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    Greetings fellow Fugitive I bid you welcome to the campaign pack for the Hammer of the Gods narrative weekend, the latest to be based on our hugelysuccessful Age of the Emperor expansion. The weekend centres on an exciting period in the Age of the Emperor during the era known as the Great Crusadeand we have designed this narrative campaign to be (we hope) as enjoyable as possible. If you are expecting anything other than to just have fun turn backnow!

    The Hammer of the Gods campaign presents hobbyists with an opportunity to play in a different style than they may be used to. Tempus Fugitivesnarrative campaigns are about trying out new ideas and contributing to an adventure. In fact the story is almostas important as the actual games themselvesand 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 actualoutcome of the battle becomes far less important. Once more (with f eeling), 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. Mostimportantly they are there to ensure everybody has a great time.

    Games will be driven by the narrative of the campaign. This means that during the course of the event various games may appear quite challenging whenviewed from the usual gaming perspective. In any war commanders have to deal with what might appear unfair or unbalanced situations, using cunning andskill to prevail against overwhelming odds, and the same may be true for you. However, whatever the scenario or battlefield conditions, your game and yourstory 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 simplycan't win before any dice are cast. There will always be critically important mission objectives that you will need to strive to achieve. Your armies may meetannihilation 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.

    Most importantly remember that, as this is a team event, even if you lose your individual battle your Taskforce or faction maystill 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 gaming community has shown us over the years and organise a top notch event that everyonecan enjoy.

    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 sta tus intended. All Rights Reserved.

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    At the edge of the Segmuntum Tempestus lies the Veiled Region. Travel in

    this uncharted expanse is tercherous and several Expeditionary Fleets havebeen lost or suffeered attrition while in this region. When the 2063 rdExpeditionary Fleet under the command of Lord Captain Anateus Duran ofthe Blood Angels Legion pierced the Veiled Region and detected the massivemachine-world of Godhammer, a dispatch from the Mechanicum contingentwithin the fleet was sent to Mars.

    As the fleet drew closer, long range augers detected the presence of an Orkflotilla in low orbit. The Orks seemed to be engaged in a desperate battle withthe planets defences. Indeed it was far worse than the Imperials suspected asthe deep machine vaults on Godhammer hummed with life with the dreadedNecrons shimmering into position on the Skyhook platforms and the planetssurface below.

    At great speed, a sizable taskforce was launched from Mars, ostensibly toreinforce the Imperials. However their real intention was of arriving before theImperial Expeditionary Fleet has consolidated their position in orbit(unexpected mechanical issues amongst the fleet might play a part in thisstrategy as well!)

    The arrival of these ships so close to Godhammer triggered a warning systemput into place by the Eldar during their war against the Necrons. Even as theMechanicum and Expeditionary Fleets jostled for position, Eldar Corsairs

    arrived to drive the humans from the world.

    Unseen by all the alien Laer have slithered into the mix freely offering theirservices to all who would allow it. What such creatures have to gain by suchactions is, at present, a mystery

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    The Hammer of the Gods pits Taskforces of up to ten players in a campaign to seize the mythical machine planet ofGodhammer, a planet that lies at the edge of the Veiled Region. Each Taskforce is themed to a particular faction and eachfaction 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 firstgame on Saturday you will be asked to gather at one of the Taskforce muster points and nominate a Taskforce Commanderand a Taskforce Quartermaster. It is important that these two individuals are people of fortitude and are prepared for all of thechallenges the roles present.

    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 hasan opponent but also to choose which is to undertake a special mission. Additionally, throughout the campaign there will beadditional information and decisions that will need to be taken on behalf of the Taskforce. Although a good Commander willlisten to their Taskforce and discuss their decisions fully, it is ultimately the Taskforce Commander who decides on what

    to take.

    The role of the Taskforce Quartermaster is a position of great

    trust within the Taskforce. It is the Quartermasters responsibility at the end of each round to collect and analyse anylooted from Godhammer by players in their Taskforce. Along with the Quartermasters of the

    other Taskforces they must then trade them with each other for complete artefacts which they can make use of or exchange forCampaign points.

    Your 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 ifyou Lose. As your games finish you must report the result (Win, Lose or Draw) to the stage along with your opponent.

    A player gains a Relic of the Gods for each win in each game, while a draw and a loss

    earns none. During the weekend you can combine these Relics to create new and terrifying technologies or trade them withother taskforces for Relics or Campaign Points.

    In addition to your fully painted army and thiscampaign pack you will need the following:

    The English language version of the Warhammer 40,000 5thEdition rulebook, Age of the Emperor expansion, your Codexand any Imperial Armour material relating to your army.

    Dice, Templates, objective counters and Tape measure Pen, paper, superglue and poly cement At least two copies of your army roster (one to be handed in

    during registration)

    A tray to carry your models. The venue does not have any spareso bring one if you need one!

    Somewhere to sleep overnight. (For details on discounted hotelrooms please contact Maelstrom Games on 01623 629425) Money for refreshments. Lunch on both days and dinner on

    Saturday is included.

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    All models MUST be painted and representative of the appropriate type of troop.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 theSaturday lunch break 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.

    During the narrative campaign weekend we will give an award for the Best Army. This is given to the player who participates in theweekend with a force that, in the opinion of both players and judges, is the best in terms of painting and character. To qualify as the BestArmy particular attention will be paid to well themed armies and they must include at least one unit from either the Age of the Emperorexpansion, the Cult Mechanicus Codex or this campaign document.

    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, threecolours and based), then models which are painted to at least a basic standard will be filled with an indignant hatred for your lack ofeffort or poor time management.

    At the beginning of each round, the Taskforce must study the signs and portents to decide on a Strategy to use for the round. EachStrategy can only be used once over the weekend and is represented by the relevant Strategy Card held 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. Choosecarefully as picking Death or Glory makes your draws worthless, while Giving No Quarter squanders any bonus from winning.

    This strategy awards 4 Campaign Points for a Win but nothing if you draw or lose.

    At the end of the round, count this strategy as either Death or Glory or Give No Quarter.

    This strategy awards 3 Campaign Points for each Win or Draw but nothing if you lose.

    This strategy allows the Taskforce to capture D6 Relics of the Gods at the end of the game.

    This strategy allows a single Elite or Fast Attack choice to Outflank or Deep Strike.

    This strategy enables players to lower their opponents cover save by -1 at the start of a turn.

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    In the Age of the Emperor, victory is never a certain thing. An apparent crushing defeat can in reality have been a stunningvictory provided that a shrewd commander focuses on the victory conditions at hand and does not get distracted by smalldetails such as a Legion of Astartes hammering their front lines. Your particular battle in the campaign could have been afeint, distraction, or other suitable ploy to lure enemy forces away from the main objective being fought elsewhere by

    others. As such you may get smashed to oblivion and see every fighting unit under your command destroyed, but holdingthe enemy may have achieved the conditions that were secretly wanted all along

    In games of Warhammer 40,000 using the Age of the Emperor expansion, the result is determined by victory points,which are based on the player's achievements throughout the battle. At the conclusion of the battle, add up the number ofvictory points earned. The player with the most victory points is the winner. If the difference in victory points is 20% orless than the highest score, it is considered a draw. Annihilating your opponent, though it may give you a bounty ofVictory Points, does not guarantee victory itself!

    : Any scoring unit within 3 of an objective may hold that objective providing there are no enemycontesting units within 3 of that objective. Any unit may contest an objective unless stated otherwise.

    :

    For each Structure point lost by an enemy Super Heavy vehicle.

    For each wound lost by an enemy Gargantuan Creature.

    For each Legendary Point a destroyed or broken unit costs.

    For each Enemy unit that has been immobilised (but not by its own rules such as deployment).

    For each Enemy unit that is broken when the game ends.

    For each Enemy Dedicated Transport unit or fortification destroyed.For each Enemy Troop, Fast Attack or Heavy Support unit destroyed.

    For each Enemy Elite or HQ unit destroyed.

    For each Objective held at the end of the game.

    For annihilating your opponent before the end of the game.

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    With an outer shield of metal and fierce energy storms raging in higher orbit, Godhammer is a difficultprospect t o assault . The planet is do tted wit h dozens of stru ctures which appear to be a form of orbitalelevators (known in the Imperium as Skyhooks). If a faction is to control Godhammer, they must controlthe Skyhooks and use them to journey down below the planets defences. The skyhook platforms are not

    designed for the battles that will undoubtedly engulf them and their delicate balance is likely to be upsetby to heavy an assault, potentially hurling all of the combatants to their deaths.

    Units affected must roll a D6 at the start of their turn. On a roll of 2+ the unit scatters d6+2.On a roll of a 1 the unit instead scatters 3D6". Any models which leave the board edge count asdestroyed. This represents the rapidly moving and unstable platform on which they are fightingslipping from beneath them and pitching them headlong over the edge. This slide does notcount as movement for the unit, but the unit counts as moving for the purposes of firing Heavyweapons etc. Sliding through an enemy unit or difficult terrain counts as Dangerous Terrain.Units engaged in Assault must scatter separately and both are then allowed a free Pile In move

    in order to remain locked by keeping at least one model in base contact with an enemy model. Ifthe units are unable to remain locked in combat ensure there is a 2 gap between them and theyare considered unengaged.

    Your Skyhook army must be no more than 1000 points and is selected using the Skyhook Force Organisation Chart. Skyhook armies playthe Skyhook mission as detailed overleaf. The winner is determined by the Age of the Emperor Victory point system. If a Primarch is removed fromplay it awards their opponents an additional 50VPs.

    Only units entering play via Deep Strike may be held in reserve. The following units may be used in a Skyhook battle but suffer from the unstable footing special rule Infantry; Heavy Infantry; Bike Infantry (does not affect Jetbikes); Cavalry; Monstrous Creatures;

    Walkers.

    Your Skyhook army may NOT include tanks, units with Structure points, Gargantuan Creatures or any Apocalypse Formations. Vehicles detailed only in Forge World's Imperial Armour publications maybe used. If a vehicle is described in more than one publication the most recent version must be used.

    Practice playing Skyhook battles. Get half a dozen games under your belt and have fun with it!

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    Whether having control of the Skyhooks to bring in heavier units or by risking a landing

    through the storm shrouded gaps in the outer shield of Godhammer, only an Invasion willsecure the planet. Though many forces will sustain losses as they attempt to close on the enemy,in the cauldron of battle only the strongest team will emerge triumphant. Communication is thekey with a well timed strike by a pair of commanders proving that two heads are definitely betterthan one.

    An Invasion Team comprises of two players, one of which may include asingle unit with Structure points or a Gargantuan Creature. It is suggested that if you areattending the weekend with friends, you put yourself into a team with another player of yourfaction. Alternatively, the Event Coordinator will pair up any remaining players at the start ofAct One.

    Unless their Faction has control of the Skyhooks, models entering play viaDeep Strike in Invasion Team Battles suffer a Deep Strike Mishap on a roll of any double, even if ahit is rolled. Any flyers or Skimmers automatically suffer a glancing hit after deployment (but beforethe start of turn one) unless their faction has control of the Skyhooks. Units held in reserve areunaffected.

    Your army in an Invasion Team Battle must be no more than 2000 points and is selected using the standard Force Organisation Chart found in the 5th Edition Warhammer 40,000 rulebook. One of the players in the Team may include a unit with Structure points or a Gargantuan Creature. Vehicles detailed only in Forge World's Imperial Armour publications may be used. If a vehicle is described in more than one publication the most recent version must be used. Invasion Team Battles play the Seize Ground mission as detailed in the Warhammer 40,000 rulebook. Deployment is using the Pitched Battle rules. The winner is determined by the Age of the Emperor

    Victory point system. If a Primarch is removed from play it awards their opponents an additional 50VPs.

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    Amongst the Invasion forces are larger contingents carrying the heaviest and most devestating firepower

    imaginable. Commanding a Heavy Assault allows you to take your games of Warhammer 40,000 to awhole new level. You may command hundreds of men or squadron after squadron of vehicles butwhatever path you have chosen, your Heavy Assault will leave your opponent in no uncertainty that youmean to reduce their forces to a bloody mess. Take command of screaming aircraft and burn a greatgash through the sky as orbitin g spacecraft unleash weapons of planet-shatteri ng power and super-heavyvehicles grind infantry beneath them.

    Instead of forming an Invasion Team you may instead opt to field a HeavyAssault Force. These massive contingents should not be fielded lightly and there is no requirement for aplayer to bring one to the weekend.

    Your Heavy Assault Force must be no more than 4000 points. Your Heavy Assault force may include a single Gargantuan Creatures or unit with Structure Points. The unit taken counts as a Heavy Support Choice unless otherwisespecified and any unit that is not specifically for your army (such as a Titan in an Astartes Legion) counts as part of an Allied Detachment. For the record, all Imperial Titans count as part of the Martian Mechanicum and all Imperial

    Guard and Imperial Navy units (such as fighter aircraft count as part of the Imperial Army. These units use the rules found in the Apocalypse expansion. If your army includes flyers, all your opponents pintle mounted and defensiveweapons count as being on AA mounts. Vehicles detailed only in Forge World's Imperial Armour publications may be used. If a vehicle is described in more than one publication the most recent version must be used.

    Heavy Assault Forces play the Seize Ground mission as detailed in the Warhammer 40,000 rulebook. Deployment is using the Pitched Battle rules. The winner is determined by the Age of the Emperor Victory point system. If aPrimarch is removed from play it awards their opponents an additional 50VPs.

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    The Hammer of the Gods pits Taskforces of up to ten players in a campaign to seize the mythical machineplanet of Godhammer, a planet that lies at the edge of the Veiled Region. Each Taskforce is themed to aparticular faction and each faction is pitted against Taskforces belonging to one of a number of factionsavailable over the weekend.

    A golden era for humanity beckons. The Warmaster Horus andhis brothers lead a force of genetically engineered super-warriors on a crusade to claim the galaxy for theirfather the Emperor of Mankind who resides on distant Terra.

    Though part of the Imperium, the legend of Godhammer holds a specialsignificance for those who have journeyed to the Noctis Labyrinthus on Mars. Their Explorator force will stop atnothing, even the Imperial Expeditionary Fleet, to seize Godhammer for the Machine God.

    The cruel Dark Eldar are physically an immortal race but their souls wither

    over the centuries. It is believed that only pain and torture can rejuvenate their withered hearts, but ArchonAzahd of the Shadowfleet believes that the true salvation of their race lies at Godhammer, a world the warpcannot touch

    A brutal race who delight in destruction and pillaging, the green skinned Orks are anever-present menace to the galaxy. After the greatest warlord of the Orks Ulag Urkk was slain at Ullanor, daExilez, religious greenskins, now carry his body to the distant Promised Land so that he may Waaagh again.

    Ancient machines that have slumbered beneath Godhammer for millennia have nowbeen awoken by the arrival of the Orks. Massacring the initial raiding force, the Necrons are activating newand terrible war engines the like of with the galaxy has never seen. What connection to Godhammer do they

    have and what terrible harvest will they reap?

    Serpentine aliens with a hedonistic taste for the forbidden. All Laer maintain a snake-likelower body. But the Laer society genetically and chemically modify their bodies to better suit the taskindividuals are given with aerial, land-based and aquatic warrior forms. Why a force of these creatures shouldbe drawn to Godhammer is one of the many mysteries that will need to be uncovered.

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    The glorious Imperium of Mankind stretches ever outwards. Led by the Emperor Himself, no alienor renegade bastion can withstand the advance of the Astartes Legions. The techno-apostate world ofGodhammer lies before the Expeditionary fleets and the Primarch Sanguinius has called upon his

    brothers to join him in a massive assault to claim its secrets for their father. Along with the fleetcomes a wave of Remembrancers, human poets, artists and saga-smiths who strive to record the gloryof the Crusade.

    Remembrancer 2 2 3 3 1 3 1 5 -A Remembrancer in a unit makes its accomplishments all the more important and memorable. The

    unit counts as Scoring and carrying a Back Banner. A Remembrancer that survives the battle is worth 20VPs.

    The first wound allocated to the Remembrancer each turn must be allocated to another model in the unit

    before any armour saves are made. If they are caught by an exploding vehicle Remembrancers are wounded as normal and maynot redistribute the wound to another model.

    A Remembrancer must be attached to an available infantry unit (not characters) deployed at the start ofthe battle. Any special deployment rules (such as Scout or Infiltrate) may not be used by a unit containing a Remembrancer.They are worth 20 VPs if removed from play. Remembrancers do not take up space in a transport.

    Units containing a Remembrancer receives a -1 penalty to all Pinning checks made as the Remembrancer isfar more likely to throw themselves to the ground when under fire and is more diff icult to get moving again once they do so.

    Up to three Remembrancer may beincluded in the army as individualunit attachments.

    Infantry

    None

    Worthy of Remembrance

    Oath of Protection

    Embedded Recorder

    Terrified Civilian

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    As a world originally belonging to the Nihilakh Dynasty, the planet known as Godhammer was aforgotten relic of the War in Heaven. Originally created as part of the great work to destroy theCTan, its true purpose was lost with the passing of the Silent Kings. Though much of their

    Dynasty remains asleep, elements of the parochial Nihilakh cannot suffer their enigmatic world tofall into the hands of aliens.

    Fingerbones 5 4 6 4 3 6 4 10 4+

    The ghoulish practice of this hunting machine has given it the name Fingerbones. Stalking its prey through the urban sprawlof Godhammer, Fingerbones is an unrelenting and inventive killer. Stalking its prey for days, rumour of its presence on abattlefield shatters morale and confines senior officers to their bunkers. But when their mutilated corpses are found they arealways missing the token that gives the machine its name.

    After deployment, nominate a single enemy unit. Fingerbones gains Preferred Enemy against that unit.Additionally, so unnerved are they by the realisation that they are its prey, the targeted unit reduces its leadership value by D3for the duration of the battle.

    : Enemy units targeting Fingerbones must use the Night Fighting rules.

    At the end of any player turn, Fingerbones may be removed from play and placed into reserve. It may then re-enterplay as a reserve using the Deep Strike rules once it is available again. If the game ends before Fingerbones re-enters play itcounts as destroyed.

    1 Fingerbones

    Jump Infantry

    Voidblade with built-in gauss flayer

    Assault Grenades

    Phase Shifter

    Fearless Ever Living Deep Strike Fleet Hit and Run Stealth Move Through Cover

    Whats that sound my lord? Its like wind chimes? The trooper swung his bolter around, unable to

    pinpoint the direction of the soft tinkling.

    The general took a long draw on his cigar and put a calming hand on the young mans shoulder.

    Steady lad. Nothing you can do.

    But those chimes like dry wood tapping There was mounting fear in the young mans voice.

    The generals reply was weary and resigned. Not wood, those chimes are bones rattling in the

    winds of hell. Hes come for me.

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    It was agreed millennia ago that any resurgence of the Necron threat would be dealt with swiftly andimmediately by the Eldar Craftworlds. The Dark Eldar too had their own pact with their kin toassist in such a situation for the return of the Necrons would bring destruction to all Eldar,

    regardless of beliefs or lifestyle. To that end the Shadowfleet was created, launched from the vastshipyards of Iyanden and bolstered by kabalite warriors from the nascent Commorragh. It was theShadowfleet that responded to the awakening of the Scarab Lord on Shrivos and it was theShadowfleet who razed the Canoptek Spires of Neokralis.

    A recent tragedy has seen the famed Corsair Commander and leader of the Shadowfleet AseriesLightblade lost in a warpstorm. His second in command, Archon Azahd has ascended to commandscant days before the warning markers around Godhammer were triggered. Now the Eldar and theirdark kin must battle under a new commander as they strive to deny mankind access to Godhammer.For his part, Archon Azad believes that Godhammer may hold the key to the salvation of the Eldar regardless of the involvement of the Necrons

    Whether you have an Eldar, Corsair or Dark Eldar army, up to 25% of your force may betaken from units in the Eldar or Dark Eldar Codex. These units must use the same ForceOrganisation chart as the parent list and are to all intents and purposes additional units for thearmy. Such an alliance, especially under a new commander, is not without its mistrust and as aresult Independent Characters and upgrades from one Codex cannot be applied or joined tounits from another. Additionally, these allied units always begin the game in reserve (except inSkyhook missions).

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    For their part in the Treaty of Mars, the Mechanicus recognised the Emperor as the Omnissiah incarnate andswore to lend their technology, the mighty war machines of their Titan Legions and all of their productionfacilities to the purpose of his Great Crusade to reunite all the scattered worlds of Mankind beneath the rule ofthe Imperium. In return, the Emperor promised the Mechanicum that it could maintain its political autonomy onMars and all of its other Forge Worlds and that it would remain immune from adherence to the atheisticdoctrines of the Imperial Truth. This ensured that the Adepts of the Mechanicus could still maintain their faith inthe Machine God.

    The ultimate goal of the Martian Mechanicum is to understand the Omnissiah. The communal and personalattempt at this is known as the Quest for Knowledge, and followers view this endeavour as paramount over anyother concern, even the Treaty of Mars. Generally, the Quest is pursued by scientific and exploratory endeavour.The Cult believes that all knowledge already exists, and it is primarily a matter of time before it can be gatheredtogether to complete the Quest. It is therefore disinclined to perform much original research, and considers itmore important to safeguard that which it has already accrued and gather more by searching for STC templatesand the like. Some original research does happen, although the results of such endeavours are strictly quarantinedfor many years before being disseminated publicly.

    Godhammer represents an incredible opportunity for the Mechanicum, a machine world untouched by thedamaging influences of colonists or looters. That the world is likely of alien origin is hardly relevant for theOmnissiah has expressed his divinity in the technology of the alien before, provided the relevant purifications andtranslations can be made of course. What excited the Mechanicum the most is that the vaults of Mars hold manysecrets and the long range augers indicate a connection to the Noctis Labyrinths. Regardless of the edicts from theEmperor, such knowledge could bring untold power to the Mechanicum. Then perhaps, a new treaty can be

    dictated

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    Carrying with them the body of their greatest warlord of the Orks Ulag Urkk, who was slain atUllanor, da Exilez, believe that he may be resurrected to Waaagh! again. Something of a rarity inthe great mass of their species, Da Exilez are religious greenskins who believe that Godhammer is

    their distant Promised Land. Arriving at the machine planet, the brutal race delight in setting alightthe gas producing algae lakes and mining the mineral rich deserts. Such destruction cannot gounchecked and the initial landing forces are soon slaughtered by the vengeful Necrons. Now moreOrks are piling onto the overloading Skyhooks as the humans also arrive to lay claim to the world.As the skies explode with destruction while the land below burns with the fires of war, what morefitting Promised Land could there be for the resurrection of Ulag Urkk?

    Orkamedies 4 2 4 4 2 3 3 7 6+ Dakka Dakka! Units with the Mek Arti llery rule count as Scoring.

    5+ Invulnerable save

    : As personal Mek to the Ulag Urkk, Orkamedies makes sure his masters artillery is tailored to how the Warlorddemands it to be loud and lots of it! An army including Orkamedies may include a single unit of each type of Mek Artilleryas Troop Choices. Mek Artillery units are: Bubble Chukka, Hop-Splat Field Gun, Pulsa Rokkit Launcher, Traktor Kannonand Lifta Droppa.

    One Mekboy in an OrkArtillery unit may be replacedby Orkamedies.

    Power Klaw

    Slugga

    Cybork Body

    Your warband represents one of many forces allied to the cause. Da Exilez are unusually focussed onlooting any of the technology they find in the hope of discovering a device to resurrect their Warlord.All Orks are Fearless within 3of any objectives used and gain 2 Relics for winning any battle.

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    Mekboy 4 2 3 4 1 2 2 7 6+Grot 2 3 2 2 1 2 1 5 -

    Utilising extremely powerful gravity waves, the Lifta Droppa is a marvel of Orky-know-wots. Usually mounted onMekboy Stompas and other warmachines, a few of them have found their way into field artillery used by the moretooth-conscious Warboss. Able to lift enemy vehicles many feet into the air and drop them on their allies, theLifta Droppa is a guaranteed crowd pleaser.

    Provided the Lifta Droppa has snared its target, roll a scatter dice. If a hit is rolled the target isdropped on the spot and takes Strength 10 AP 1 hit. If an arrow is rolled then the Lifta Droppa maymove the target up to 12 in the direct ion indicated before dropping it.

    If the target is dropped on a vehicle then both suffer a Strength 10 AP 1 hit.

    If the target is dropped on impassable terrain then the target suffers a Strength 10 AP 1 hit and isplaced as close to the terrain as possible.

    If the target is dropped on a non-vehicle unit, the unit takes 2d6 wounds (saves permitted) and thedropped target has its fall partially cushioned and only suffers a Strength 8 AP - hit. Move the non-vehicle unit the target lands on exactly as though it had been tank shocked.

    The target may not be dropped off the table edge.

    1 Tractor Kannon1 Mekboy3 Grotz

    Artillery

    Slugga (Mekboy)

    Choppa (Mekboy)

    Grot Blasta (Grot)

    To fire the weapon, choose an enemy vehicle or monstrous creature anywhere in line of sightof the Mekboy and roll to hit using the Grot BS. A hit means the target is snared by theLifta Droppas levitating energy beam.

    Roll to wound or penetrate the targets armour as normal. Rather than immediately causingdamage, a successful wounding hit or penetration roll means the target is insteadimmediately lifted high into the air. Flyers, targets with structure points and skimmersalways count as Armour 14. Gargantuan Creatures always count as Toughness 10.

    : If a 1 is rolled when attempting to wound or penetrate the target the LiftaDroppa inverts the levitation beam and throws itself the distance rolled in a random directiondescribed below.

    Mekboy 4 2 3 4 1 2 2 7 6+Grot 2 3 2 2 1 2 1 5 -

    2 -3 Fzzrcrack - The Pulsa Rokkit sends out a short sharp pulse offorce, all units within 3D6 must take a Pinning test.

    4 - 5 Thrrrummm - The ground itself trembles and shakes, all unitswith a model within 3D6 of the Pulsa Rokkit have their WS and

    BS reduced to 1 until the beginning of the next Ork turn and musttake a Pinning test at -1 Ld.

    6 Wohhhm - The Pulsa Rokkit thrum and shakes, sending outwaves of suppressive energy. All units within 3D6 are pinned (evenFearless units) and take D6 S6 hits, Vehicles (including skimmersand fliers) instead take a glancing hit.

    A Pulsa Rokkit is far more than a mere incendiary device. Itcontains a large and unstable force field generator that teeterson the brink of contradictory physics; should its force field bedisrupted, it will collapse with unpredictable but usuallydevastating results. The Orks like to encourage such apotentially lethal disruption by wiring the force field into amissile and firing the whole contraption at the enemy.

    The resultant impact drives the potent force field inside into astate of collapse, sending out great waves of suppressing forcethat can grind an enemy face first into the dirt. The PulsaRokkit Salvo is a smaller version of the massive Pulsar Rokkitsthat are launched from tall assault ramps. Instead these havemore in common with the Imperial Whirlwind launcher, beinga salvo of Ork-sized Rokkits held in a rack and designed to befired over the course of a battle.

    1 Pulsa Rokkit Launcha

    1 Mekboy3 Grotz

    Artillery

    Slugga (Mekboy)

    Choppa (Mekboy)

    Grot Blasta (Grot)

    To fire the weapon each turn, choose a target within 72" of thelauncher. Place a marker at the point of impact. The Rokkit istreated as Ordnance that scatters 3D6". Hits from a Pulsa Rokkitignore cover. When it has landed, roll on the following table:

    1 Dud The Pulsa Rokkit casing shatters harmlessly on impact. Ithas no effect (other than making the Mek look stupid).

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    Mekboy 4 2 3 4 1 2 2 7 6+Grot 2 3 2 2 1 2 1 5 -

    Nothing says Orky power than when your Traktor Kannon grabs hold of an enemy tank and yanks itacross the battlefield. Even better when the tank is smashed into another tank or dragged through areally thin gap between two rocks well you get the idea!

    A target affected by the beam is dragged 3d6 inches towards the Traktor Kannon. Any creature orvehicle (friend or foe) struck by the dragged target suffers an automatic wound or glancing hit. Enemyunits in its path suffer tank shock (even if the vehicle being dragged is not a tank). Once the TraktorKannon has finished dragging the enemy target the target suffers a wound or a single glancing hit atAP1. Should the vehicle or creature being dragged strike impassable terrain it travels no further andinstead suffers a d3 automatic wounds or a single penetrating hit both at AP1.

    : Should Traktor Kannon hit but fail to wound or penetrate, the Kannon and itscrew is instead dragged 3d6 inches towards its intended target. Resolve as outlined above. TheKannon and its crew are destroyed if it hits dangerous or impassable terrain.

    1 Tractor Kannon1 Mekboy3 Grotz

    Artillery

    Slugga (Mekboy)

    Choppa (Mekboy)

    Grot Blasta (Grot)

    To fire the weapon, choose an enemy vehicle or monstrous creature anywhere in range andline of sight of the Mekboy and roll to hit using the Grot BS. A hit means the target issnared in the Kannons elastic-like energy beam.

    Roll to wound or penetrate the targets armour as normal. Rather than immediately causingdamage, a successful wounding hit or penetration roll means the target is insteadimmediately dragged towards the kannon. Flyers, targets with structure points and skimmersalways count as Armour 14. Gargantuan Creatures always count as Toughness 10.

    Big Mek Battlewagon 2 14 12 10

    Mekboyz build many kontrapshuns for their warbosses, but they always save the best and craziest ideas for their own kustom speshuls. MekboyBattlewagons (also known as Dragstas or speedstas) are one of those very special creations and are usually built by Meks in the Kult of Speed. With anengine usually found in a pulsa rokkit and a chassis extended and lowered for maximum speed, the Battlewagon is simply one of the fastest and mostdangerous wheeled vehicles the Orks use. As no Ork vehicle is complete without some fiendish device to smash their foes, Big Mek Battlewagonsusually have bizarre Mekboy contraptions built into them which blast away as the Mekboy races past the battle.

    : The Battlewagon must include a single hull mounted Mek artillery piece for no additional cost:

    Bubble Chukka Hop-Splat Field Gun

    Lifta Droppa Pulsa Rokkit Launcha

    Traktor Kannon Shokk Attack Gun

    Any results are ignored and the Battlewagon instead suffers an automatic penetrating hit.

    1 Big Mek Battlewagon

    Fast Tank

    : 10

    6

    : Kustom Force FieldThe Big Mek Battlewagon alwayscounts as obscured from shooting.

    May take any of the following upgrades:

    armour plates +10 pointsdeff rolla* +20 pointsgrot riggers +5 points

    red paint job +5 pointsreinforced ram* +5 pointsstikkbombz chukka +5 points

    *May not take both a deff rolla and a reinforced ram

    Big shoota +5 pointsRokkit Launchas +10 pointsKustom Mega Blasta + 15 points

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    Cyboar Boy 4 2 3 5 1 2 2(3) 7 4+Cyboar Boss 4 2 4 5 2 3 3(4) 7 4+

    Some Ork warbands such as those belonging to the Snake Bite clan have a rite of passage that every young Ork must undertake. If an Ork isparticularly skilled at hunting during his trials then he may be fortunate enough to catch a wild boar. If the Ork is brave enough he may be ableto beat the boar into submission so that it will let him ride on its back. The Ork benefits from the speed and ferocity of his mount, whilst theboar, for his part in the bargain, is treated to daily gruel, a smelly sty and the occasional smack on his nozzle with a large stick. As time goesby the Boar is upgraded by the warbands Pigdok and Mekboy to become a ferocious Cyboar. Then the real fun begins.

    1 Cyboar Boss & 2 Cyboar Boys

    Beasts

    Furious ChargeMob RuleFleetRage

    Slugga or Shoota

    Hunting Spear

    Stikk Bombz

    Cyboar

    The Mob may be joined by up to 9 additional CyboarBoyz at +24 points each.

    The Cyboar Boss may replace his hunting spear witha Power Klaw at +15 points or a big choppa for +5points. The Cyboar Boss may take a Boss pole for+5 points.

    One Cyboar Boy may be upgraded to a Pig Dok for+30 points. Pig Doks are equipped with an urtysyringe, stikk bombs and Doks Tools.

    A Cyboar is extremely tough, reinforced with steel plates and bionic limbs, has its tusks replaced by blades and has aninjection device which pumps it full of stimulants. Because of the toughness of the Cyboar and its value as cover, the rider gets4+ armour save. The bionic augmentation makes the Cyboar a potent additional weapon and the rider counts as being armedwith an additional close combat weapon. During assaults and sweeping advances, models mounted on a Cyboar that passthrough difficult terrain take an automatic wound (saves allowed), as the Cyboar has a tendency to butt r ocks and trees.

    The Cyboar boyz are armed with long spears tipped with an explosive. They automatically use the spear on thefirst turn they charge in the game. After use it is discarded. A hunting spear counts as a +1 Strength power weapon and the userstrikes with an Initiative of 6. The Ork still gets the benefit of Furious charge with the Hunting Spear and so the total strengthbonus is +2.

    Wyldboy 4 1 3 4 1 2 2 5 -Drill Boss 4 1 4 4 2 3 3 7 6+

    1 Drill Boss and 9 Wyldboys

    Infantry

    Fearless &Waaagh Furious Charge Move Through Cover Scout

    Wyldboyz are young Orks taken from the primitive wild bands where they are born. Normally such Orks are distributed amongst the

    Clans where they get proper Ork upbringing and become grownup Orks. Sometimes Wyldboyz are taken into battle before they areproperly broken in. This provides them with an opportunity to prove themselves worthy to join the Clans.

    Big Choppa

    The Mob may be joined by up to 20 additional Wyldboyz at +7 points each. The Drill Boss may replace his big choppa with a Power Klaw at +10 points or a pair of choppas for free points. The Dri ll Boss may take a Boss pole for +5 points.

    : The Wyldboyz are distrustful of technology and will not ride aboard any vehicle. They will ride aboard any form of Squiggoth however.

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    Weirdboy Battlewagon 2 14 12 10

    Even in his tower surrounded by cables to drain off the more dangerous psychic discharges, a Weirdboy cannot controlhis powers. At the beginning of each turn roll a D6 and consult the chart below to see what power the Weirdboy chained up in the towerhas automatically cast. Because of the design of the tower, a Weirdboy automatically passes his psychic test.

    Wagon-Banger!Energies fly out of the tower and tear through the wagon. The Batt lewagon takes an automatic glancing hit at AP 1.

    Frazzle. The tower emits a deadly beam of green energy. Resolve as a Frazzle (C:0 pg 37).

    Zzap!A massive blast like a thunderbolt lashes out. Resolve as a Zzap (C:0 pg 37).

    Invincible!The Battlewagon is covered in a shimmering barrier. Count as equipped with a Kustom Force Field until the beginning ofthe next Ork turn.

    5 Bampf! The Battlewagon vanishes in a puff of green smoke. Immediately place it anywhere on the board using the rules for Deep Strike.

    Waaagh! The Battlewagon shudders with the Weirdboys war cry. Resolve as a Waagah! (C:0 pg 37).

    1 Weirdboy Battlewagon

    Tank, Open-topped

    : 20

    : Weirdboy TowerContains a hooked upWeirdboy. The Weirdboy inthe tower cannot leave it for anyreason and is slain if the toweris destroyed.

    May take any of t he following upgrades:

    ard case +15 pointsarmour plates +10 pointsdeff rolla* +20 pointsgrot riggers +5 pointsred paint job +5 pointsreinforced ram* +5 pointsstikkbombz chukka +5 pointswarphead +30 points

    *May not take both a deff rolla and a reinforced ram

    Big shoota +5 pointsRokkit Launchas +10 points

    Freebooter 4 2 3 4 1 2 2 7 5+Freebooter Kaptin 4 2 4 4 2 3 3 7 5+

    The most common Freebooterz of all are the Mobz of Pirates or Banditz which roam from settlement to settlement in search of agood scrap and plenty o f loot. They are led b y an especially roguish Kapt in who affects a colourful and distinctive style o f dress oftenfeaturing a large Kaptin's hat with the Jolly Ork symbol painted on it.

    1 Kaptin and 9 Freebooterz

    Infantry

    Snazzgun

    A Pair of Kutlass (two close combat weapons)

    Stikk Bombz

    The Mob may be joined by up to 10 additional Freebooterz at+13 points each.

    The Kaptin may replace one of his Kutlass with a Power Klawat +25 points. The Kaptin may take a Boss pole for +5 pointsand a Squig-Parrot for +10 points (counts as an attack squig).

    The unit may take either Shootier, More Dakka or Blasta for+5 points per model.

    May not be joined byanyone!

    Mobs of 12 or fewer models may take a Trukkas a dedicated transport for +35 points.

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    Madboy 4 2 3 4 1 2 2 7 6+

    Ork Kultur can sometimes cause self-respecting boyz to look at the orky-know-wots of the world and go a bit wellmad. The Ork finds his mind full of distractions and contradictions. Wild ideas about the universe buzz round hisbrain. Curious bits of unconnected knowledge keep intruding upon his consciousne ss. These disturbed Orks are calledMadboyz. While some Madboyz are just plain crazy, others are inspired geniuses whose ideas are immensely valuable tothe Orks (and quickly stolen by any Mek worth his teef). All Madboyz are unpredictable and somewhat anarchic, so they

    live together and on the battlefield they fight as a single mob. Other Orks have the utmost respect for Madboyz, whosecrazed notions are seen as a sign of favour from Gork (or possibly Mork).10 Madboyz

    Infantry

    (May only be joined by Weirdboy or Wyrdgit)

    (would you trust them with anything bigger?) Slugga

    Choppa

    The Mob may be joined by up to 20 additional Madboyz at +7points each.

    At the beginning of each Ork turn, the Ork player rolls 2d6 for each mob of Madboyz and consults the table below. The resultapplies until the roll is made at the start of the next Ork turn. Weirdboys in the unit allow the result to be re-rolled. TheMadboy abilities apply to Weirdboys in the unit:

    I fink we iz dead!

    I fink we iz in a minefield!

    Dey is out ta get uz!

    We iz Windmills!

    Oooh, So Strong!

    I Knows Fung Koo!

    My Hat Keeps Out Da Urt!

    Gork sez we iz speshul!

    Mobs of 20 or fewer models may take a Weirdboy Battlewagon as a dedicated transport for +145 points.

    Ogryn 4 3 5 5 3 2 3 6 5+

    Orks sometimes encounter communities of Ogryns that have yet to be contacted by the Imperium. Naturally a Warboss is only too keen torecruit them into his warband. For their part the Ogryns find the Orks company amusing and delight in the same destruction and noise asthe Orks. As such they begin to consider themselves part of the warband and become driven by the same primal urges that propel the OrkWaaagh.

    3 Ogryns

    Heavy Infantry

    Dakkagun

    Stikk Bombz

    Waaagh! Furious Charge Mob Rule

    : The Mob may be joined by up to 12 additional Ogryns at +25 points each.

    Mobs of 6 or fewer models may take a Trukk as a dedicat ed transport for +35 points.

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    The Laer are an ancient species, pre-dating the vast and mighty Imperium of man. They are a serpentinerace, devoting their lives to the worship of pleasure in their vast, floating atol cathedrals. Their physicalappearance changes drastically depending upon their role in Laerian society and their warriors are some

    of the most adept the Imperium have ever encountered. First identified on their home world of Laern bythe Emperor's Children Legion, the Laer have colonies throughout the galaxy. Laer are agile hunters,using their strong serpentine bodies to propel themselves forward at great speed. Along with the Laercome the Lankan Allegiance, a technologically advanced human empire that has established a mutualdefence pact with the regions Laer nests. Why this otherwise aggressive empire has allied with this groupof Laer is unknown, but the grav technology of the Lankan makes a formidable pairing with the eldritchsorcery of the Laer.

    Laeran Warrior 3 3 4 4 2 5 1 8 4+ : Many Laeran have four arms and as such receive an additional attack for each pair of close combat weaponsthey are armed with (in the case of wa rriors a total bonus of +2 attacks).

    : Laer have the Fleet and Move Through Cover special rules. Additionally they r eceive a 5+ invulnerable savein close combat as they evade their slower witted opponents. 5-9 Laer Warriors

    Infantry

    Two Laeran Scythblades Twin Linked Laeran Flayer Gauntlets

    Fearless

    Attacks made by Laeran Scythblades are Rending and Poisoned 4+

    This is a two handed weapon that gives the user +2 Strength and the Rending rule in combat.

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    Laeran Mystic 4 4 3 4 2 5 1 10 4+: Many Laeran have four arms and as such receive an additional attack for each pair of close combat weapons

    they are armed with (in the case of mystics a total bonus of +1 attack as their other arms are wielding the Mystic Stave).

    : Laeran Mystics have the Eternal Warrior special Rule special rule. Additionally they receive a 3+ invulnerable

    save in close combat as t hey evade and confuse their slower wi tted opponents.

    : Laeran Mystics may make a Psychic shooting attack each turn with one of the following powers.

    : Range 48, Strength 9, AP 1, Heavy 1, Lance: Range Template, Strength 6, AP 3, Assault 1

    1-3 Laer Mystics

    Beast

    Two Laeran Scythblades Mystic Stave

    Fearless

    Laeran Winged Warrior 3 3 4 4 2 5 1 8 5+: Many Laeran have four arms and as such receive an additional attack for each pair of close combat weapons

    they are armed with (in the case of wi nged warriors a total bonus of +2 attacks).

    : Laer have the Fleet and Move Through Cover special rules. Additionally they receive a 4+ invulnerable savein close combat as they evade their slower witted opponents.

    : Winged Warriors vibrate their wings rapidly as they swoop on their foes, stunning them with sonic shockwaves.Winged Warriors have both Assault and Defensive Grenades.

    5-9 Laer Winged Warriors

    Jump Infantry

    Two Laeran Scythblades Twin Linked Laeran Flayer Gauntlets

    Fearless

    Laeran Assassin 4 3 4 4 2 6 3 8 5+: Many Laeran have four arms and as such receive an additional attack for each pair of close combat weapons

    they are armed with (in the case of assassins a total bonus of +3 attacks).

    : These are Power weapons that cause Instant Death. Additionally you may re-roll failed to hit rolls in combat.

    : Laeran Assassins have the Hit and Run special rules. Additionally they receive a 2+ invulnerablesave in close combat as they evade their slower witted opponents and deflect their enemies attacks with their Soul Blades.

    1 Laer Assassin

    Beast

    Six Soul Blades

    Fearless

    Infiltrate

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    Bring me men to match my mountains: Bring me men to match my plains:

    Men with empires in their purpose and new eras in their brains.