JEWEL OF LUSTRIA

Jewel of Lustria

VI · The Final Clash

Scenarios

Scenario VI: The Final Clash

A siege of a dead temple-city over the warpstone crater that holds the Jewel of Lustria

The jungle dies before the city begins.

Not gradually. Not naturally. It simply stops.

No birds. No insects. No sound but the low hum of something that should not exist.

Then the trees part.

Stone rises in vast, broken tiers—an ancient temple-city, shattered by something far more recent. Cyclopean walls lie cracked and sunken. Towers stand hollowed and fractured. Whole districts have collapsed into ruin.

At the center of it all lies the wound.

A crater carved into the heart of the city, its edges glowing with sickly green light. The stone itself has been twisted, melted, remade. At its center, half-buried in fractured earth and shattered foundations, lies the object of every expedition’s journey: the Jewel of Lustria.

Those who reached the site first have fortified the ruins and claimed the inner district. They work quickly—desperately—to secure what lies beneath.

The rest have come to take it.

But the land itself resists. Flesh prickles. Thoughts fracture. Reality bends and shifts in subtle, terrible ways. Whatever fell here was not meant for this world.

And it will not be claimed without consequence.

Scenarios

Scenario VI: Rules

How to play The Final Clash

Victory Condition

The team that controls The Crater when the game ends wins the battle.

If the game ends with neither team controlling The Crater, then neither expedition secures the Jewel in time.

Battlefield Setup

Designate one of the shorter sides of the table as the Attacker’s edge. The opposite edge is the Defender’s edge.

Place two Jungle terrain pieces in the Attacker’s half of the battlefield.

Place two Open Ground terrain pieces between the attackers and the temple walls. These represent plazas, roads, exposed approaches, and shattered courts. They grant cover to Infantry.

Place a wall so that it divides the table in half. In the middle of the wall, leave an opening representing the main breach or gate.

Adjacent to this opening, place one Tower.

Between the Defender’s edge and the wall, place three or four Temple Ruins.

Near the Defender’s side, place The Crater. The Crater should be between 8" and 12" in diameter. Scenic crater terrain may vary slightly if both players agree before deployment.

Furnish the rest of the battlefield with scatter terrain, rubble, statues, low walls, and other suitable temple-city details.

Deployment

The Attackers deploy up to 20" from their battlefield edge.

The Defenders deploy their units between the wall and their battlefield edge.

Defenders may deploy units within the Tower and Temple Ruins according to the normal rules for occupying such structures.

Secret Deployment

Teams deploy their units in secret. Use screens, written maps, or another agreed method so that neither team sees the other’s exact deployment until both are complete.

First Turn

The Attacking team takes the first turn.

Game Length

The battle lasts for 8 turns, or until all units belonging to one of the teams are removed from the battlefield.

Scenarios

Scenario VI: Special Rules

Control, campaign carryover, structures, and siege rules

Controlling The Crater

To determine which team controls The Crater, calculate the total Unit Strength of all that team’s models within it.

If one team has this number higher by at least 5, they control The Crater.

Gold for the Bold

Within The Crater, the Unit Strength of each Expedition Leader is equal to their Leadership.

Steely Determination

The attackers know that what they seek is finally within reach and are determined to seize it by force.

Whenever a player on the Attacking team spends a point of Determination, roll a D6. On a 4+, that point is immediately regained.

Army Size

Each player fields their entire Expedition Roster in this battle.

There is no points cap. Mundane equipment may be purchased freely for this battle. Magic items remain limited by what the character may legally carry, and by what exists in that player’s roster, campaign upgrades, and loot.

Expedition Leaders Become Lords

Every Expedition Leader becomes the closest appropriate Lord-level equivalent available to their faction for this battle. They retain all upgrades gained during the campaign.

Companions do not become Lords.

Wizard Upgrade Flow

  1. If the Expedition Leader is a Wizard and the Lord-equivalent may normally be Level 3 or 4, then a Level 1 Wizard becomes Level 3 and a Level 2 Wizard becomes Level 4.
  2. If they cannot become Level 3 or 4, but may become Level 2, then a Level 1 Wizard becomes Level 2.
  3. If the Wizard cannot increase their level, choose one of the following instead:
    • Generate 1 additional spell at the start of the battle
    • Gain +1 to casting rolls
    • Gain +1 to dispelling rolls
    • Roll an extra die when channeling

Fatigue

Fatigue still applies in this battle. Any unit that fought in the previous two scenarios is still considered fatigued here, exactly as normal campaign rules would require.

Attackers and Defenders

Alliances remain as determined after Scenario IV.

The team with the highest total Glory is the Defender. The opposing team is the Attacker.

Scenario VI

Temple Structures and Siege Rules

Walls, buildings, tower attacks, and collapse effects

Tower

The Tower acts according to the normal rules for towers and additionally grants vision over all other types of terrain.

Machicolation

Once per game, the unit controlling the Tower may perform a special ranged attack.

When used as a Stand & Shoot reaction, this attack is resolved after the charge.

Place a small blast template so that it is adjacent to the edge of the tower. All models in the affected enemy unit risk a Strength 4 hit. This attack ignores armour and has the Flaming Attacks special rule.

Temple Ramparts and Temple Ruins

Temple Ramparts and Temple Ruins have W: 4 and T: 10.

They may only be damaged by:

  • War Machines
  • Monsters
  • Attacks of Strength 7 or higher

Occupying Temple Ruins

Temple Ruins may be occupied normally where appropriate.

When a Temple Ruin is destroyed, remove it from the battlefield or replace it with suitable ruins.

Any unit occupying a destroyed Temple Ruin must pass an Initiative test. For each failed test, the unit suffers 1 wound.

Scenario VI

The Crater and Warpstone Exposure

Persistent corruption from the Jewel’s resting place

Warpstone Exposure

Any unit within The Crater is subject to intense warpstone exposure.

Each affected unit tracks a Warp Effect Status from 0 to 12. A D12 placed next to the unit is recommended.

Entering The Crater

When a unit first enters The Crater, roll a D12. This becomes that unit’s current Warp Effect Status.

At the End of Each Turn

  • If the unit is within The Crater, roll a D3 and add the result to its current Warp Effect Status
  • If the unit is outside The Crater, roll a D3 and subtract the result from its current Warp Effect Status

The Warp Effect Status may never go below 0 or above 12.

Whatever value a unit has at the end of the turn immediately becomes its new effect, even if it is no longer standing in The Crater.

Warp Effect Table

Status Effect
0No effect
1Unnatural Vitality: The unit gains 6+ Regeneration
2Quickened Reflexes: +1 Initiative
3Shifting Form: +1 Attack, but -1 Leadership
4Warp Pulse: The unit suffers D3 Strength 3 hits at the end of each turn
5Flesh Instability: -1 Toughness
6Distorted Perception: -1 to Hit in shooting and melee
7Whispers of Madness: The unit must immediately take a Panic test
8Rending Mutations: The unit’s attacks gain Armour Piercing, but it suffers -1 WS
9Reality Fracture: The unit cannot March, and enemy units gain +1 to hit it
10Arcane Backlash: The unit immediately suffers a Miscast, even if it contains no Wizard
11Warp Burn: The unit suffers D3 wounds
12Catastrophic Mutation: The unit suffers D6 wounds and must immediately take a Panic test

Scenario VI

Warp Flux Table

Recurring battlefield effects caused by the comet

Warp Flux

At the start of each round, roll a D6 and apply the corresponding result:

1 — Warp Stillness

No effect.

2 — Crackling Energies

Place a marker at the centre of the battlefield.

Scatter it D3 times using a Scatter die and Artillery die.

If any scatter result would carry the marker off the battlefield, reverse the direction of that scatter instead.

After the final position is determined, the nearest unit suffers D6 Strength 4 hits.

3 — Arcane Surge

All Wizards gain +1 to casting rolls this round, but Miscast on any double.

4 — Psychic Pressure

All units suffer -1 Leadership this round.

5 — Mutagenic Pulse

Each unit on the battlefield rolls a D6:

  • On a 1, it suffers -1 WS this round
  • On a 6, it gains +1 Attack this round

6 — Warpstorm

If using weather rules, re-roll the weather.

If not using weather rules, then all shooting attacks suffer -1 to hit this round.