Lizardmen - Jungle Scenery and Scenarios
Introduction
It's hard to imagine the Lizardmen without also thinking about the amazing and inhospitable realm in which they dwell. No mere jungle is this, but a murderous fantasy domain where
terrifying predators stalk beneath the dense canopy, crashing through the undergrowth in search of prey.
In this unique area of the Warhammer world, the Lizardmen temple-cities are to be found, glorious edifices built to match the plans of the mysterious Old Ones. Within them are to be found
such treasures that their value is beyond counting, and many are the expeditions that have braved the steaming jungles of Lustria in search of such plunder.
Games Developer Andy Hoare reintroduces some scenarios set within the deadly borders of Lustria. Here we present a gallery of jungle scenery, made by the Studio Hobby Team.
Scenery Gallery
Every time the Studio produces a new army book, codex, sourcebook or supplement our hobby experts are tasked with creating a great new gaming board and display scenery. The jungle terrain you
can see in this article was a team effort, built primarily from items taken from the Citadel scenery range, as well as the Lizardmen Glyph Plates Bitz Pack and plenty of foam card.
For full details on how the scenery was created, including work in progress shots and top scenery building tips, check out February's White Dwarf, where Chad Mierzwa reveals all.
Jungle Fighting
Andy: Playing a game of Warhammer set in the jungles of Lustria affords all manner of opportunities to make and use new
terrain. So, if you're making some special terrain why not try out these special rules when setting your games in Lustria?
This article presents a set of rules you can use for your jungle terrain, followed by some scenarios set in Lustria. These feature specific match-ups between the Lizardmen and their foes,
but there's no reason you shouldn't play around with the armies involved if you wish.
How much terrain?
When setting up the terrain for a game set in the jungle of Lustria, use whatever method of placing terrain you find most appropriate. It pays not to put too much terrain in the centre of
the table, and for this reason the jungles rule below effect models nearby, not just in the terrain piece. Jungles look best clustered around the edges of the table, giving the impression
that the battle is taking place in a large clearing beneath the jungles towering canopy.
Jungles
The jungles of Lustria are populated by densely growing trees and vegetation of all types, and although travel through such areas is possible, it is difficult for all but warriors
native to the environment. Some areas of the jungle grow so densely that they are all but impassable, the tree trunks pressing so tightly even the light is blocked from passing them.
Worse than the hardship and fatigue, however, are the nameless horrors that await the unwary in the green hells beneath Lustria's jungle canopy.
Jungles are counted as woods, as described in the Warhammer rulebook. However, the jungles of Lustria are home to all manner of nasty beasts and carnivorous flora. Any unit that begins
the turn within 6" of an area of jungle will suffer D3 Strength 4 hits.
Skirmishers, being specially trained to move through such terrain, are immune to this rule so long as they do not march.
Jungle Ruins
Though consisting of seemingly endless tracts of dense jungle, Lustria was once home to a continent-spanning empire, the signs of which are to be found in numerous locations. As well
as the mighty temple-cities of the Lizardmen, the jungle is dotted with the remains of their constructions. Ruined temples, monuments and sites of arcane mystery await the explorer as he
battles through the undergrowth, though many such sites are home to small bands of guardians, Lizardmen sentinels set by the Mage-Priests to watch over the artefacts housed
within.
Jungle Ruins provide hard cover and are difficult terrain. In addition, Scouts may set up in ruins regardless of how close they are to the enemy, counting as setting up out of the enemy's
sight.
Pyramid Temples
Pyramid temples have a stepped appearance, the temple itself standing on the topmost step. One or more staircases ascend the pyramid to the temple, up to a maximum of four (one on
each side). Within are sacred crypts and chambers reached through secret tunnels. The pyramids are decorated with sculptures and sometimes painted in striking colours. These depict
aspects of Lizardman mythology and totems of the gods. Temples dedicated to Sotek have a deep sacrificial snake pit descending from the top platform into the depths beneath. At the bottom
dwell enormous serpents, said to be a manifestation of Sotek, fed by sacrificial victims hurled down from above.
A Pyramid Temple counts as Fell Ruins, as described in the Special Features chapter of the Warhammer rulebook.
Places of Power
The temple-cities are far from the only structures rearing above the jungle canopy or languishing in the misty darkness beneath. The vast tracts of jungle are punctuated by hundreds,
even thousands of sacred sites, the crumbling relics of the long-lost age of the Old Ones. Many of these sites occupy lesser nexus points in the geomantic web. Others serve a more obscure
purpose, long lost even to the Mage-Priests.
A Place of Power counts as an Arcane Monolith, as described in the Special Features chapter of the Warhammer rulebook.
Jungle Rivers
The continent of Lustria is crossed by a network of rivers and waterways, from the mighty Amaxon to the winding tributaries of the Qureza that snake through the Mosquito Swamps. From
raging torrents to secluded streams, no traveller can avoid getting his feet wet at some point in his journey.
Moving across a river, or downstream, is counted as movement through difficult terrain, but movement upstream is impossible (impassable ground). Aquatic models move across and downstream
without penalty, and upstream as difficult terrain.
Swamps
There are areas within the Lustrian jungle that explorers have come to fear, and they are avoided at all costs by those with any knowledge of survival in the harsh environment. Such
areas consist of foetid swamps and marshes, or deadly sucking quicksand. At best, passage is slowed to a torturously slow pace through these areas. At worst, well, at worst a man will be
dragged beneath the stinking morass to die a horrible death, but we won't dwell too much on that...
Swamps count as difficult terrain. In addition, every model in a unit that enters a swamp must take an armour save. The more armour he wears the more at risk a warrior is, so for each
armour save passed a model is removed as casualty. If a model has a Scaly Skin save, this is not counted towards this test, and models with no armour at all are nimble enough to avoid the
hazard.
Over the next few pages, I'll reintroduce some great scenarios taken from the old Lustria sourcebook (where appropriate I've altered these scenarios to make them fit with the current
edition of Warhammer), so try them out and see if your army has what it takes to survive in the jungle!
The Serpent God's Due
One of many Dark Elf attacks upon the Lizardmen was launched when Morathi, the first Hag Queen, ordered the plundering
of Lustria's treasures.
One of Morathi's most trusted lieutenants was a Sorceress called Kharlissa, who Morathi loved above all her followers. Kharlissa led her force south along the western coast of Lustria and
crossed the Spine of Sotek mountain range into the temple city of Xhotl, expecting to find the ruins undefended. This misjudgement almost cost the Sorceress her life, for she was ambushed,
her army slaughtered and she herself captured.
When Morathi received word that her favoured servant had not only failed in her task, but had allowed herself to be taken prisoner and was to be sacrificed, she flew into a terrible rage.
She ordered a cadre of her finest warriors to rescue the Sorceress, to bring her back to face the wrath of her mistress.
This they did. The Dark Elves cut a swathe through the Lizardmen army at Xhotl, breaking through the cohorts gathered at the ruined city's central plaza to witness the sacrifice. At the
moment of the configuration of the Fire Stars, it is said that a flock of Harpies swooped down upon the high altar, their cruel claws ripping the Skink Priest asunder and taking up the
dazed and drugged Kharlissa. As the Sorceress was carried off, she awoke and realised her predicament.
Kharlissa screamed every mile of her journey back to face Morathi, knowing the punishment of failure would be far worse than death at the hands of the Lizardmen.
OVERVIEW
The defenders have captured an important member of the attacker's army, and plan on offering him up to their gods in a heathen ritual of sacrifice. The attackers must rescue their comrade
before the appointed moment of sacrifice arrives.
ARMIES
The Lizardmen player takes the role of the defender, while the Dark Elf player is the attacker. The Dark Elves are calling on powers long since barred to them since the banishment of the
Cult of Pleasure.
BATTLEFIELD
This battle takes place around a sacrificial altar in a jungle clearing. Therefore, the objective zone should be relatively clear of jungle terrain, and should feature an appropriately
modelled altar, which counts as an area of Ruins. The remainder of the table may be set up in a manner agreeable to both players.
DEPLOYMENT
1. The defender places the altar in the objective zone indicated as on the map. He must place one Lord or Hero model in base contact with it, and may place a further unit in the objective
zone (acting as the honour guard).
2. The defender then deploys their army in the area shown on the map.
3. The attacker then deploys his army in the area shown on the map.
4. The defender then deploys any Scouts.
5. The attacker deploys their Scouts.
WHO GOES FIRST?
The attacker goes first.
LENGTH OF GAME
The game lasts six turns.
SPECIAL RULES
Use the jungle terrain rules presented at the beginning of this article.
The Time is Nigh: The defender must sacrifice the captive at exactly the correct moment - the beginning of the defender's fourth turn. He may if he so wishes sacrifice the captive
earlier (boo hiss!), but in doing so will adversely affect his chances of victory.
In order to sacrifice the captive, the defender must have a Lord or Hero in base contact with the altar, and not in close combat.
Victory Points for sacrificing the captive are awarded as follows;
Defender Sacrifices captive in Turn 2 - 50 VP
Defender Sacrifices captive in Turn 3 -100 VP
Defender Sacrifices captive in Turn 4 - 300 VP
Defender Sacrifices captive in Turn 5 - 100 VP
Defender Sacrifices captive in Turn 6 - 50 VP
VICTORY CONDITIONS
Use the victory points chart to determine who the winner of the battle is, bearing in mind 'The Time is Nigh' rule above.
The Rise of Clan Pestilens
The coming of Clan Pestilens to the world was heralded by the infection of the Lizardmen spawning pools south of the
temple-city of Chaqua. The verdant pools festered, their waters becoming brackish and sickly. Rather than fully formed nimble Skinks rising from the blessed waters, twisted, malformed
things dragged themselves into the sun to wither and die within hours. When word of this tragedy reached the Mage-Priests of Chaqua, they dispatched a cohort to investigate.
At the Sacred Pools of Reflected Rainclouds, the Lizardmen encountered the Skaven for the first time and were unprepared to face the foe, having no knowledge of their ways. The Plague
Monks, however, had spied upon the Lizardmen for some time, gauging their weaknesses and refining choice maladies. Despite a noble effort to defend the Sacred Pools, the Lizardmen cohort
was cut down by the vile rat-spawn. At the last, the brave Saurus made a last stand so that one single Skink could escape to carry warning back to Chaqua.
Unfortunately, the messenger carried more than his warning. Within days, Skaven plagues were sweeping Chaqua, and the rise of Clan Pestilens had begun.
OVERVIEW
The invaders are launching an all-out assault upon the defender's sanctuary. The mere presence of a single attacker upon the sacred ground will be sufficient to defile it for all time. The
defenders are prepared to sacrifice every last warrior to prevent such a blasphemy.
ARMIES
The Lizardmen player takes the role of the defender, while the Skaven player is the attacker.
BATTLEFIELD
The battlefield should be set up in a manner agreeable to both players.
DEPLOYMENT
1. The defender places the objective anywhere within his objective zone (see map).
2. The defender places his army in his deployment zone.
3. The attacker places his army in his deployment zone.WHO GOES FIRST?
Roll a D6 to determine which player goes first. The player that rolls highest may choose.
LENGTH OF GAME
The game lasts six turns.
SPECIAL RULES
Use the jungle terrain rules presented at the beginning of this article.
Sacred Ground: The objective zone is sacred ground upon which the Old Ones might one day have walked. Models that enter play after the game has begun may not do so in this area, such
as Undead being summoned.
VICTORY CONDITIONS
The attacker wins if he gets any model that is not fleeing into base contact with the objective, and that model is still in base contact with it at the end of the defender's next turn. If
not, the defender is declared the winner.
The Fall of Kjell Red Fist
The first men of the Old World to penetrate the jungles of Lustria were the seafaring and warlike Norse, whose hunger
for violence and plunder has led them to all the corners of the globe. One raid occurred in the year 1323, when Kjell Red Fist, a chieftain of the Skaeling people, navigated his longship
the length of the River Qurveza in search of the so-called Fount of Origins, a legendary sacred place where Kjell hoped to gain a measure of the power of the ancients.
But Kjell's passage was noted, and stealthy and aquatic Skinks dived beneath Kjell's longship as it lay at anchor by moonlight, loosening beams and crippling her rudder. Kjell was faced
with the choice of abandoning his voyage, or continuing on foot. There was only one choice for such a man as he, and he pressed boldly on through the jungle, following the Qurveza upstream
until it eventually dwindled to a shadow of its width and depth further downstream.
Kjell's shaman informed him that the party would need to bear north to reach their destination, and this would necessitate making a crossing of the river. Taking his seer's advice, Kjell
led his men across a ford, greed overcoming caution as he felt his goal within reach. As the party reached the deepest point of the crossing, the jungle came alive - deadly poisoned darts
rained down upon the Norsemen, cutting down fully half of their number in an instant.
Kjell bellowed in rage and charged across the ford, his remaining warriors following. At that moment, the legendary ancient Scar-leader Kroq-Gar appeared on the bank, flanked by rank upon
rank of Cold One-mounted Saurus. In an instant the two were locked in a amighty, though ultimately one-sided, duel while their warriors fought and died upon the riverbank. Though Kjell
fought with the berserker frenzy of his race, he was laid low by a savage bite from Kroq-Gar's mighty Carnosaur. As the ancient Scar-Veteran held aloft the chiefdom's severed head, the
Norsemen broke and made to flee back across the river, but were run down by the mounted Saurus before a single warrior reached the opposite bank.
Though the fate of Kjell Red Fist can only be speculated upon amongst the gold-hungry Norse, many others have sought to retrace his steps and locate the fabled Fount of Origins. To date,
none have made it anywhere near as far upstream as did Kjell. Lord Mazdamundi has decreed that none ever shall again.
OVERVIEW
The invaders are at their most vulnerable to ambush as they cross a ford over a fast-flowing jungle river. As they begin their crossing, the enemy watch from the far bank, waiting for the
perfect moment to strike...
ARMIES
The Lizardmen player takes the roles of the attacker, while the Warriors of Chaos (or another army) are the defenders.
BATTLEFIELD
A river should cross the length of the table, entering and exiting at the short table edges. Other terrain is set up in a mutually agreeable manner.
After the terrain is placed, the defender must nominate an 18" stretch of the river as the ford, which he will attempt to use as a crossing point. This crossing point is counted as open
ground.
Then, the attacker may reposition one piece of terrain on their own side of the river, and then the defender may do the same on their side - this represents both sides attempting to choose
the site of the battle to their own advantage.
DEPLOYMENT
1. The defender places his entire army on his side of the river, in an 18" corridor extending backwards from the ford to his table edge.
2. The attacker then places his army on his side of the river.
3. Neither side may make use of any special deployment rules their models may have (such as Scouts, Tunnellers etc.) - all such troops must deploy as indicated above.
WHO GOES FIRST?
The attacker gets the first turn, though he may choose to allow the defender to go first if he wishes.
LENGTH OF GAME
The game lasts six turns.
SPECIAL RULES
Use the jungle terrain rules presented at the beginning of this article.
VICTORY CONDITIONS
Victory points are used to determine the winner. The defender earns bonus victory points for units that end the game entirely on the attackers' side of the river, each unit being worth a
number of victory points equal to its own starting points value.
HISTORICAL RE-FIGHT
This battle was fought between a Lizardmen and a Norse force. The Lizardmen army is simple to put together, using the special character Kroq-Gar as its general.
The Norse are best represented by an army drawn from Warriors of Chaos. Wulfrik the Wanderer can be used to represent Kjell Red Fist, although he may not use his seafang special rule.













