JEWEL OF LUSTRIA

Jewel of Lustria

V · Locating the Crater

Scenarios

Scenario V: Locating the Crater

Rival expeditions race through broken corridors, ancient defenses, and one final killing ground to discover the resting place of the Jewel of Lustria

After the fall of the Jungle Tyrant, the expeditions press onward.

The beast's death has broken the last great barrier to the interior, but it has not brought clarity. The jungle canopy still smothers the sky, the land is fractured by the comet's passage, and the final resting place of the Jewel remains hidden somewhere beyond sight.

Each expedition now turns to its own method of finding the impact site. Some follow the shattered ridgelines left in the wake of the comet's descent, climbing through broken stone and narrow passes in the hope that higher ground will reveal what the jungle conceals. Others seek out the remnants of ancient Lizardmen observatories, trusting that the devices once used to track the comet through the heavens can be turned downward to find it upon the earth.

Neither path is safe.

The terrain itself fights back. Collapsing passages, ancient defenses, and wandering beasts choke the routes forward. Rival expeditions, driven by the same desperate urgency, are forced into the same narrow corridors and broken halls.

There is no room for careful maneuvering. No time for drawn-out battle lines.

Only forward movement matters now.

Each expedition must force its way through the chaos, overcome whatever stands in its path, and reach the final approach before its rivals do.

For those who hesitate, the jungle will swallow them.

For those who press on, the truth lies just ahead.

Scenarios

Scenario V: Rules

How to play Locating the Crater

Victory Condition

This battle is a race. Victory is not determined by how many enemy units are destroyed, but by how much of your force successfully reaches the end of the course.

At the end of the battle, each player totals their Victory Points as follows:

  • Each unit that exits the battlefield scores Victory Points equal to its remaining Unit Strength
  • Each surviving unit that includes a Standard Bearer and exits the battlefield scores an additional +25 Victory Points
  • Each slain Expedition Leader grants the opposing player +25 Victory Points

The player with the higher total wins the battle.

Battlefield Setup

This scenario uses a track-based battlefield layout representing narrow tunnels, shattered ridgelines, temple corridors, and unstable chambers.

Each player has their own track, running from one short table edge to the opposite short table edge. Tracks are placed side-by-side and overlap only once in a shared central region known as the Convergence Zone.

Tracks may include branches, choke points, windows, and narrow passages, as shown in the Track Layout page.

Defenses are generated by rolling on the Defense Chart. These are always known to both players and are placed by the opposing player.

Deployment

Each player deploys within 6" of their short table edge, inside their own track.

Units may only deploy within their own track.

First Turn

Roll off as normal. The player that finished deploying first receives +1 to this roll.

Game Length

The battle lasts for six turns.

The Race Forward

A unit that moves off the far edge of its track is considered to have successfully exited the battlefield.

Such units are removed from play and will score Victory Points at the end of the battle as described above.

Track Boundaries

Tracks represent confined routes such as tunnels, ridge paths, or temple corridors.

Units may not leave their assigned track and may never enter the opposing player’s track.

Windows Between Tracks

At designated windows, units may draw line of sight into the adjacent track.

Units may shoot or cast spells across tracks if able, but may never move into the opposing track.

The Convergence Zone

At the center of the battlefield, both tracks merge into a confined and unstable region known as the Convergence Zone.

The Convergence Zone is considered Unstable Ground:

  • Units may not March while within it
  • Units must take Dangerous Terrain tests when charging, fleeing, pursuing, or overrunning within it

Pursuit in the Convergence Zone

When a unit flees within the Convergence Zone, it still flees toward the nearest exit track that does not already contain enemy units, even if this is not directly away from the enemy.

Because this forced movement can create unusual angles, pursuit in the Convergence Zone is resolved abstractly:

  • If the pursuer’s roll is equal to or higher than the fleeing unit’s roll, the fleeing unit is caught as normal
  • Otherwise, do not move the pursuer its full distance. Instead, place it directly behind the fleeing unit, at a distance equal to the difference between the two rolls
  • The pursuer may still not enter the fleeing unit’s track – it may only move as far as the entrance to the track that the fleeing unit is moving along.

This represents the pursuers keeping pace through the cramped passages without being unfairly penalized by the unusual layout of the battlefield.

Scenarios

Scenario V: Special Rules

Defenses, branching paths, treasure, and rewards

Flight in the Convergence Zone

Fleeing units within the Convergence Zone always flee toward the nearest exit track, rather than directly away from the enemy.

When a unit first flees, it adds +D3" to its flee distance.

Commitment to a Path

In the second half of the battlefield, tracks may branch into multiple routes.

Once a unit enters a branch, it is considered committed to that path and may not change to a different branch later.

When a player first commits a unit to a new branch, additional Defenses are generated and placed by the opposing player along that path. The opposing player may also choose one previously placed Defense to upgrade or reposition into this new section.

Defenses

Each track contains a number of Defenses, determined by rolling on the Defense Chart.

Defenses are always visible and known to both players.

Defenses may be placed within the track or in adjacent impassable terrain along the edge of the track, if the Defense would reasonably occupy such a position.

Units may not enter impassable terrain in order to attack such Defenses, but they may still shoot at them or otherwise interact with them if able.

Treasure

Some Defenses may contain Treasure.

A unit in base contact with such a Defense may claim its treasure as described by that Defense.

Each treasure recovered grants 1 Loot after the battle.

Combat and Objectives

Destroying enemy units does not grant Victory Points in this scenario.

Units that remain on the battlefield at the end of the game grant no Victory Points.

Players must decide whether to delay the enemy, protect their own forces, or press forward at all costs.

Rewards

Result Reward
Decisive Victory 2 Glory + 1 Loot
Victory 1 Glory
Draw / Defeat None

Decisive Victory

A player achieves a Decisive Victory if they have at least double the Victory Points of their opponent.

Note: Unit Strength

To determine Unit Strength, simply count the number of models currently in the unit and multiply this by the Unit Strength per model as shown on the following table:

Unit Type Unit Strength
Infantry 1 per model
Monstrous Infantry 3 per model
Swarms 3 per model
Cavalry 2 per model
Monstrous Cavalry 3 per model
War Beasts 1 per model
Chariots 5 per model
Monsters Equal to the Wounds on their profile (W)
War Machines Equal to their remaining Wounds

Scenario V Defenses

Defense Categories for Locating the Crater

Generating Defenses

Before deployment, each player rolls 4 times on the Defense Chart for the opposing player's track.

When a player first commits a unit to a branch in the second half of the battlefield, their opponent rolls 3 additional Defenses for that branch and may also choose one previously placed Defense to upgrade.

Placing Defenses

Defenses are placed by the opposing player. They are always visible and known to both players.

Defenses may be placed either inside the track or in adjacent impassable terrain along the track if the Defense would reasonably occupy such a position.

Units may not enter such impassable terrain to attack a Defense, but may still shoot at it or otherwise interact with it if able.

Control and Timing

The opposing player controls all Defenses.

All Defenses resolve at the start of the active player's Shooting Phase unless otherwise stated.

Defenses follow all normal rules of their type except where restricted by this scenario.

Good Faith Selection

Players should choose reasonable units, war machines, terrain pieces, and spells for each category, using models or markers they actually have available.

Some Defenses may be stronger than others. That is intentional.

Defense Chart (D10)

D10 Defense
1 Infantry Guard
2 Monstrous Guard
3 Ranged Unit
4 Cannon
5 Bolt Thrower
6 Stone Thrower
7 Chained Monster
8 Terrain Feature
9 Magic Missile Spell Zone
10 Hex, Vortex, or Direct Damage Spell Zone (roll a D3)

Scenario V Defenses

Defense Rules

Base effects and upgrades

1. Infantry Guard

Base: 20 Core Infantry. Unbreakable. Cannot move, shoot, or pursue.

Upgrade: Replace with 20 Special Infantry.

2. Monstrous Guard

Base: 5 Monstrous Infantry. Unbreakable. Cannot move or pursue.

Upgrade: +1 Wound or +1 Attack.

3. Ranged Unit

Base: 15 Core missile infantry. Cannot move. Cannot fight in melee. May be placed in impassable terrain.

Upgrade: Replace with Special unit or gain +1 Ballistic Skill.

4. Cannon

Base: Any cannon. Fires each Shooting Phase in a fixed direction chosen when placed. The shot always starts at the barrel.

Upgrade: May target normally instead of firing only in its fixed direction.

5. Bolt Thrower

Base: Any bolt thrower. Fires each Shooting Phase in a fixed direction chosen when placed. Fires a single bolt only.

Upgrade: Fires its multi-shot version instead.

6. Stone Thrower

Base: Any stone thrower. Each Shooting Phase, place its template over a fixed origin point and scatter normally.

Upgrade: Use the stronger or larger-shot version if the war machine has one; otherwise it may re-roll the scatter die.

7. Chained Monster

Base: 1 Monster. Cannot leave a 6" radius from where it was placed. Must charge if able.

Upgrade: Radius becomes 10" and it gains +1 Attack.

8. Terrain Feature

Base: Place any terrain piece of your choice. It must not fully block the track and must leave a legal route through.

Upgrade: Choose one: it becomes Dangerous Terrain (fail on 1-2), or its size increases to ~50% larger than its base footprint (if the terrain does not have a size, but a radius effect, increase the radius by 3"). If none of these apply, this Defense cannot be upgraded.

9. Magic Missile Spell Zone

Base: Choose a Magic Missile spell with a casting value of 6+. At the start of each Shooting Phase, it automatically targets the nearest valid enemy unit in range.

Upgrade: Cast the stronger version of the spell instead, to a maximum casting value of 12+. If the spell has no stronger version, this Defense cannot be upgraded.

10. Hex, Vortex, or Direct Damage Spell Zone

Base: Roll a D3 when this Defense is generated:

  • 1 - Hex: Choose a Hex spell with casting value 6+. It affects the nearest valid enemy unit in range each turn.
  • 2 - Vortex: Choose a Vortex spell with casting value 6+. It is placed at a fixed point and does not move.
  • 3 - Direct Damage: Choose a Direct Damage spell with casting value 6+. It is resolved against a fixed point or the nearest valid enemy unit, as appropriate.

Upgrade: Cast the stronger version of the spell instead, to a maximum casting value of 12+. If the chosen spell has no stronger version, this Defense cannot be upgraded.

Scenario V: Track Layouts

Printable reference diagrams for Locating the Crater

Using These Layouts

These diagrams show the intended shape of each battlefield. They are not literal terrain maps, but guides for placing walls, dice, tape, ruins, hills, or other markers to define the tracks, windows, and Convergence Zone.

Tracks should run from one short table edge to the opposite short table edge. Units may not leave their track or enter the opposing player's track except where the scenario rules specifically allow.

V-A — The Shattered Ridge

Player A Start Player B Start Player A Finish Player B Finish Convergence Zone Collapsed hub / unstable ground window window Ridge mouth Upper pass / lower tunnel Narrow climb Ridge mouth Upper pass / lower tunnel Narrow climb

Solid path: main track Dashed path: alternate branch Blue box: window

The Shattered Ridge should feel harsher and more linear. Use fewer windows, tighter choke points, and longer narrow runs after the Convergence Zone.

V-B — The Temple Observatory

Player A Start Player B Start Player A Finish Player B Finish Convergence Zone Collapsed hall / crowded courtyard window window window window Entry hall Hall / court Terrace / inner route Summit path Entry hall Hall / court Terrace / inner route Summit path

Solid path: main track Dashed path: alternate branch Blue box: window

The Temple Observatory should feel more open and more interactive. Use broken halls, courtyards, and terraces to justify extra windows and more opportunities for sideways shooting.