory

Your expedition's progress is measured in Glory.

Players gain Glory by:

  • Winning battles
  • Completing scenario objectives

Glory represents reputation, discoveries, and momentum in the race for the Jewel of Lustria.

Fatigue

The expedition is long and exhausting.

No unit may participate in three scenarios in a row.

After fighting in two consecutive battles, the unit must sit out the next scenario.

Heroes and companions are exempt.

If a player must break this rule, the unit must roll on the Misbehaving Mercenaries table before the battle.

Determination

Defeat steels the resolve of an expedition determined to continue the hunt.

Players gain Determination based on campaign losses.

Losses Determination
0 0
1 1
2-3 2
4+ 3

Determination refreshes each battle.

A point may be spent to:

  • Reroll a single D6 or D3 Die
  • Reroll a Scatter Die
    • You cannot score a Hit! result on the reroll
  • Reroll a non-misfired Artillery Die
  • Grant your Hero or Companion a 4+ Ward Save (once)
  • Perform an extra dispel attempt (no wizard bonus)

Loot

Some scenarios award Loot. For each Loot gained, roll 2D6 to determine what category of item was discovered.

2-3 Insignia
4-5 Weapon
6-8 Consumable
9-10 Armour
11-12 Artifact

The full Loot Table with specific items appears in the Loot section.

Poor Man's Coin

After the third scenario, any player who has not yet gained Loot may make one free roll on the Loot Table.

Pirate Traders

Pirates and smugglers along the Lustrian coast are always willing to trade.

Between scenarios, players may exchange magical curiosities through these traders.

Two magical items may be traded for one faction magic item worth up to 50 points.

Sworn Enemies

Rivalries quickly become personal.

A Hero or Companion who was defeated in a challenge may designate the victor as their Sworn Enemy.

The model gains Hatred against that enemy.

Retreat Order

A commander may withdraw from battle.

During the Command Phase, a player may declare a Retreat Order.

All units immediately break and flee. Units in combat flee as normal and opponents may pursue.