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THIS IS NOT A TOURNAMENT. YOU WILL GET MORE
OUT OF THE WEEKEND IF YOU ENJOY THE
EXPERIENCE RATHER THAN FOCUS ON THE OUTCOME
OF YOUR GAMES. TRY AND PLAY WITH YOUR
OPPONENT RATHER THAN AGAINST THEM.
The Tyrannic War campaign presents hobbyistswith an opportunity to play in a different style than
they may be used to. Tempus Fugitives narrative
campaigns are about trying out new ideas and
contributing to an adventure. In fact the story is
almost as important as the actual games themselves
and players should be prepared to get into the mindset
of the army they have brought to battle with. If you
and your opponent have a great game, the actual
outcome of the battle becomes far less important.Once more (with feeling), you are playing with your
opponent not against them.
The team running the event is there to help describe
the campaign story as it unfolds and they will work out
what impact your games have upon it. Most
importantly they are there to ensure everybody has a
great time. Rememberits only toy soldiers!
Games will be driven by the narrative of the campaign.
This means that during the course of the event variousgames may appear quite challenging when viewed
from the usual gaming perspective. In any war
commanders have to deal with what might appear
unfair or unbalanced situations, using cunning and skill
to prevail against overwhelming odds, and the same
may be true for you. However, whatever the scenario
or battlefield conditions, your game and your story will
always count in the big scheme of things; the Tempus
Fugitives will always try to make sure that you are not
asked to play a game you simply can't win before any
dice are cast. There will always be critically important
mission objectives that you will need to strive to
achieve. Your force may meet annihilation in the face
of an enemy with vastly superior numbers or power,
but trying to hold the line in the face of such odds is
what legends are all about.
As this is a team event, even if you lose your individual
battle your Taskforce or faction may still do well
overall; don't worry about 'winning', just think about
having a good time. It is our hope that we can repay
some small part of the kindness that the gamingcommunity has shown us over the years and organise
a top notch event that everyone can enjoy. Have fun, and dont be afraid to ask any questions!
(aka Ulfhedin)
IMPORTANT! This material is completely unofficial and in no way endorsed
by Games Workshop Limited 2012. Games Workshop, the Games Workshop
logo, Warhammer and all associated marks, logos, names, races and race
insignia, vehicles, locations, units, characters, illustrations and images from
the Warhammer and Warhammer 40,000 universe are either (R), TM and/or
Games Workshop Ltd 2000-2012, variably registered in the UK and other
countries around the world, used without permission. No challenge to their
status intended. All Rights Reserved.
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16: 00 Venue opens for gaming19: 00 Pre-Registration beginslate Venue & Bar Closes
08: 30 Venue opens and Registration09: 30 Introductions & Army Display10: 15 Act 1 Narrative Phase10: 45 Act 1: Vanguard Team Battle13: 00 Lunch & Day One Strategy Phase14: 00 Act 2: Narrative Phase14: 30 Act 2: Strike Force16: 45 Break17: 15 Act 3: Narrative Phase17: 45 Act 3: Heavy Assault20: 00 Evening Meal21: 00 Evening Entertainments
10
: 00 Venue opens10: 30 Recap & Day Two Strategy Phase10: 45 Act 4 Narrative Phase11: 15 Act 4: Vanguard Team Battle13: 30 Lunch & Army Judging14: 30 Act 5: Narrative Phase15: 00 Act 5: Strike Force17: 15 Break with Tea & Cake17: 30 Closing Ceremony
A weekend of great imagery, great games and by the
end of it, great friends. Quality food, reasonable bar
prices (with the bar open until past midnight) a unique
atmosphere and lots of fun. It is also a safe
environment where everyone is friendly and all are
welcome. A bit like Cheers with Boltguns and Xenos!
Because you are grouped into Taskforces and because
the weekend has a mix of doubles games and a real
sense that each of your battles matter to the overall
narrative you will find yourself in great company from
the very beginning. Whether you are attending on
your own or are part of a group, you are sure to have
gained a bunch of new gaming buddies by the end of
the weekend.
Players are responsible for bringing their own:
The Warhammer 40,000 6th Edition rulebook Your army Codex and any Imperial Armour material
relating to your army.
Dice, Templates and Tape measure Pen, paper, superglue and poly cement Objective Markers At least two copies of your army roster (one to be
handed in during registration)
A tray to carry your models. The venue does nothave any spare so bring one if you need one!
Somewhere to sleep overnight. (For details on hotelrooms please contact Tabletop Nation)
Money for refreshments. Lunch on both days isincluded.
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This exciting narrative weekend takes place at
Tabletop Nation. The venue has a full bar service (until
late) restaurant area for eating your meals and a great
gaming hall with plenty of space for you cases and
gaming gear. The actual location can be seen on the
map to the right:
The Tabletop Nation venue has a state of the art retail
store, and gaming venue hosting up to 200 players
depending on game system.
Located in Hockley, Essex, within easy reach of
London, and supported by Rail Links and an
International Airport, all within 15 mins of the venue,
Tabletop Nation welcomes hobbyists throughout the
United Kingdom, Europe and beyond.
Prizes will be awarded and yes there will be wooden
spoons!
Best Army
Best Objective Markers Winning Taskforce Unluckiest Taskforce
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Tyrannic War pits Taskforces in a campaign setduring the Second Tyrannic War. Each Taskforce is
themed to a particular faction and each faction is
pitted against Taskforces belonging to one of a number
of factions available over the weekend. The factions
involved are detailed at the end of this pack. Each
Taskforce will have their own agendas, strengths and
weaknesses. Before the first game on Saturday you will
be asked to gather at one of the Taskforce muster
points and nominate a Taskforce Commander and a
deputy. It is important that these two individuals are
people of fortitude and are prepared for all of the
challenges the roles present.
THE TASKFORCE COMMANDER (AND DEPUTY)
The role of the Taskforce Commander is of crucial
importance to the team and it is the Commander's
responsibility at the start of each round to not only
make sure that each of their players has an opponent
but also to choose which is to undertake a special
mission. Additionally, throughout the campaign there
will be additional information and decisions that will
need to be taken on behalf of the Taskforce. Although
a good Commander will listen to their Taskforce and
discuss their decisions fully, it is ultimately the
Taskforce Commander who decides on what STRATEGY
to take. Their deputy may have to take over from a
commander should something unfortunate happen.
campaign pointsYour campaign points determine the outcome of the
campaign. Players earn Campaign Points depending on
how they perform in each round. Players earn 3
Campaign Points for a Win, 1 for a Draw and nothing if
you Lose. As your games finish you must report theresult (Win, Lose or Draw) to the stage along with your
opponent. You cannot give your results in without your
opponent present.paintingAll models MUST be painted and representative of the
appropriate type of troop. You cannot use a model
that does not meet these criteria. If you are planning a
conversion that you think may need clarification please
contact us before the event. You cannot represent
units with models that are smaller than the Games
Workshop equivalent. Because we believe that due
credit should go to players that have painted their own
armies, only players who have painted their armies
themselves may be eligible for the coveted award of
Best Army. We ask all participants to be honest if
shortlisted. A number of armies will be shortlisted on
the Saturday and then will be voted on by the players
during the Sunday lunch break. The winner will be
announced at the end of the weekend.
Painting is a key part of the hobby. If you do not paint
your models for the weekend to at least a basic
standard (undercoated, three colours and based), thenmodels which are painted to at least a basic standard
will be filled with an indignant hatred for your lack of
effort or poor time management. Painted units that
are engaged in combat with unpainted models or
those not painted to at least a basic standard count
as having the Hatred special rule.
strategyAt the beginning of each round, the Taskforce must
study the signs and portents to decide on a Strategy to
use for the round. Each Strategy can only be used once
over the weekend and is represented by the relevant
Strategy recorded by the Taskforce Commander. Asyou must decide your Strategy before you play your
games each round you have to rely on your judgement
as to its outcome. Choose carefully as picking Death or
Glory makes your draws worthless, while Giving No
Quarter squanders any bonus from winning.
Y Death or Glory: This strategy awards 4 CampaignPoints for a Win but nothing if you draw or lose.
Y Feint: At the end of the round, count this strategyas either Death or Glory or Give No Quarter.
Y Give No Quarter: This strategy awards 3Campaign Points for each Win or Draw but
nothing if you lose.
Y Accurate Intel: This strategy allows the Taskforceto Seize the Initiative on a 3+
Y Rapid Response: This strategy allows a single Eliteor Fast Attack choice to Outflank or Deep Strike.
Y Enfilading Fire: This strategy enables players tolower their opponents cover save by -1 at the
start of a turn.
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VANGUARD(COMPULSORY)
You must field a Vanguard army.
Your army in a Vanguard must be no more than 1000
points and is selected using a single standard Force
Organisation Chart found in the Warhammer 40,000
rulebook.
Vehicles and army lists detailed only in Forge World's
Imperial Armour publications may be used by armies.
If a vehicle is described in more than one publication
the most recent version must be used. The 6th Edition
FAQ found on Forge Worlds website must be used.
No Gargantuan Creatures or units with Structure
points are permitted.
Any infantry unit in the army may be given Stealth or
Outflank for +20pts. This ability only applies to
Vanguard games.
Missions may be played using any of the standard
missions found in the 6th Edition Warhammer40,000rulebook or in special scenarios in this campaign pack.
STRIKE FORCE(COMPULSORY)
You must field a Strike Force army.
Your army in a Strike Force must be no more than
2000 points and is selected using up to two standard
Force Organisation Charts found in the Warhammer
40,000 rulebook. You must include all compulsory
choices from each primary detachment.
Vehicles and army lists detailed only in Forge World's
Imperial Armour publications may be used by armies.
If a vehicle is described in more than one publication
the most recent version must be used. The 6th Edition
FAQ found on Forge Worlds website must be used.
A single Gargantuan Creature or unit with Structure
points is permitted up to a total of 500pts. For each
structure point your army includes over three, you
opponent receives Tank Hunters for a unit of their
choice. If your army includes one or more gargantuan
creatures with seven or more wounds combined, your
Gargantuan Resistance changes to a 5+ rather than a
6+.
Missions may be played using any of the standard
missions found in the 6th Edition Warhammer 40,000
rulebook or in special scenarios in this campaign pack.
HEAVY ASSAULT(OPTIONAL)
You may field a Heavy Assault Force army. Heavy
Assault armies play in Act Three on a 6x4 battlefield
using Eternal War missions found in the 6th Edition
Warhammer 40,000 rulebook.
Your army must be no more than 3000 points and
selected using up to two standard Force Organisation
Charts from the Warhammer 40,000 rulebook. You
must include all compulsory choices from each primary
detachment.
Vehicles and army lists detailed only in Forge World's
Imperial Armour publications may be used by armies.
If a vehicle is described in more than one publication
the most recent version must be used. The 6th Edition
FAQ found on Forge Worlds website must be used.
Gargantuan Creatures and units with Structure points
are permitted up to a total of 1000pts. For each
structure point your army includes over three, you
opponent receives Tank Hunters for a unit of their
choice. If your army includes one or more gargantuan
creatures with seven or more wounds combined, yourGargantuan Resistance changes to a 5+ rather than a
6+.
Missions may be played using any of the standard
missions found in the 6th Edition Warhammer 40,000
rulebook or in special scenarios in this campaign pack.
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By early 990.M41, Hive Fleet Kraken had already sunk
its tendrils into the galaxy, isolating many Imperial
worlds before any astropathic warnings could be sent.
Hive Fleet Behemoth had previously been fought as a
wave that had advanced across the galaxy as a single
organism, but Kraken was actually a series of smaller,
separate Tyranid Hive Fleets that moved to attack
many human-settled planets simultaneously. This not
only increased the difficulty for the Imperium's
defenders in opposing the Hive Fleet, but also
increased the area of the Hive Mind's psychic Shadowin the Warp tenfold. Almost overnight, an entire
Imperial sector was silenced from Terra, isolated from
Astropaths' messages of warning by the potent power
of the Hive Mind. Only several months after Hive Fleet
Kraken's onslaught had already begun did the first few
survivors' accounts of the attacks begin to reach the
wider Imperium due to the terrible turbulence in the
Warp. Whole planets had been wiped out by the
Tyranids in only a few hours and the Imperium of Man
once more faced an unimaginable threat.
The Ichar IV Rebellion
But before the true threat revealed itself, the
Imperium had first faced uprisings on its Eastern Fringe
that served as the prelude to the main Tyranid threat.
One such rebellion occurred on a Hive World named
Ichar IV. Ichar IV was vital to the operation of the
Eastern Fringe as its huge manufactorums formed the
centre and lynch pin of one of the few densely
populated Imperial sectors in the widespread Ultima
Segmentum. The entire planet had been seized from
the control of the Imperium by a religious
fundamentalist group named the Brotherhood. Years
before, the Brotherhood had captured the hearts and
minds of the population of the planet by preaching the
return of the Emperor in physical form and promising
better times to come. This is the sort of promise that
was sought by the workers of the Icharran
manufactorums because they lived lives with no
power, hope of betterment or freedom. The
Brotherhood quickly set up missions and chapels
throughout the poor regions of the planet. The
Ecclesiarchy closely monitored the Brotherhood for
any signs of corruption or heresy, but none could be
found. Eventually, permission was sought and granted
for the construction of a Brotherhood cathedral in
Lomas, the biggest city on Ichar IV. Shortly after the
completion of the Brotherhood's cathedral the trouble
began; the Brotherhood refused to pay its tithes to the
Planetary Governor and would not allow its members
to be inducted into Ichar IV's Planetary Defence Force.
Brotherhood Preachers whipped the Icharran
population into a frenzy, prophesying that the
Emperor would return in the flesh soon. Brotherhood
militias began to roam the streets, punishing anyone
they deemed to be "unbelievers" rather than actual
criminals.
Events accelerated when rioting broke out during a
mass demonstration outside of the great cathedral in
Lomas. Arbitrators of the Adeptus Arbites moved in
with Power Mauls and Suppression Shields to put
down the rioters forcefully, but were fired upon from
the cathedral by Brotherhood militia. The Arbitrators
returned fire and killed several of the Brotherhood's
militia members. This only enraged the mob further
and they surged forwards several times, eventually
forcing the Arbitrators to fall back, especially as
another, larger mob had just arrived to support them.
Rioting then spread across the planet and most of the
forces of the Arbites were forced back. When the
Planetary Defence Force was called in to restore order,
most members of the force rebelled and joined the
ranks of the Brotherhood. Eventually, news of the
assassination of the Planetary Governor reached the
public and vicious fighting broke out in all of the hivecities of the planet. Within hours, tanks decorated with
the revolutionary banners of the Brotherhood were
seen driving down roads in cities, pushing the Arbites
back. With the dawn, news of the assassination of the
Imperial governor and most of his ministers had
spread over the entire planet, and the Brotherhood
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quickly seized control of several broadcasting stations,
announcing the establishment of their new theocratic
state in the name of the returning God-Emperor.
The Arbites still held control of the majority of the
Icharran countryside and the Arbites fortress thatguarded the centre of Lomas. Most of the cities had
been captured by the Brotherhood, denying the
Arbites vital resources. Inquisitor Agmar of the Ordo
Xenos arrived twenty-seven days after the rebellion
began, on the same day that the Arbites fortress in
Lomas was overrun by Brotherhood forces. Most of
the Judges in the fortress escaped, moving to take
control of the four main power stations of the city.
Inquisitor Agmar saw this as much more of an
organised rebellion than a sporadic outburst of
popular religious feeling. He called for the support of
the Ultramarines Chapter of Astartes to help the forces
of the Imperium retake the planet. While the
remaining Imperial forces waited for the arrival of the
Ultramarines, they bombarded the rebel cities and
pushed back vicious assaults by Brotherhood militia
battalions. Repeated attempts to reach the power
stations of Lomas failed and, six days after Agmar
arrived, the Arbites detonated several Melta Bombs,
completely destroying the generators.
Now the war transformed into a long, grinding
campaign of urban combat with casualties spiraling
upwards daily. Every doorway could possess a booby
trap and there were Brotherhood snipers in place all
over the renegade-held cities. Entire Imperial Guard
patrols that remained loyal to the Imperium
disappeared without trace in the chaotic maelstrom.
The rebellion promised to be a long one as the
Brotherhood held the armouries of the Imperial Guard
Regiments assigned to the planet and had the support
of the majority of the Icharran population to draw on
to become soldiers in its militia. Inquisitor Agmar led
several small forces of Imperial Guardsmen and
Arbitrators into Lomas to uncover the true nature of
the Brotherhood. He was slowly piecing together the
story when, in a chance raid, he slew a Neophyte ofthe Brotherhood and saw what manner of xenos
creature was actually leading the revolt - Genestealers!
Agmar sent an astropathic message confirming his
fears of another Tyranid invasion to the Inquisition and
awaited the arrival of the Ultramarines.
The Genestealer Infestation
Thirty-nine days after the Icharran rebellion began, the
Ultramarines' Battle Barge Octavius entered orbit
above Ichar IV and deployed its Drop Pods. The
planetary defences were largely inactive due to the
damage to the power generators of Lomas and as suchthe Space Marines' landing casualties were light. The
Space Marines secured the Imperial Guard's armouries
and the Imperial Governor's palace and fought off
several poorly organised counterattacks, causing
massive casualties among the Brotherhood's forces.
Outside, the remaining Imperial Guard forces launched
coordinated attacks to link up with the Ultramarines,
using their Leman Russ main battle tanks as moving
strongpoints and slowly, inevitably, the Brotherhood's
lines bent back.
More than 20 Veteran Space Marines in TerminatorArmour from the Ultramarines' elite 1st Company
teleported into the great Brotherhood cathedral in
Lomas and destroyed the cathedral's defenders after
Agmar sent a message to the Octavius via spy satellite.
More guards appeared from side doors and a storm of
lasbeams and autoshells ripped out, massacring many
of the Brotherhood guards, but not before several of
the Terminators were dragged down. The Terminators'
single Heavy Flamer proved to be invaluable, its flames
incinerating the unprotected assaulting forces. Yet
some of the Brotherhood Neophytes were striking out
with inhuman speed and terrible claws, indicating their
xenos heritage.
The Terminators then spread out and searched for the
myriad of secret passages that they presumed existed
beneath the Brotherhood cathedral. They soon found
one under the altar, and the altar was quickly
removed. As they moved down into the crypt, they
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heard the clattering of claws on stone. As the
creatures jumped into the lights of the Ultramarines,
they were identified as Genestealers. This showed the
Inquisitor's belief that there was a Genestealer coven
at the heart of the Brotherhood's revolution to be
correct. The battle began and raged for a long time.Hundreds of Genestealers died, piling up one on top of
each other. Eventually, the horde's numbers were
spent in their attack. Several Ultramarine Terminators
had been killed as their armour was torn open by the
inhumanly sharp claws of the Genestealers. The
remainder of the Astartes moved further into the crypt
without encountering more of the creatures. Deep
beneath the city of Lomas they found a huge cavern
where the huge and bloated great grandfather of the
brood, the powerful Genestealer Patriarch, sat. As the
Terminators approached, another horde of
Genestealers intent on protecting the alien master
attacked the Terminators from out of nowhere. Storm
Bolters rang out, resulting in pure carnage. The
company Librarian fought his way to the dais but the
Patriarch used its psychic powers to attack the Space
Marine psyker. A surge from the Astartes' psychic
hood broke the spell and the Librarian forced his body
out of the real world for an instant and then he
reappeared, teleported onto the dais. The creature
lashed out and blood and sparks flew from the
Librarian, but the Patriarch easily parried the return
blow.
The Librarian called on his Battle-Brothers for
assistance and the dais was swept with Bolter fire.
Some shells pierced the Power Armour of the Librarian
but the Patriarch was also wounded. The Librarian
used this opportunity to strike with his Force Axe, the
Librarian's own psychic power behind the blow
allowing the weapon to tear through the tough hide of
the Patriarch. The Patriarch was dead, suddenly
leaving the brood and the entire revolution leaderless.
The revolution felt the death of its leader and lost its
impetus and cohesion. The remaining Terminators
slew the rest of the Genestealers and the battles
above slowly stopped as the revolutionaries could onlyretrench themselves and no longer act in a fully
coordinated manner without the Patriarch's subtle
psychic guidance over the cult. Small groups of
Brotherhood Acolytes and Neophytes held their
positions in bunkers and towers but were soon
destroyed by the tanks and heavy fighting vehicles of
the Imperial Guard.
Ichar IV was back under the control of the Imperium
and all remnants of the Genestealer Cult - the
Genestealers, their hybrids, infected humans, cultmembers and traitors - was ruthlessly wiped out.
Inquisitor Agmar, leading the Ultramarines,
methodically purged the planet, which eventually
returned to normal. There were still questions that
remained unanswered. One was the fate of the human
leader of the Brotherhood, as his body was never
found. The second was that the planet's Astropaths
had reported a shift in the Warp, distant still, but the
oldest of the Astropaths had sensed the psychic call of
the Genestealer Patriarch radiating out into space and
felt the change in the Warp. He had sensed something
vast and shadowy, a monstrous entity which hadturned its attention towards Ichar IV - Hive Fleet
Kraken.
The Kraken Comes
The horror stories that attended Hive Fleet Kraken's
coming to Imperial space were numerous. Among the
many tragedies of this time were the following:
In the Miral System, Imperial Guard Regiments and the
Space Marines of the Scythes of the Emperor Chapter
held out against the Tyranids of Hive Fleet Kraken who
had overrun the lush jungles and plantations of MiralPrime. The Imperial forces retreated to a huge mesa
called the Giant's Coffin where they defended against
the vicious hordes of xenos that infested the dense
jungles below. The flora of Miral itself had become
mutated since the first Mycetic Spores of Hive Fleet
Kraken had fallen on the world and eventually only
constant defoliation with Flamers prevented the
Tyranid spore-infected creepers from engulfing the
Giant's Coffin.
A Rogue Trader brought rumours of the feral world of
Larnarno to the Imperium's heart, a planet that had
come to be ruled by the Celebrants of Nihilism, a
heretical doomsday cult whose adherents had taken
care to match their prophecies with the dire events of
the times. When elements of Hive Fleet Kraken arrived
at Larnarno, nearly 75% of the planet's population had
calmly marched towards the Tyranid bio-ships to be
consumed by their new "gods." The Rogue Trader also
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brought a tale from the giant asteroid-monastery of
Salem, which told how the monks had chosen to
poison both themselves and their carefully
terraformed ecosystem rather than allow all to be
consumed by the Great Devourer.
Another dedicated Imperial merchant captain helped
evacuate millions of Imperial citizens from the mining
worlds of the Devlan System before it was consumed.
Devlan's extensive system of Novastorm space stations
held the Hive Fleet at bay long enough for a fleet of
giant ore freighters to escape into the Warp. A
company of Space Marines of the Lamenters Chapter
held off the attacks of the Tyranid Warriors until the
last starship had been loaded, though the SpaceMarines in the end sacrificed their own lives so that
many more might live.
Even those who fled successfully found little respite
from the horror. One of the giant ore freighters fleeing
Devlan arrived at the world of Adr's Hope ominously
dark and silent. Those investigating the ship's
automated landing discovered that within lay a blood-
drenched abattoir where thousands of refugees--men,
women and children--had been mercilessly butchered
by a Tyranid organism that had breached the starship's
quarantine even as it fled. Only three weeks later Adr's
Hope itself was a blood-soaked ruin of a world - the
Great Devourer had claimed even more victims.
Seen on a galactic scale, Hive Fleet Kraken was
attacking across a front that covered thousands of light
years. Some worlds were bypassed, isolated by the
Hive Fleet's Shadow in the Warp or attacked
unexpectedly, making a cohesive Imperial defence
almost impossible to mount. The Imperium was forced
to concentrate its forces on the most strategically
important Forge Worlds and Hive Worlds, while it
evacuated or simply abandoned to their horrific fate
many others. Still, there were some bright moments
for the Imperium. Several Space Marine Chapters
dedicated their forces to saving worlds the wider
armies of the Imperial Guard had abandoned. Some,
such as the Lamenters and the Scythes of the Emperor,
found their once proud Chapters reduced to a few
scattered remains as the price of their valour, while
the Knights of Eternity Chapter is presumed to have
been completely obliterated. Others carried the battle
to the Tyranids as only the Space Marines can, striking
at isolated tendrils of the Kraken, boarding Hive Ships
and blowing them apart from the inside. Yet, no
matter the efforts of the Imperium, the Tyranids weretoo numerous and drove ever deeper into the galaxy,
towards the Imperium of Man heart.
The Battle of Ichar IV
Fortunately for humanity, Hive Fleet Kraken did not
remain divided into separate tendrils indefinitely and
eventually began to coalesce into a single, massive
swarm on Ichar IV, the Hive World whose large
Genestealer infestation had been the initial harbinger
of the Kraken's arrival in the Milky Way Galaxy. As the
Tyranids approached the planet, thousands ofGenestealers suddenly burst from the underhives in
support of the invading xenos, giving the lie to claims
that the infestation had been entirely purged years
earlier. Defence perimeters were completely overrun,
Imperial Guardsmen slain by the thousands. In the
terrible confusion, an ever larger number of Tyranid
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organisms made planetfall -- not only the Termagants
and Gargoyles that had composed the vanguard of the
prior assaults, but the truly monstrous Carnifexes and
Tyrannofexes as well. Worse still, gigantic Hierodule
and Hierophant Bio-Titans stalked across the surface of
the beleagured world. The Tyranids had unleashed on
Ichar IV every terrible organic weapon in their arsenal.
Despite all this, Ichar IV was not yet lost to humanity.
Forewarned of Tyranid interest in the world by the
previous Genestealer infestation, the Imperium was
able to mount a more solid counter-defence in the
Ichar System than in the other areas of the Eastern
Fringes under assault by Hive Fleet Kraken.
The Ultramarines inflicted crushing losses on the
Tyranid armada in space above the planet and in the
claustrophobic corridors of the towering Icharran hive
cities. Space Marine Veterans of the First Tyrannic War
made planetfall and scoured Ichar IV's hives in a series
of close-quarter battles that lasted for close to a full
Terran year. By employing the same tactics that had
proved successful in defeating Hive Fleet Behemoth in
Ultramar two centuries earlier, Marneus Calgar rallied
the Imperial defenders of Ichar IV and cast the
Tyranids from that planet forevermore. But as always,
victory against the Tyranids had come at a terrible
price - Ichar IV was reduced to a smoking charnel
house of death and destruction, a world and its people
sacrificed so that the Imperium of Man might endure
yet another storm.
The Battle for the Iyanden Craftworld
The first warning the Eldar of Craftworld Iyanden had
of the danger posed by the Tyranids of Hive Fleet
Kraken was brought in 992.M41 - a Tyranid Hive Fleet
of immense proportions was heading towards Iyanden
Craftworld. Already over a dozen Imperial planets hadbeen consumed by the Tyranids' advance and,
although the human Imperium was mounting furious
counter-attacks where possible, it would be months
until a major Imperial taskforce could be fully
mobilised to deal with the threat. By the time the
Imperial frontier was stabilised, the Eldar of Iyanden
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knew that their precious Craftworld would have been
overrun.
Farseer Kelmon, political leader and spiritual head of
the Craftworld, called together the Eldar of Iyanden
and warned them of the impending Tyranid assault.
The debate by the people of Iyanden on the action to
take against Hive Fleet Kraken's approach was heated
and prolonged. The more conservative elements of the
Craftworld argued for a policy of isolation, shielding
the Craftworld behind a powerful psychic shield in an
attempt to avoid all contact with the Tyranids. The
more aggressive elements wanted to attack the
Tyranids immediately, dispatching the fleet to destroy
the Tyranids before they reached the Craftworld. Both
courses of action were problematic, however, because
they took no account of the sheer size of the Tyranid
Hive Fleet. It took a powerful speech from the Ranger
Irilith, who had seen the Hive Fleet at first hand and
understood the terrible threat that it represented, to
sway the assembled Eldar. For over an hour she drove
home to all present that it would take the combined
efforts of every Eldar on Iyanden to have any chance of
turning back the Tyranids. Even then they might not
succeed in defeating the alien menace. A hush fell on
the Hall as Irilith finished her speech. No more needed
to be said, for all the Eldar present now realised the
sheer enormity of the task ahead. Farseer Kelmon rose
and ordered that the Eldar prepare the defences of
lyanden Craftworld. All elements of the fleet would be
recalled, and every single Eldar must take on the
Warrior Aspect of Warlock, Guardian or Aspect
Warrior, for the first time in E ldar history since the Fall.
The entire Craftworld would be fortified, for there
could be no doubt that the Tyranids would breach
their outer defences and land on the immense
worldship. Help must be requested from the other
Eldar Craftworlds. The Avatar, the embodied spirit of
the Craftworlds War God Khaela Mensha Khaine, mustbe awakened to take part in the battle. And, most
terrible of all, all of the Craftworlds ancient Spirit
Stones must be plucked from their resting places and
implanted in cybernetic exoskeletons to battle as
Ghost Warriors. As many Imperial scholars know, when
an Eldar dies their spirit is released into a gem known
as a Spirit Stone, which is grafted into the very
structure of their Craftworld to preserve the dead
Eldars consciousness and prevent it from migratinginto the Warp where it will be devoured by the Chaos
God Slaanesh. Thus, each Craftworld is actually a living,
intelligent being which preserves a little of the once
great Eldar civilisation. By risking the destruction of the
Craftworlds Spirit Stones, Kelmon risked the
destruction of lyandens culture, racial memory and
literally the souls of its people. It was a grave chance to
take, but Kelmon knew that the Ghost Warriors could
make the difference between victory and defeat in the
struggle that was coming.
The first Tyranid Hive Swarms attacked Iyanden just
twenty days later. By then the Craftworld had already
been isolated for over a week by the Hive Mind's
Shadow in the Warp which made it extremely difficult
for the other Eldar Craftworlds to send help through
the Webway or psychically communicate with their
brethren. Apart from a few scattered units that made
it through, Iyanden ultimately fought the Tyranids on
its own. Nonetheless, the first Tyranid waves were
dealt with easily and efficiently by the Eldar fleet. The
Eldars spacecraft were faster, more manoeuvrable
and had longer-ranged weapons than their opponents.
In battle after battle, the Eldar spacecraft destroyed
the lumbering, biomechanical Tyranid Hive Ships while
only suffering minimal casualties themselves. For a
while it looked as if the Eldar fleet might be able to
hold off the Tyranids on its own, as wave after wave of
Tyranids were wiped out. But Farseer Kelmon was not
convinced. Already the ability of the Craftworlds
Wraithbone forges to replace destroyed Eldar
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spacecraft was being far outstripped by the casualties
being suffered in the deep space battles that raged
around the Craftworld. The Eldar fleet was being
ground down in a massive battle of attrition; a battle
that only the Tyranids, with their vastly superior
numbers, could hope to win. As if to confirm Kelmonsworst fears, the next Tyranid wave attack was massive,
very nearly twice the size of any that had hit the
Craftworld so far. The Eldar fleet suffered terrible
casualties in its attempt to hold the Tyranids off, and
for the first time was unable to stop them from landing
on the Craftworld itself. Although the landing was
wiped out before any serious damage was done to
Iyanden's defences, the Eldar fleet as a large-scale
fighting force had ceased to exist. Still there was hope,
especially if the wave had represented the Tyranid
Hive Fleet's main assault force. The Eldar's morale was
raised even more as the next Tyranid wave turned out
to be tiny in comparison to what had come earlier.
Although the weakened Eldar fleet couldnt keep all of
the swarms away from the Craftworld, the landings
that were made were easily isolated and destroyed.
For a short while it seemed that the Eldar had
weathered the terrible storm of Hive Fleet Kraken.
Then Iyanden was hit by two huge Tyranid attacks in
rapid succession. The pitiful remnants of the Eldar fleet
opposed the Hive Swarms as best they could, but were
ultimately swept aside by a tide of living alien
spacecraft. Iyanden was all but engulfed as horde after
horde of Tyranid Warriors, Genestealers, Gaunts and
Carnifexes were disgorged onto the Craftworld's
surface and interior. Huge battles erupted all over
Iyanden, the fighting bitter and close-ranged with
enemy forces often only separated by the width of a
corridor of Wraithbone wall, as the Eldar desperately
attempted to beat off the alien invaders. Often they
succeeded, but the Fortress of Tears, the Shrine of
Asuryan and, most terrible of all, the ancient Forests of
Silence, repositories of the flora and fauna of the lost
Eldar homeworlds on Iyanden, all fell to the Tyranid
hordes. The Eldar furiously counter-attacked, the
raging figure of the Avatar of Khaine leading theCraftworlds Aspect Warriors, Guardians and
Wraithguard and Wraithlord Ghost Warriors in a
berserk orgy of destruction which recaptured the
Forests of Silence from the Tyranids. It is said that the
Eldar Warriors wept tears of rage and sorrow to see
the damage inflicted on the ancient forest domes of
their Craftworld. Slowly the Eldar managed to turn the
tide on the Tyranids and gain the upper hand, forcing
them back onto the defensive. And then another huge
Tyranid wave arrived, the third in succession, and the
largest yet. As swarm after swarm flickered into
existence on the Eldars scanners, Kelmon knew that,
barring a miracle, Iyanden Craftworld was doomed.
Over 50 standard years before the Tyranid assault,
High Admiral Yriel, an Autarch, had led the Iyanden
Fleet. Although he was considered one of the greatest
Eldar naval tacticians to have ever lived, his character
was flawed by the sin of pride. When Iyanden had
been threatened by a Chaos space fleet raiding out of
the Eye of Terror, Yriel had led the Eldar fleet on a pre-
emptive attack on the Chaos fleets flagship, leaving
the Iyanden Craftworld unprotected. He only returnedjust in time to stop a suicide attack by a small flotilla o f
Chaos raider ships, who nonetheless managed to
damage the Craftworld. Expecting to be feted and
honoured for his victory, Yriel was deeply angered
when he was called upon to defend his course of
action. Claiming that his record should speak for itself,
Yriel refused to enter into the debate, leaving his old
friend Farseer Kelmon no choice but to elect a new
High Admiral in his place. Bitter with rage, Yriel had
vowed that he would never set foot on Iyanden again.
He and a small band of followers left the Craftworld to
pursue the Path of the Outcast and formed an Eldar
Corsair company known as the Eldritch Raiders that
became the single most powerful Eldar pirate force
operating in the galaxy. Yet, when he heard of Hive
Fleet Kraken's assault on Iyanden, Prince Yriel did his
best to ignore the terrible peril that threatened his old
Craftworld. But proud though he was, righteously
angry though he remained, Yriel could not leave
lyanden's people to their fate in this, their darkest
hour. Battling his way through the Tyranids psychic
blockade, Yriel swept to the aid of his people and
arrived just in time. Like a thunderbolt from the blue
Yriel and his large Eldar raider fleet smashed into the
swarm of Tyranid vessels. He was quickly joined by the
few remaining craft of lyandens fleet, and together
the combined Eldar space fleets tore the swarms of
Hive Fleet Kraken apart. Two more waves of Tyranid
Hive Swarms from the Kraken attacked the Craftworld,
only to meet the same fate. Not a single Tyranid bio-
ship reached the Craftworld, though the cost to Yriel's
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Eldritch Raiders was dear. Bloodied but unbowed, the
Raiders prepared to sell their lives to the last in order
to turn back the next wave of Tyranids. On the bridges
of the Craftworld and of the circling Eldar starships,
vigilant eyes watched the scanners, waiting for the first
tell-tale blip that would indicate the direction of the
next assault. Minutes passed, then hours, and with a
growing sense of wonder the Eldar realised that no
more Tyranid Swarms were coming the assault was
over. Hive Fleet Kraken had been dispersed; its
coherence had been destroyed!
But on Iyanden Craftworld the war raged on
The Tyranid hordes that had been fighting a tenacious
rearguard action awaiting the aid of the rest of the
Hive Fleet now turned like cornered rats and hurled
themselves at the Eldar. Caught by surprise, the Eldar
staggered back, desperately trying to hold in the face
of the suicidal Tyranid onslaught. The Fortress of the
Red Moon fell to a surprise attack, and for a moment it
seemed that with victory within their grasp the Eldar
would yet be defeated. But, for the second time, Yriel
led his Eldritch Raiders to the rescue of the Craftworld.
Disembarking from their orbiting spacecraft, the
Raiders joined with the battered defenders of Iyanden
Craftworld and, yard by yard, step by step, forced the
Tyranids back. A final wild charge led by the Tyranid
Hive Tyrant was annihilated by the combined efforts of
the Avatar of Khaine, Prince Yriel and the Ghost
Warriors, and then in a series of vicious one-sided
battles the last of the Tyranids were hunted down and
destroyed. The Tyranid attack on Iyanden Craftworldwas over. The Tyranids had been defeated.
But the victory was a hollow one. Though the Eldar had
repulsed the invaders, the cost was enormous. Their
once proud Craftworld stood in ruins, and four-fifths of
the inhabitants were dead or lay dying in its shattered
halls. Amongst their number lay Farseer Kelmon,
surrounded by the bodies of a dozen Tyranid
Zoanthropes whose wretched heads bore the marks of
psychic fire. Iyandens mighty space fleet wa s a pitiful
shadow of its former self; the blasted remains of its
majestic spacecraft and their brave crews hanging
silent and weightless in space. But all this could be
rebuilt, maybe not for hundreds of generations, but
one day in the distant future. What was lost forever
were the souls of the Eldar whose Spirit Stones had
been destroyed in the battle against the Tyranids. The
massive destruction wrought upon the people and the
Ghost Warriors of Iyanden dealt that Craftworld -- and
the entire Eldar species -- a blow from which its culture
could never fully recover.
The Imperium barely had time to breathe following the
end of the Second Tyrannic War before it learned that
both Hive Fleets Behemoth and Kraken had been little
more than reconnaissance forces for the true threat to
the very existence of humanity -- the arrival of Hive
Fleet Leviathan in 997.M41.
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The Tyranids are an extragalactic alien race, whose sole purpose is the
consumption of all forms of genetic and biological material in order to evolve and
reproduce. Tyranid technology is based entirely on biological engineering. Every
function is carried out by living, engineered creatures, each of which collectively
forms the Hive Fleet, directed by a single Hive Mind.
By early 990.M41, Hive Fleet Kraken had sunk its tendrils into the galaxy, isolating
many Imperial worlds before any astropathic warnings could be sent. Hive Fleet
Behemoth had fought in a single wave that had advanced across the galaxy as a
single organism, but the Kraken was actually a series of smaller, separate Tyranid
Hive Fleets that moved to attack many human-settled planets simultaneously. This
not only increased the difficulty for the Imperium's defenders in opposing the Hive
Fleet, but also increased the area of the Hive Mind's psychic Shadow in the Warptenfold. Almost overnight, an entire Imperial sector was silenced from Terra,
isolated from Astropaths' messages of warning by the potent power of the Hive
Mind. Only several months after Hive Fleet Kraken's onslaught had already begun
did the first few survivors' accounts of the attacks begin to reach the wider
Imperium due to the terrible turbulence in the Warp. Whole planets had been
wiped out by the Tyranids in only a few hours and the Imperium of Man once more
faced an unimaginable threat.
When choosing an army to fight for the Tyranids the most recent edition of the army Codex will be used. If you have any further questions regarding army selection, please contact the
event organisers before the weekend and check the forums at www.tempusfugitives.co.uk. The published Codex used in this campaign for the Tyranids is: Codex Tyranids. All
supplementary rules to your Codex can be found in this pack.
There is a different army structure and several units which are a feature of the armies of the Tyranids during the Tyrannic War campaign. They are detailed on the
following pages and are considered fully usable for this narrative campaign weekend. However, they are not to be considered official in any way outside of the
Tyrannic War narrative campaign weekend.
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COVEN REMNANT During the Second Tyrannic War, many Tyranid armies represent a force that was once a Genestealer Coven that has since been reabsorbed into the Hive Fleet.Players wishing to do so may include Genestealer Coven as an Allied Detachment in a Tyranid army.
A NOTE ON FLYERS The Hive Mind has fashioned a unique solution to deal with enemy forces who have a reliance on high-speed aircraft. Gargoyles, like all Tyranid creatures, are merely tools toachieve an end. Often, Imperial pilots are faced with the Hive Mind compelling Gargoyle Broods to fly directly into the aircrafts engines and cockpit. Although this strike instantly kill s many of the Gargoyles,
it causes horrendous damage to the craft.Bird-Strike: At the start of any turn when an enemy flyer has been deployed, the Tyranid player may choose to fly a single Gargoyle brood in play of at least ten models into the deployed unit. This causes
3d6 unsavable wounds on the Gargoyle Brood and causes d3 glancing hits on the flyer or fast skimmer. The unit may benefit from a cover save as normal for Jinking. Once this attack has occurred, the Flyer
may complete its move as normal (provided it is still in the air). Should the Gargoyle Brood be destroyed it is worth Victory Points as normal. Surviving Gargoyles are placed into reserve and are deployed
next turn as normal.
TYRANIDS TALONED HORROR ELITE UNIT 100 POINTS
WS BS S T W I A LD Sv
Taloned Horror 5 3 5 4 3 5 3 10 4+
Special Rules
Acute Senses
Instinctive Behaviour - Feed
Move Through Cover
Bounding Leap
Scout
Feel No Pain
Cannot Blade Parry!
Options
May take any of the following:
Adrenal Glands for +10 points
Toxin Sacs for + 10 points
It was during the attack on Hammans World that
Lamenter Astartes forces became the first to engage
the terrifying beast known by those brave warriors as
the Taloned Horror. Evolved along similar lines to theHormagant strain of Tyranid but much more massive
and deadly, the Taloned Horror is impossibly fast and
agile for its size. Augers have recorded creatures of this
type scaling the walls of a ravine to then leap
backwards onto a departing transport. The beasts in
question were only slain after they had breached the
hull of the transport ship and brought it crashing down
in a fiery conflagration
Unit Composition 1
Unit Type
Beast
Wargear Hardened Carapace
Claws and Teeth
Pair Bone Sabres (uses the Bone Sabres rule on pg 56 Codex Tyranids)
Flesh Hooks
Venom Injectors: Once it has caught its prey, the Taloned Horror is able to rapidly
inject it with deadly tyrannic phage cells which eat away at physical matter while
causing incredible agony to the unfortunate victim. All wounds caused by the Horror
in close combat are AP 2 and cause Instant Death.
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TYRANIDS TANKERFEX HEAVY SUPPORT UNIT 165 POINTS EACH
WS BS S T W I A LD Sv
Tankerfex 3 3 6 6 4 1 4 7 3+
Special Rules
Fearless
Instinctive Behaviour Lurk
Flawed Design
Deep Strike
It Will Not Die
Options
Each may take any of the following:
Adrenal Glands for +10 pointsToxin Sacs for + 10 pointsBio-Plasma for +20 points
Nothing filled the defenders of Dumansca with a greater
sense of foreboding than the low level vibrations emitted by
a Tankerfex just before unleashing its incendiary attack. A
specialised form of burrowing Carnifex, the Tankerfex hasgiven over much of its body to the storage of vast reservoirs
of bio-acid which it sprays in devastating gouts covering a
wide area and causing horrific burns to all encompassed.
Fortunately, this evolution appears to be in its early stages as
a well-placed shot to the engorged acid sacs causes them to
rupture, slaying he beast outright. After the disastrous
liquidation of B Platoon, the Imperial defenders learned not
to exploit this weakness while the creature was engaged in
combat with allied units.
Unit Composition 1-3 Tankerfex
Unit Type
Monstrous
Creature
Wargear Bonded Exoskeleton
Claws and Teeth
Scything Talons
Acid Spray
Hidden Danger: Burrowing beneath the battlefield, the Tankerfex
sits in wait for prey to draw near. When determining its arrival point
(using the Deep Strike rules) should a Tankerfex scatter on top of
impassable terrain or another model (friend or foe!) then reduce
the scatter distance by the minimum required in order to avoid the
obstacle.
Flawed Design: After each failed saving throw by Tankerfex, roll a
d6. On the score of a 1, the acid sacs rupture slaying the Tankerfex
outright. The ruptured sac explodes so violently that any model
within 2d6 inches suffers a S6 AP4 hit on a 4+.
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TYRANID SUB-FACTION: GENESTEALER COVENA Genestealer Coven is a community of Genestealers, Genestealer-hybrids, as well as the
completely human convert-hosts, infected victims and genetic relatives known as Brood
Brothers, existing within another society. Such a cult forms if a Genestealer infects membersof another species with its genotype. The resultant changes in the genome of the host cause
a fanatical loyalty to the Genestealers as well as a drastic change to their reproduction
system; their firstborn children will be Hybrids, a grotesque mixture of the host's race and
Genestealers. These hybrids infect further victims, and the infection spreads exponentially.
Fourth generation hybrids produce Purestrain Genestealers, and the cycle starts once again.
This brood of Purestrains, hybrids and Brood Brothers is held together by strong psychic and
genetic bonds, and assembles around the original Genestealer which becomes the
Patriarch.
Because this community is often hidden behind the facade of a religion or political
movement, it is called a Genestealer Coven or Cult by the Imperium.
Genestealers are effectively the heralds of Tyranid invasion, because the psychic power of
the Patriarch shines like a beacon in the Warp and is perceived by the Hive Fleets of the
Tyranids. As the coven's power grows over the world, the beacon becomes stronger,
signalling to the Tyranids the location of a biologically rich world. By the time the Hive Fleets
arrive, the world may already be completely in the hands of the Genestealer cult, or torn
apart by civil war between the cult and the remaining free society, or at least weakened and
rife with traitors. However, after the planet comes to the Hive Fleet's notice, the destiny of
the cult is sealed, because all surviving members are absorbed like the rest of the planet.
BROODFATHERS OF THE COVENThe Genestealer Coven is selected using the latest edition of Codex Imperial Guard and
CodexTyranidswith the latest FAQ from Games Workshops website. Please contact us atthe Tempus Fugitives if you do not understand this point. A Genestealer Coven may include
the units listed overleaf (those marked with an asterisk may be found in this campaign
document). The army may also include a suitably converted Imperial Guard Super-Heavy
tank in lists that allow Structure Points. Ignore any reference to Instinctive Behaviour it
does not apply to units in a Genestealer Coven.
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ARMY SELECTIONHQ Coven Magus*; Patriarch*
ELITES Rogue Psykers (count as Psyker Battle Squad) &Ymgarl Genestealers(exchange Brood Telepathy for Stubborn)
TROOPS Brood Brothers,* Ogryns
FAST ATTACK Genestealers(exchange Brood Telepathy for Stubborn), Coven Limousine*; Genestealer Hybrids*
HEAVY SUPPORT Imperial Guard Fast Attack or Heavy Support choice from Codex Imperial Guard or Imperial Armour (Requires a unit of Brood Brothers for each unit).
All models (including the Patriarch) may be transported as normal. The Patriarch and Broodlords take two spaces each in a tra nsport.
COVEN MAGUS HQ UNIT 70 POINTS
PATRIARCH HQ UNIT 155 POINTS
WS BS S T W I A LD Sv
Coven Magus 5 3 3 3 2 6 2 10 6+
Hybrid Bodyguard 5 3 4 4 1 5 2 10 4+
The Magus is a Genestealer Hybrid that appears almost entirely human, except it is always bald and has a pronounced bone
structure. The Magus, unlike other Hybrids, is highly intelligent and a powerful psyker - absolutely dedicated to serving the
Patriarch of the Coven. It uses its human appearance to act as the face of the brood, and relays the orders of the Patriarch to
the Brood Brothers. Unlike the Patriarch, the Magus knows nothing of its role in the Tyranid invasion it is aiding.
Squad Composition
1 Coven Magus
Unit Type: Infantry
Wargear
Hot-Shot Las Pistol and power weapon
Options: The Patriarch may be joined by up to 5 Genestealer Hybrids at +14 points each. The Genestealer Hybrid Bodyguard are armed with flesh-hooks,
rending claws and hotshot las-pistols.
Special Rules
Furious Charge (While Magus is alive)Move Through CoverStubbornPsyker (Magus only) Mastery Level 2. May select powers from the Disciplines of Biomancy and Telekinesis.Shadow in the Warp
WS BS S T W I A LD Sv
Patriarch 8 0 6 5 4 7 4 10 3+
Broodlord Bodyguard 7 0 5 5 3 7 4 10 4+
The Patriarch is a bloated, brooding figure in the Coven. Rarely seen by any except the Purestrain and the Magus, the
Patriarch is aware of the Covens role in the Tyranid invasion that must necessarily follow the completion of their plans.
Squad Composition
1 Patriarch
Unit Type: Infantry
Wargear
Rending Claws
Scything Talons
Acid Blood
Options: The Patriarch may be joined by up to 5 Broodlord Bodyguard at +60 points each. The Broodlords have acid blood and are armed with rending claws and Scything Talons.
Special Rules
Feel No Pain (While Patriarch is alive)Infiltrate & StubbornShadow in the WarpFleet & Move Through CoverPatriarch: Psyker - May cast up to two powers each turn. Knows the powers Catalyst, Onslaught, Aura of Despair, Hypnotic Gaze; The Horror.Broodlord Bodyguard: Psyker - May cast a single power each turn. Knows the powers Aura of Despair and Hypnotic Gaze.
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BROOD BROTHERS TROOP UNIT 70 POINTS
COVEN TECHNICAL DEDICATED TRANSPORT UNIT 30 POINTSEACH
WS BS S T W I A LD Sv
Brood Brother 3 3 3 3 1 3 1 7 6+
Genestealer Hybrid 5 3 4 4 1 5 2 10 4+
Infected by Genestealers, the Brood Brothers fanatically defend their new family. Many of the have been parents to foul
human-stealer hybrids and are utterly loyal to the Covens cause. The Genestealers select members of planetary defence
forces or local Imperial Guard regiments to turn to their cause. These bring with them much needed firepower and vehicles to
compensate for the Covens otherwise short range.
Squad Composition Genestealer Hybrid and 9 Brood Brothers
Unit Type:
Infantry
Wargear
Hybrid with autopistol and rending claws
Brood Brother with Lasgun
Special Rules:
Stubborn
Options: The Brood Brothers may be joined by up to an additional 5 Brood Brothers at +6 points each.
Coven Wargear: Any model may exchange their lasgun for an autopistol and close combat weapon or a shotgun for free. Up to two models in the
unit may be armed with one of the following weapons each; plasma gun or melta gun at +15 pts; Coven heavy stubber at +10 pts; flamer or
grenade launcher at +5 pts. The unit may be equipped with bomb harnesses for +30 points. The Genestealer Hybrid may be armed with a Coven
Missile Launcher for +10 points.
Traitors to Humanity: Clearly in league with the foul xenos, Brood Brothers are amongst the worst kind of heretic. Imperial units gain Preferred
Enemy against them in close combat.
Bomb Harnesses: Brood Brothers will go to any lengths to protect their four armed family, even sacrificing themselves. Brood Brother models in a
unit equipped with bomb harnesses may be detonated by the Coven player at any time during their Assault phase. Centre a large blast template
under each model detonated. Any model (friend or foe) not in base contact with a detonating Brood Brother but touched by the blast takes a S3
AP5 hit. Any model in base contact instead takes a S5 AP3 hit with armour penetration of 2d6. After detonation any surviving models that have not
been detonated may be selected for detonation on later turns.
Transport: Any unit of Brood Brothers may take a Coven Technical.
BS FRONT SIDE REAR
Coven Technical 3 10 10 10
A technical is a type of improvised fighting vehicle, typically a civilian or military non-combat
vehicle, modified to provide an offensive capability. It is usually an open-backed civilian
pickup truck or four-wheel drive vehicle mounting an autocannon, missile launc her or other
support weapon.
Options: Any Technical may replace its Heavy Bolter with an Autocannon, Heavy Flamer or
Coven Missile Launcher for +10 points.
Unit Composition
1 Coven Technical
Vehicle Type: Fast, Open Topped
Transport Capacity: 10
Wargear: Heavy Bolter
Any Coven HQ Choice may select a single Imperial Guard vehicle with Structure Points as a dedicated transport for the appropriate points cost. The selected vehicle should be
suitably converted and may only transport the chosen HQ choice regardless of any transport capacity it might normally have.
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GENESTEALER HYBRIDS FAST ATTACK UNIT 70 POINTS
COVEN LIMOUSINE FLEET FAST ATTACK UNIT 30 POINTSEACH
WS BS S T W I A LD Sv
Human-Genestealer Hybrid 5 3 4 4 1 5 2 10 4+
Ogryn-Genestealer Hybrid 5 3 5 5 3 3 3 10 6+
Kroot-Genestealer Hybrid 5 3 5 4 1 5 2 10 5+Ork-Genestealer Hybrid 5 2 4 5 1 4 3 10 6+
Beast-Genestealer Hybrid 5 0 4 4 1 5 3 10 -
Genestealers that implant their genetic material into humans produce offspring known as Hybrids. Being mixed
creatures, some Hybrids retain enough human skill to use conventional weaponry like heavy stubbers and missile
launchers. Most Hybrids encountered in the Imperium are the result of breeding with human stock, but
elsewhere Kroot-Genestealer or Ork-Genestealer hybrids are more readily encountered. On occasion, where an
advanced species cannot be readily found, creatures such as wolves, sharks or other predators are deemed
suitable hosts.
Squad Composition
5 Human-Genestealer Hybrids
Unit Type:
Infantry
Wargear Special Rules
Autopistol Fleet
Flesh Hooks Stubborn
Rending claws
Transport: Any unit of Human or Ork stock
Hybrids may take a Coven Technical
Options: The Hybrids may be joined by up to an additional 10 Hybrids at +14 points each. Up t o two models in the unit may exchange their autopistol
with one of the following weapons each; plasma gun or melta gun at +15 pts; heavy stubber at +10 pts; flamer or grenade launcher at +5 pts. If the
unit numbers 10 or more Hybrids then a model may exchange their coven firearm for a Missile Launcher for +10 points.
Ogryn Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Ogryn-Genestealer Hybrids for +30 points per model.
Ogryn Genestealer Hybrids gain the Furious Charge special rule but lose the Fleet rule and may not upgrade their autopistol except with heavy
stubbers.
Kroot Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Kroot-Genestealer Hybrids for +4 points per model.
Kroot Genestealer Hybrids gain the Move through Cover, Infiltrate and Scout special rules.
Ork Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Ork-Genestealer Hybrids for +4 points per model. Ork
Genestealer Hybrids gain the Furious Charge special rules.
Beast-Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Beast-Genestealer Hybrids for +4 points per model.
Beast Genestealer Hybrids lose access to ranged weapons, and instead count as Beasts.
BS FRONT SIDE REAR
Coven Limousine 3 9 9 9
Concealed Weapons
Each Coven Limousine is usually configured to have false panels or
recessed grills that conceal its defensive weaponry until it is in
position to strike. The Limousine may have one of the following
weapons concealed in its body:
Twin-Linked Bolter Heavy Stubber Flamer
Tinted Windows: Because a Coven Limousine is almost impossible
to distinguish from normal civilian traffic, the vehicle benefits from
the Scout universal special rule.
A Coven will make use of civilian vehicles as it expands over a
city, infecting all levels of government and administration. Once
a cult has been uncovered the Coven Limousine is a difficult
target to identify as it is identical to many civilian vehicles in use
at the time. Because of this Coven Limousines are able to get
closer to the enemy than commanders would like
Open-Topped: Because of its non-military nature it is classed as
an open topped vehicle even though it is not necessarily
modelled as such.
Squadron Composition
1 3 Coven Limousines
Vehicle Type: Open Topped
Transport Capacity: 15
Wargear
Smoke Launchers
Tinted Windows
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The Imperium remains the galactic empire under which the majority of
humanity is united. The founder and ruler of the Imperium is the god-like
Emperor, the most powerful human psychic to date. Founding the Imperium
ten thousand years ago, he continues, at least nominally, to lead it.
The Imperium is the largest and most powerful political entity in the galaxy,
consisting of at least a million worlds, which are dispersed across most of the
galaxy. Consequently, an Imperial planet might be separated from its closest
neighbour by hundreds or thousands of light years. As a stellar empire, the size
of the Imperium cannot be measured in terms of continuous territory, but only
in the number of planetary systems in its control.
When choosing an army to fight for the Imperium, you must use one of the
Codexes detailed below. In all cases the most recent edition of the army Codexwill be used. These are the only armies permitted in this Faction during the
weekend. If you have any further questions regarding army selection, please
contact the event organisers before the weekend and check the forums at
www.tempusfugitives.co.uk.
The published Codices used in this campaign for the Imperium are: Codex Blood
Angels, Codex Black Templars, Codex Dark Angels, Codex Imperial Guard, Codex
Grey Knights, Codex Space Marines and Codex Space Wolves. Furthermore the
Cult Mechanicus Codex found on the Tempus Fugitives website is used. All
supplementary rules to your Codex can be found in this pack with the exception
of the Vanguard Siege Assault army list for Space Marines which can be found in
Imperial Armour Volume 10. Allied detachments may be chosen from any of
the above Codexes.
There are several units which may be taken by this faction during the Tyrannic War campaign. They are detailed on the following pages and are considered fully usable for this
narrative campaign weekend. However, they are not to be considered official in any way outside of the Tyrannic War narrative campaign weekend. Where a unit is restricted to
one sub-faction, it is clearly indicated in the unit entry.
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THE IMPERIUM WATCH CAPTAIN MATHIAS HQ UNIT 185 POINTS
THE IMPERIUM WATCH LIBRARIAN SHAIDAN HQ UNIT 175 POINTS
WS BS S T W I A LD Sv
Watch-Captain Mathias 6 5 4 4 3 5 3 10 3+
Special Rules
Deathwatch
Eternal Warrior
Independent Character
Special Issue Ammunition (see Codex:
Space Marines)
Unit Composition
1 (Unique)
Unit Type
Infantry
Wargear (see Codex: Space Marines)
Xenotech Phase Blade (Power Weapon, Ignore Inv Saves)
Combi-Melta
Power Armour
Bolt Pistol
Iron Halo
Frag and Krak Grenades
WS BS S T W I A LD Sv
Watch Librarian Shaidan 5 4 4 4 2 4 3 10 3+
Special Rules
Deathwatch
Independent Character
Epistolary
Psyker
Eternal Warrior
Special Issue Ammunition (see Codex: Space Marines)
Unit Composition
1 (Unique)
Unit Type
Infantry
Wargear (see Codex: Space Marines)
Valeria Master Crafted Force Weapon
Psychic Hood
Power Armour
Combi-Melta
Bolt Pistol
Frag and Krak Grenades
Deathwatch: Models with this rule have the And They Shall Know
No Fear, Deep Strike, Move through Cover and Counter Attack
abilities. Units with the Deathwatch special rule count as scoring.
Deathwatch Blackshields: On occasion an astartes will present themselves to a Watch station with no markings on their armour to indicate their Chapter of
origin. It is traditional to induct these warriors and ask no questions of their past. As Blackshields their life is now forever dedicated to the Deathwatch. Since the
Badab War a large number of warriors have presented themselves to Watch Librarian Shaidan, perhaps sensing a kindred spirit. As a result, if you include Watch
Librarian Shaidan in your army, you may include an additional Deathwatch squad. These additional marines should bear no Chapter markings.
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THE IMPERIUM THE DEATHWATCH ELITES UNIT 150 POINTS
WS BS S T W I A LD Sv
Deathwatch Marine 4 4 4 4 1 4 2 10 3+
Unit Composition (Unique) 5 Deathwatch Marines
Unit Type
Infantry
Transport: The Squad may take a
Drop Pod; Razorback or Rhino as a
dedicated transport at the cost
indicated in Codex Space Marines.
Wargear (see Codex: Space Marines) Bolter
Power Armour
Bolt Pistol
Close Combat Weapon
Frag and Krak Grenades
Special Rules (see Codex: Space Marines)
Deathwatch
Special Issue Ammunition
Deathwatch Options (may be purchased for any model with the Deathwatch special rule
including Mathias and Shaidan):
Any model may replace their bolter with a flamer for free, a combi-weapon for +5 points
or a Storm Shield for +20 points. Any model may replace their Close Combat Weapon
with a Power Sword for +10 points, a Lightning Claw for +15 points; a Power Fist for + 20
points or a pair of Lightning Claws or a Thunder Hammer for +25 points.
One model in the unit that has not replaced their close combat weapon may replace their bolter with a
melta gun for +5 points or a heavy flamer or plasma gun for +10 points.
One model in the unit that has not replaced their close combat weapon may replace their bolter with a with a melta gun for
+5 points or a heavy flamer, multi-melta or a plasma gun for +10 points or an assault cannon, lascannon, or heavy bolter
with suspensors for +20 points. A Heavy Bolter with suspensors gives the model the Relentless special rule and may also fire
Hellfire Shells (See C:SM).
Any model may be equipped with Combat Shields for +10 points per model.
The entire unit may exchange Move through Cover and Deep Strike rules with Skilled Rider and Space Marine Bikes for + 20 points per
model. The Deathwatch marines ranged weapon (not bolt pistol) is mounted on the bike. The bike has no other weapons.
Watch Captain Mathias
Fifth tour seconded from the
Ultramarines 7th
Company
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THE IMPERIUM DEATHWATCH ADVISORS UNIT UPGRADE +10 POINTS FOR INTERROGATOR OR MYSTIC +35 FOR JOKAERO
WS BS S T W I A LD Sv
Ordo Xenos Interrogator 4 4 3 3 1 3 3 10 4+
Jokaero Weaponsmith 1 3 2 3 1 3 1 8 -
Mystic 3 3 3 3 1 3 1 8 5+
For details of Special Rules see Codex: Grey Knights.
Special Rules (Ordo Xenos Interrogator)
Stubborn (applies to unit)
Deep Strike
Special Rules (Jokaero)
Inconceivable Customisation
Jokaero Ingenuity
Deep Strike
Special Rules (Mystic)
Psychic Beacon
Deep Strike
Psyker
Unit Composition
Any Deathwatch squad
may include a
Deathwatch Advisor of
each type.
Unit Type
Infantry
For details of Wargear see Codex: Grey Knights. The
Interrogator has all the Wargear options available to
an Ordo Xenos Inquisitor.
Wargear (Ordo Xenos Interrogator)
Bolt Pistol and Chainsword
Carapace Armour
Frag and Krak Grenades
Wargear (Jokaero)
Digital Weapons and Defence Orbs
Wargear (Mystic)
Flak Armour and Las Pistol
The work of the Deathwatch requires many diverse skills and abilities. It is an unusual situation that the Deathwatch faces
where the heroism and superhuman abilities of the Astartes are insufficient to overcome it. That said it is an arrogant Watch
Captain who does not at least consider the assistance of the Ordo Xenos and their plethora of human and alien followers.
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THE IMPERIUM DEATHWATCH STORMRAVEN SQUADRON HEAVY SUPPORT UNIT 220 POINTS
BS FRONT SIDE REAR
Deathwatch Stormraven 4 12 12 12
Usually found in service to the Blood Angels Chapter, it was Watch Captain Zedrenael, who brought the first Stormraven into the
service of the Deathwatch. So exceptional was the performance of these craft that Watch Commanders across the Segmentum soon
acquired a limited number for wider use. With Deathwatch crew, sometimes the only assistance a Watch Keep can provide is a lone
Stormraven gunship. Usually it is more than enough.
Assault Ramp: Units disembarking from a Stormraven may assault on the same turn it lands. You cannot assault after deep striking.
Ceramite Shielding: In order to resist the heat of atmospheric entry a Stormraven has thick ceramite shielding. Melta Bombs and
weapons with the Melta special rule never roll an extra dice for armour penetration against a Stormraven.
Special Rules:
Ceramite Shielding
Extra ArmourPower of the Machine SpiritDeep StrikeAssault VehicleSearchlightLocator Beacon
Unit Composition (Unique)
1 3 Deathwatch Stormraven
Vehicle Type
Flyer (Hover Mode)
Transport Capacity: 12and/or 1 Walker
Wargear
Twin-linked Assault Cannon or Twin-linked Lascannon orTwin-linked Missile Launchers or Twin-linked Plasma
Cannon
Four under-wing Kraken Penetrator MissilesTwin-Linked Heavy Bolter or Twin-Linked Multi-Melta
Kraken Penetrator missiles: 72 range Strength 8 AP 1
Hurricane of the Deathwatch: Each Stormraven in the
squadron may be equipped with Hurricane Bolter
Sponsons for +45 points per Stormraven. These Hurricane
Bolters benefit from Special Issue Ammunition.
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IMPERIAL GUARD STORM TROOPER MAJOR COMPANY COMMAND SQUAD UPGRADE +70 POINTS
IMPERIAL GUARD COLONEL JOHANNE KARTOR COMPANY COMMAND SQUAD UPGRADE +40 POINTS
WS BS S T W I A LD Sv
Storm Trooper Major 4 4 3 3 3 3 3 9 4+
Special Rules
Senior Officer First rank FIRE! Second rank FIRE! orders also apply to Hot Shot weapons.
Deep Strike
Special Operations
Hot Shot - All Lasgun and Las Pistols in the Command squad are replaced with Hot Shot weapons.
Carapace All models in Company Command Squad gain Carapace Armour
Lightning Strike: The Storm Trooper Command squad cannot include Heavy Weapon Teams.
Storm Trooper Company: Storm Trooper Squads count as Troop Choices in an army led by a Storm Trooper Major.
Unit Composition
Any Company Command Squadmay replace its Commander with
a Storm Trooper Major.
Unit Type
Infantry
Wargear
Hot Shot Laspistol Power Fist
Frag and Krak Grenades
Refractor Field
WS BS S T W I A LD SvColonel Kartor 4 4 3 3 3 3 3 9 4+
Special Rules Stubborn (applies to unit)
Senior Officer
Preferred Enemy Tyranids
Rolling Drunk: Drinking of the particularly noxious Redcap brew is encouraged by Kartor and as a result his squad
gains the Fleet and Furious Charge special rules but always moves as though in difficult terrain.
Supreme Vanity: Take a leadership test at the start of each turn that Colonel Kartor is not in combat or fleeing. If
the test fails, t he unit may take no actions or issue any orders while the Colonel checks his appearance in his field
glass.
Unit Composition (Unique)
One Company Commander in a
Command Squad may be
upgraded to Colonel Kartor.
Unit Type
Infantry
Wargear
Gauntlets of Imho (count as Lightning Claws)
Carapace Armour
Refractor Field
Frag Grenades
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SALAMANDERS CHIEF LIBRARIAN VELCONA HQ UNIT 200 POINTSAN ARMY USING CODEX SPACE MARINES MAY INCLUDE THIS CHARACTER
BLACK TEMPLARS - CASTELLAN JACQUES DRACO HQ UNIT 150 POINTSAN ARMY USING CODEX BLACK TEMPLARS MAY INCLUDE THIS CHARACTER
WS BS S T W I A LD Sv
VelCona 5 4 4 4 2 4 3 10 2+
Special Rules
And They Shall Know No Fear
Independent Character
Combat Tactics
Psyker Mastery Level 3
Pyromancer Knows all the powers from the Pyromancy Discipline. May re-
roll psychic tests when attempting to use those psychic powers.
Unit Composition
1 (Unique)
Unit Type
Infantry
Wargear
Firewyrm (Master Crafted Force Weapon)
Combi-Flamer or Combi Melta
Artificer Armour or Terminator Armour
Psychic Hood
Mantle of the Salamander (gives Eternal Warrior)
WS BS S T W I A LD Sv
Jacques Draco 6 5 4 4 2 5 3 10 2+
Special Rules
And They Shall Know No Fear
It Will Not Die Independent Character
Rites of Battle
Options: Castellan Draco may take a Command Squad but not a Terminator
Command Squad.
Vow to the Emperor: Templars do not need to take the Emperors Champion
in their Vanguard Force. Draco may purchase a Vow in the same manner as the
Emperors Champion. If this is done so, you may not include the Emperors
Champion in the army, Draco counts as the Champion instead.
Unit Composition
1 (Unique)
Unit Type
Infantry
Wargear
Chalcedon (+2 Strength Power Sword)
Molay(Bolter always wounds on 2+)
Artificer Armour (2+ Save)
Protection of St Solem (4+ Inv)
Bionics and Crusader Seals
Frag and Krak Grenades
Chapter Tactics: If you include Chief Librarian VelCona then all units in your army lose the Combat Tactics spec ial rule. Instead all thunder hammers in your army will count as master crafted, and all
flamer, heavy flamers, melta guns and multi-meltas count as twin-linked. If more than one character in your army has the Chapter Tactics special rule then you must choose which version will apply.
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SCYTHES OF THE EMPEROR CHAPTER MASTER THORCYRA HQ UNIT 210 POINTS
SCYTHES OF THE EMPEROR CAPTAIN THRACIUS THRACIAN HQ UNIT 200 POINTSAN ARMY USING CODEX SPACE MARINES MAY INCLUDE EITHER OF THESE CHARACTERS. YOU MAY INCLUDE BOTH CAPTAIN THRACIAN AND CHAPTER MASTERTHORCYRA BUT IF YOU DO SO ONLY THORCYRA CARRIES THE EMPERORS SCYTHE AND THRACIAN INSTEAD IS EQUIPPED WITH A RELIC BLADE.
Among the planets overwhelmed by the locust-tide of Tyranid hive fleet Kraken was the chapter's homeworld Sotha. Eve n for a well-defended Chapter p lanet, there was
little hope against such vast numbers and relentless hunger, and in the end the Chapter brethren were killed in the last stand on the planet. All brethren were presumed
destroyed, but a small number had escaped in order to preserve their chapter and gene-seed.
Sotha, along with so many other planets in the inexorable advance of the Kraken, was reduced to the state of an asteroid by the Tyranid swarms. Two hundred Marines
broke through the Tyranid assault. With much of the region overwhelmed by the Tyranids, there was nowhere to escape. The last of the Scythes eventually landed on the
death world of Miral. Somewhere on the surface of this planet, a huge rocky outcrop called the Giant's Coffin rose from the jungle. The surviving forces of the Scythes
prepared to make this their final stronghold. The Giant's Coffin was a tremendous natural citadel whose steep cliffs would sl ow the invaders and the r ocky promontories
would provide excellent firing positions for heavy weapons. Although the defences of the Scythes were strong they were still overwhelmed. Chapter Master Thorcyra met
his end on Miral and the Scythes were forced to withdraw under the command of Captain Thracian.
WS BS S T W I A LD Sv
Chapter Master Thorcyra 6 5 4 4 4 5 4 10 2+Captain Thracius Thracian 6 5 4 4 3 5 4 10 2+
Options: Thorcyra is a Chapter Master and as such you may include an Honour Guard if your army
has him present. Thracian is a Captain and may take a Command Squad.
Chapter Tactics: Pragmatic and determined, if you include Thracius Thracian and/or Chapter Master
Thorcyra then all units in your army exchange the Combat Tactics special rule for the Preferred Enemy
(Tyranids) special rule. If more than one character in your army has the Chapter Tactics special rule
you must choose which will apply.
Last Stand of Thorcyra: An army that includes Chaptaer Master Thorcyra may take Sternguard
Veterans Squads and Terminator Squads as Troop choices. However any unit taken as such loses the
Deep Strike special rule if they have them and may not select a Drop Pod as a dedicated transport.
Emperors Scythe: In his last official act, Master Thorcyra passed this weapon to Captain Thracian of
the Third Company, the only Captain of the Chapter still alive. Rather than using their own Attack
value, a model using the Emperors Scythe may, if they wish, i nstead make a number of attacks equal
to the number of enemy models in base contact will t hem.
Unit Composition
1 (Unique)
Unit Type
Infantry
Wargear
Emperors Scythe
Artificer Armour or Terminator Armour
Storm Bolter
Iron Halo
Special Rules
And They Shall Know No Fear
Independent Character
Combat Tactics
Warlord TraitVeterans of the Tyrannic War: The character and
any unit he leads gains the Hatred (Tyranids) special rule.
Range Strength AP Type- +2 2 Melee, Unwieldy,Two Handed
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LAMENTERS CAPTAIN PADEN BAAL HQ UNIT 125 POINTSAN ARMY USING CODEX SPACE MARINES OR CODEX BLOOD ANGELS MAY INCLUDE THIS CHARACTER
ULTRAMARINES CAPTAIN ORION PRIMUS HQ UNIT 175 POINTSAN ARMY USING CODEX SPACE MARINES MAY INCLUDE THIS CHARACTER
WS BS S T W I A LD Sv
Scout Captain 6 5 4 4 3 5 3 10 4+
Special Rules
And They Shall Know No Fear
Combat Tactics
Infiltrate Scout
Independent Character
Scout Company: Scout Squads may be upgraded to Valedictorian Scout Squads for +10 points per
squad. The Valedictorians count as Elite Choices and gain +1 WS and +1 BS. Two Valedictorian Scouts
in each squad may be armed with a plasma pistol or flamer at +10 points per model. Valedictorian
Scout Squads count as scoring units.
Unit Composition
1
Unit Type
Infantry
Wargear Bolt Pistol
Chainsword
Scout Armour
Iron Halo
Camo Cloak
Frag and Krak Grenades
Options: Paden Baal has all the options available to a Space Marine Captain
with the exception that he cannot take Artificer Armour, a Jump Pack or
Terminator Armour. Command Squads may replace their power armour for
scout armour and infiltrate for no additional cost.
WS BS S T W I A LD Sv
Orion Primus 6 5 4 4 3 5 3 10 2+Special Rules
And They Shall Know No Fear
Combat Tactics
Inspiring Presence (counts as a Chapter Banner)
Independent Character
Options: As commander of the 5th
Company, Captain Primus may take a Command Squad.
Unit Composition
1 (Unique)
Unit Type
Infantry
Wargear
Pax(Master Crafted Power Axe)
Artificer Armour
Storm Bolter & Bolt Pistol
Frag and Krak Grenades
Iron Halo
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In the time leading up to the cataclysm the Eldar refer to as the Fall, not all
the Eldar that remained on the homeworlds fell into the lure of Slaanesh.
Many remained, struggling to turn their species from its doomed path.
Unable to do so, several of the greatest Seers caught glimpses of the
darkness to come, and undertook a titanic effort to save their people. For
each Eldar homeworld a gigantic ship was created, sung from Wraithbone
and so massive to be nearly a planetoid itself. The last uncorrupted people
from each world were loaded onto these ships, along with works of art,
plant life and animals, all that could be saved. In these Craftworlds (as they
came be known) the final Eldar Exodus began, and only barely in time. The
psychic shockwave caught some of the Craftworlds and destroyed them,
while others were pulled into orbit around what became the Eye of Terror.
The rest drift through the galaxy, their exact number uncertain, as contact
became difficult and intermittent.
The Eldar are an aloof and unpredictable presence in the galaxy. They attack
without apparen