JEWEL OF LUSTRIA

Jewel of Lustria

IV · Slay the Jungle Tyrant!

Scenarios

Scenario IV: Slay The Jungle Tyrant!

A Triumph & Treachery scenario for rival expeditions, local hunters, and one impossibly ancient predator

Beyond the Jade Vein lies Xhotl-Tlan, the Valley of the Ancient Tyrant. Guides speak of it in lowered voices, merchants skirt its edges when they can, and scattered bones mark the places where many were not swift enough to flee.

The cause of that fear is no rumor. For decades an immense Dread Saurian has ruled the valley, devouring scouting parties, smashing caravans, and tearing apart those fool enough to pursue the fallen comet through its hunting grounds. No expedition can safely pass deeper into the jungle while the beast still lives.

Yet the Tyrant has enemies of its own. The hunters of the region have pursued it for years, swearing oaths to be the one who finally brings it down. None have managed the deed alone. Now, with rival expeditions pouring into the region from every corner of the world, those hunters at last have the armed strength needed to attempt what they could not accomplish themselves.

Each expedition enters the valley with a hunter in tow. Each has been promised safe passage through Xhotl-Tlan once the beast is slain. Each hunter, however, desires more than survival. They seek glory, vindication, and the right to say that it was their hand—or at least the hand of their chosen allies—that ended the Tyrant's reign.

So the valley becomes a battlefield. Rival expeditions circle the monster's lair, all eager to bring it down, all just as eager to deny that honor to their enemies. Some will seek a clean shot from afar. Some will try to engineer a heroic duel. Some will simply wait until the beast is staggering and then rush in to steal the kill.

In the end, the matter will not be decided only by survival, but by story. Those who return from Xhotl-Tlan will boast not merely that they fought the jungle tyrant, but how they fought it—and who among them claimed the greater glory.

If the Tyrant falls, the valley is opened at last, and the expeditions may press onward toward the final clues that will reveal the exact resting place of the Jewel of Lustria.

If it survives, then the jungle itself remains in open revolt against every intruder foolish enough to continue the hunt.

Scenarios

Scenario IV: Rules

How to play Slay The Jungle Tyrant!

Battlefield

Use a 72" × 48" battlefield.

Place the Tyrant's Lair at the center of the table using jungle terrain, ruins, rock formations, or other suitably dramatic scenery.

Each player deploys in a 16" × 16" square in one corner of the battlefield.

Additional terrain should represent dense jungle, broken stone, and dangerous undergrowth. The battlefield should feel like a hunting ground, not an open plain.

Armies

Each non-Lizardmen player fields a 750 point War Party and is joined by a Hunter.

Hunters are built as characters from an army book and do not require a special scenario profile.

Mercenary Expeditions are used exactly as in Triumph & Treachery, except they are 250 points in this scenario.

Turn Order

This scenario uses the normal Triumph & Treachery turn sequence.

The Tyrant acts as an independent force. Shuffle a number of Tyrant Turn Cards into the deck equal to half the number of players, rounded up.

As in Triumph & Treachery, a player must still declare the Tyrant as their enemy in a phase if they wish to attack it.

Victory Conditions

The winner of the battle is the player with the most Victory Points at the end of the game.

This represents who emerges from the hunt with the most glorious tale.

Reward for Victory: 1 Glory, 1 Loot

Slaying the Tyrant

If the Tyrant is slain, the player responsible receives additional Victory Points based on the nature of the killing blow:

Killing Blow Victory Points
War machine or artillery-like fire 50
Magic 50
Shooting attack (other than the Hunter) 100
Close combat attack 250
Killed in a Challenge in close combat 500

If a player's Hunter strikes the killing blow, that player immediately achieves a Decisive Victory.

Reward for killing the Tyrant: 1 Glory

Reward for Decisive Victory: 2 Glory, 2 Loot total

Lizardmen Variant

If a Lizardmen player is present, this battle may instead represent the defense of sacred temple lands by a player who has roused or directed the Tyrant against invading expeditions.

  • The Lizardmen player fields a 500 point War Party.
  • The Lizardmen player controls the Tyrant.
  • The Tyrant counts as the army's Rare selection, but does not count toward the points limit.
  • The Lizardmen player may not take another Rare selection.
  • The Lizardmen player does not receive a Hunter.
  • The Lizardmen player does not receive Mercenary Expeditions.
  • The Tyrant does not receive extra turn cards. It acts during the Lizardmen player's turn.

The Lizardmen player wins a Decisive Victory if the Tyrant survives for 6 turns.

If the Tyrant dies but the Lizardmen player finishes the battle with more Victory Points than any other player, they still achieve a Victory.

Lizardmen Rewards:
Victory: 1 Glory, 1 Loot
Decisive Victory: 2 Glory, 2 Loot

Scenarios

Scenario IV: The Jungle Tyrant

Stats, Special Rules, and Behavior Charts for the monster of Xhotl-Tlan

Profile

M WS BS S T W I A Ld
8 7 - 8 7 10 3 6 9

Type: Monster

Base Size: 100 × 150 mm

Armour Save: 2+

Regeneration: 5+

Special Rules

Terror, Swiftstride, Impact Hits (D3), Thunderstomp (D6)

Primal Glory

Despite being a Monster, the Tyrant may issue and accept challenges.

At the start of each close combat phase, roll a D6. On a 4+, the Tyrant issues a challenge to a random enemy unit in base contact.

If multiple enemy units are engaged with the Tyrant, randomize as appropriate.

If a Lizardmen player controls the Tyrant, that player chooses whether or not to issue a challenge instead of rolling.

Titanic Hide

Attacks made with Strength 4 or lower suffer -1 To Hit when targeting the Tyrant.

Devastating Tail

Instead of making its normal attacks in close combat, the Tyrant may perform a Tail Sweep.

If it does so, every enemy unit in base contact suffers D3 automatic Strength 6 hits.

Solar Breath

The Tyrant may use Solar Breath in its Shooting phase.

Treat this as a Breath Weapon with Strength 5 and Flaming Attacks.

The Tyrant may not use Solar Breath in the same turn that it charged, or while it is engaged in close combat.

Primal Roar

When the Tyrant is first reduced to 5 or fewer wounds, and survives the attack that caused the damage, it unleashes a thunderous roar.

All enemy units within 12" must immediately take a Panic test at -1 Leadership.

This effect occurs only once per battle.

Lair Regeneration

Whenever the Tyrant starts or ends its turn within its Lair, it regains 1 lost wound.

Tyrant Behavior

The Jungle Tyrant acts according to the following table whenever one of its turns is drawn.

Except in the case of the Lizardmen variant, where the Lizardmen army controls it.

Roll a D6 to determine its behavior for that turn.

D6 Behavior
1 Guard the Lair - The Tyrant moves toward its lair if it is not already within it. If enemy units are within range, it uses Solar Breath against the largest unit in range.
2 Solar Fury - The Tyrant moves normally and uses Solar Breath if able, targeting the closest enemy unit.
3 Ancient Vengeance - If possible, the Tyrant charges the unit that last inflicted a wound upon it. If it cannot charge that unit, it moves toward it and attacks with Solar Breath if possible.
4 Hunt the Strongest Prey - If multiple enemy units are within charge range, the Tyrant charges the unit with the highest total Wounds characteristic. If it cannot charge, it moves toward that unit.
5 Crush the Interlopers - The Tyrant charges the nearest enemy unit if able. If no charge is possible, it moves toward the nearest enemy unit and uses Solar Breath if able.
6 Primal Frenzy - The Tyrant immediately takes two actions this turn. Roll twice on this table, ignoring additional results of 6.

Predatory Focus

If the Tyrant destroys an enemy unit in close combat, its predatory instincts immediately fix upon the next victim.

During its next activation, the Tyrant must use the Hunt the Strongest Prey result from the Tyrant Behavior table.

If multiple valid targets exist, determine the target using the normal rules for that behavior.