JEWEL OF LUSTRIA

Jewel of Lustria

I · First Blood

Scenarios

Scenario I: First Blood

Rival expeditions clash within hours of reaching the shores of Lustria

The voyage across the ocean was long, miserable, and filled with rumor. Sailors spoke of a blazing comet falling deep within the jungles of Lustria, of lost temple cities and ancient relics waiting to be claimed by those bold enough to seek them.

Now those rumors have drawn ships from every corner of the world. Merchant caravels, pirate vessels, war galleys, and creaking transports crowd a small natural harbor known to sailors simply as the Emerald Coast.

The landing itself is chaos. Supplies are scarce, guides are unreliable, and every expedition fears that another may gain a head start into the jungle.

Rival war parties push inland from the beaches, each seeking fresh water, food, and a defensible campsite before beginning the long march toward the comet's resting place.

In such tense circumstances, it takes very little for discipline to collapse. A shouted insult. A drawn blade. A musket fired too quickly.

Within moments, two expeditions find themselves forming battle lines across an open stretch of coastal ground, scarcely a stone's throw apart.

Neither side intended to fight today.

But now that weapons are drawn and tempers are high, neither expedition is willing to back down.

Scenarios

Scenario I: Rules

How to play First Blood

Battlefield

The battle takes place on a relatively open stretch of coastal ground just inland from the landing site.

Do not place any large terrain features. A few pieces of scatter terrain such as supply crates, abandoned wagons, rocks, or low vegetation may be placed to represent debris from the landing.

Use a 72" × 48" battlefield.

Deployment

This battle represents a sudden confrontation between rival expeditions marching inland from the coast.

Each player deploys within the center 24" of their long table edge, to a depth of 12".

This leaves a gap of only 14" between the two deployment zones.

The outermost 5" along each table edge is not used for deployment.

Deployment is made in secret. Players should use books, screens, or other barriers to conceal their deployment while placing units.

Once both sides have completed deployment, the barriers are removed and the battle begins.

First Turn

The player whose army contains the character with the highest Initiative takes the first turn.

If both players tie, roll off normally to determine who begins.

Game Length

The battle lasts for six turns, or until one army has been completely destroyed.

Victory Conditions

Determine victory using normal Warhammer Fantasy 8th Edition Victory Points.

If a player wins the battle by a margin of 500 Victory Points or more, this counts as a Decisive Victory.

A battle that ends in victory within the first two rounds also counts as a Decisive Victory, representing a rapid collapse of the opposing expedition.

Rewards

Result Reward
Decisive Victory (enemy army destroyed) 2 Glory + 1 Loot
Victory 2 Glory
Draw 1 Glory
Defeat None