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The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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It is the year 2302 and a huge invasion by the forces of Chaos is taking place in the lands of the Old World. Under the command of Asavar Kul, the forces of Chaos are ravaging the Old World including the mountainous Dwarf Holds, the haunted lands of Sylvania and the mystical woods of Athel Loren. Simultaneously, the Dark Elves have attacked the High Elves in Ulthuan while Daemonic legions and Skaven hordes pour forth to wreak destruction on their nemesis, the Lizardmen of Lustria.
IMPORTANT!
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 Tempus Fugitives have designed this campaign weekend to be (we hope) as enjoyable as possible. Once again (all together now) it is important to remember that the campaign weekend is not a tournament. If you are expecting anything other than to just have fun – turn back now! The games you play are all connected to part of a greater battle – the Great War against Chaos as the Alliance of Order of the Warhammer World fight against the Forces of Destruction. Games Workshop has a really fantastic Throne of Skulls Grand Tournament programme and should you want to get involved in a true test of your skill at Warhammer please contact Direct Sales on 0115 91 40000 or see the events page at www.games‐workshop.com The Great War against Chaos campaign weekend presents Games Workshop hobbyists with an opportunity to play in a different style than they may be used
to. In short, Tempus Fugitives’ campaigns are all 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 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. Remember – it’s only toy soldiers! Games will be driven by the narrative of the campaign. This means that during the course of the event various games may appear a bit one‐sided when viewed from the usual gaming perspective. In any war, commanders have to deal with unfair and 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. Most importantly remember that, 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 gaming community has shown us over the years and organise a top notch event that everyone can enjoy.
The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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Acknowledgments This weighty tome you hold in your slightly clammy hands is the roadmap for the latest Tempus Fugitives Warhammer campaign weekend. We have not arrived at this point by mere chance or by some whim; instead we are here because of a number of important people helped us along the way. The bad news is that the list is quite lengthy – so we’ll group them together so as to hopefully not leave anyone out. Most important of all ‐ the Tempus Fugitives would like to thank Games Workshop for giving many of us jobs and all of us an old, yet familiar world to play with. Without their universe to run around in, we’d all be playing Risk or Sudoku… The wives, girlfriends, boyfriends, partners and right hands of the Tempus Fugitives – for letting their worse halves go and play with lead dollies ‘up north’ several times a year. The Tempus Fugitives are most serious about their work and no fun was had in the preparation of this weekend… Any rumours of 80’s disco dancing on the revolving stage in the Reflex bar in Nottingham high street are completely unfounded. The UK Events team deserve mention here. The support received over the years from Brian Aderson and Andy Joyce has meant that we have had the confidence to try and pull these events off. And last but not least we’d like to thank all those who have visited our website and forums. The feedback and support given to our campaign weekends has encouraged us to try and put together the best Warhammer campaign weekend we possibly could.
Weekend Schedule
Friday 20th March 2009 Sunday 22nd March 2009 19:00 – 21:00 Pre‐Register in Bugmans 09:00 – 09:15 Doors Open
09:15 – 09:30 Recap & Briefing
Saturday 21st March2009 09:30 – 11:00 Game 4: War Party 08:30 – 09:30 Arrive & Check‐In 11:00 – 11:15 Morning Break 09:30 – 10:00 Welcome and Introductions 11:15 – 11:30 Game 5 Briefing 10:00 – 10:20 Game 1 Briefing 11:30 – 13:00 Game 5: The Hammerblow 10:20 – 12:30 Game 1: War Party Doubles 13:00 – 14:00 Lunch & Army Judging 12:30 – 13:15 Lunch & Army Nominations 14:00 – 14:15 Game 6 Briefing 13:15 – 13:30 Game 2 Briefing 14:15 – 17:15 Game 6: Legendary Battle 13:30 – 16:00 Game 2: Main Battalion 17:15 – 17:45 Final Break 16:00 – 16:15 Afternoon Break 17:45 – 18:15 Award Ceremony 16:15 – 16:30 Game 3: Briefing 16:30 – 21:30 Game 3: Legendary Doubles 19:00 – 20:00 Dinner 20:00 – 23:00 Quiz and relax in Bugmans
IMPORTANT! This material is completely unofficial and in no way endorsed by Games Workshop Limited 2009. Games Workshop, the Games Workshop logo, Warhammer, Warhammer World 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 2000‐2009, variably registered in the UK and other countries around the world, used without permission. No challenge to their status intended. All Rights Reserved.
The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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Outline of Play
Upon arrival each player will be assigned to a team, called a Task Force, containing up to eight players. You and the other players in your Task Force are allied field commanders fighting as part of the Alliance of Order or the Forces of Destruction arrayed against them. The campaign will be fought in six rounds and take place on a number of Battlegrounds. Each round a series of battles will be fought using the 7th Edition Warhammer game rules. Each player within the campaign will take part in each round. Each faction has a number of objectives to achieve over the course of the weekend. These objectives will be revealed as the campaign unfolds.
There are a number of Task Forces for each faction each with their own agendas, strengths and weaknesses. When you purchase your ticket you are assigned to a taskforce. Before the first game on Saturday you will be asked to gather at one of the task force muster points and nominate a Task Force Commander and a Task Force Quartermaster. Task Force Commander The role of the Task Force Commander is of crucial importance to the team and it is the Commander's responsibility to inspire their Task Force to great acts of heroism and decide on what strategy to employ in the pursuit of their goals. Do not elect an incompetent Taskforce Commander – you will regret it!
Task Force Quartermaster The role of the Task Force Quartermaster is one of great responsibility. It is the Quartermaster who will parley with the Over‐Tyrant, Greasus Goldtooth in purchasing reinforcements and supplies for the Task Force in exchange for gold or other, more terrible, forms of currency… The Task Force Quartermaster should be shrewd and not easily fooled by the Over‐Tyrant and his associates.
Initiative The initiative in the first round is determined by the narrative for each Battleground and is indicated under the Battleground description. Initiative in each subsequent round is determined by the results of the previous round. As your games finish you must report the result (Win, Lose or Draw) to the stage along with your opponent. You cannot give your results in without your opponent present.
At the beginning of each round the Task Force Commander (taking advice from the Task Force) must decide upon the objective of the turn and where the Task Force will direct its progress.
Once they have made their joint decision the Task Force with the Initiative must inform their Faction Marshal who will, in turn co‐ordinate with the other Marshals and then send Task Forces that do not have the Initiative to defend Battlegrounds attacked by the Task Forces that do.
The players in the Task Force with the Initiative then selects the tables on which their game will be played; players on the opposing side then come over to their assigned Battleground and pair up. Players cannot select tables from outside of their Battleground to fight on. Deployment and table sides are determined as normal.
What You Will Need You will require a painted Warhammer army designed to create four distinct forces, as indicated in the following sections. You will require at least two copies of your army lists. These must include all of the models in your army, their point values, and the points of any upgrades or magic items. One of these you should keep with you during the entire weekend, and the other should be handed in at registration for inspection by a Faction Marshal.
In addition to your fully painted army and this campaign pack you will need the following:
The Warhammer Fantasy Battle 7th Edition rulebook.
Dice, Templates, objective counters and Tape measure
Superglue and poly cement
The appropriate Army Book and any Forgeworld material relating to your army.
At least two copies of your army roster
A Tray to carry your models
Pen and paper
You will need to arrange somewhere to sleep overnight. (For help contact Nottingham Information Centre on 0115 915 5330) and you will need to arrange transport to and from the event. It is also useful to bring some spending money for refreshments.
The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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Campaign Rules of Engagement Each player will require an army selected from a single army list ‐ see the section entitled Permitted Armies. You must have enough models to field your army as a Legendary force. All models within your armies should conform to "what you see is what you get" (WYSIWYG). In other words, all equipment that can be appropriately shown should be clearly modelled on each miniature. All models MUST be painted and representative of the appropriate type of troop. Models must at least be based on or include a significant part of a Citadel miniature. 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. Because of the time in which the campaign is set (some two centuries before the current setting) with a few notable exceptions, you may not include Special Characters from your army book. No allies of any kind may be taken (including Dogs of War etc). Instead Armies may use the Faction Specific Units instead which are found in this document. Should anything particularly notable happen during the course of your game, such as an act of extreme heroism or crushing tragedy, please let your Faction Marshal know about it as your deeds may well become one of the legends of the Great War against Chaos...
Painting and the Best Army Award The Great War against Chaos was a time of glory and heroism as well as savagery and murder. We would ask
all players to choose painting schemes that reflect the Warhammer World during this time and doing this will greatly increase everyone's enjoyment of the campaign. At the Great War against Chaos Campaign Weekend we will give an award for the Best Army. This is awarded to the player who participates in the weekend 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 ‘Best Army’ particular attention will be paid to well themed armies which reflect the time of the Great War against Chaos. 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 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 Campaign Weekend.
Awards Ceremony The Great War against Chaos was a time of heroism and the Awards Ceremony is an opportunity to give recognition to those who have made great sacrifice on the altar of war. As soon as possible after the conclusion of the final game we will begin the awards ceremony and we strongly recommend all players to stay for the ceremony to cheer (or commiserate with) those awarded! Most Sporting Opponent ‐ This is an award presented by the Event Team for the player who has
demonstrated sportsmanship above and beyond the generally high expectations of a campaign weekend. Wining Taskforce – most Victory Points scored by a Taskforce over the weekend. Best General – the player with the highest campaign points total over the weekend. The Light Brigade Award – the player with the lowest campaign points total over the weekend.
The Tempus Fugitives If you have any questions about rules, registration details or the event then either email us at [email protected] or write to us at: The Tempus Fugitives 24 Rowan Green East Brentwood Essex CM13 2ED From the moment of entry into the event the decisions of all Tempus Fugitive event staff (who will be clearly identified at the commencement of the event) in all issues of fair play and health and safety are final. No discussion will be entered into once a decision is made. Players are asked to participate in the Great War against Chaos Campaign Weekend in a sporting and co‐operative manner. Players that fail to do so will be penalised in a simple Yellow and Red card system issued at the Tempus Fugitive event team’s discretion. A Yellow Card offence which is repeated will result in a Red Card being given which requires the player to be excluded from the event.
The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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Trading Post Greasus Goldtooth, the "Overtyrant of the Ogre Kingdoms", is leader of many tribes all of which pay him tribute. He was the Ogre who started the incursions outside The Mountains of Mourn, and he was the one who "persuaded" the Orcs of the Dark Lands to pay him tribute. When he was a teenage Ogre, he ate his father. His full name and title is Tradelord Greasus Tribestealer Drakecrush Hoardmaster Goldtooth the Shockingly Obese. He is so fat that he has to be carried around on a throne by Gnoblars. As his name implies, Greasus has replaced all his teeth with new ones made of the one thing that he loves more than anything else in the world: gold. He's also unbelievably fat, easily the size of two Tyrants. There is some controversy over why other Ogre Tyrants do not try to overthrow Greasus: is it because he has become too powerful (his magical weapon, the Sceptre of the Titans, apparently grants him more than enough magical strength to wield it properly, even though he has become too fat to wield ordinary Ogre weapons), or is it because he has bribed so many other Tyrants into allegiance with himself? It may be, however, that because in Ogre society a large gut is a sign of nobility and grandness, Greasus has earned his reputation thanks to his enormous gut (or, perhaps, fear it, as Greasus once broke the neck of another tyrant, in his youth, by diving and landing belly‐first on the tyrant).
Gold A win in each game gains 5 gold pieces, a draw 2 and a loss earns 1 gold. During the weekend you can use gold to purchase ‘interesting things’ or horde the gold. The Gold used in the campaign will be represented by chocolate coins. You may eat these coins if you wish, but any so devoured count as being spent on the upkeep of the army.
Using the Trading Post Between each game the Task Force Quartermaster may spend the Task Forces hard earned gold on assassins, saboteurs, reinforcements and other more unusual benefits for their task force. Greasus’ vendors are not the most kind hearted of people to deal with and you may find yourself offered bargains that turn out to be far from it, or even threatened if you do not purchase his ‘special’ of the day. Be warned!
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Army Selection You must have enough models in your army to field any of these four forces. You may use the same models in each force and many players will find it easiest to plan their War Party and Hammerblow forces and combine them to make their Main Battalion and then expand them to make their Legendary Force.
War Party War Parties are small forces sent ahead of the main army to scout out enemy positions and disrupt lines of communication and supplies. WAR PARTY SCENARIO SET UP: See rules for Pitched Battle, found on page 2 of the core rule book. VICTORY CONDITIONS: Each table quarter is worth a certain number of points. To capture a table quarter, follow the rules in the Warhammer rulebook on page 102. If you wipe out your opponent or he concedes, you automatically win. Additionally:
Your own table quarters are worth 1pt each.
Your opponent’s table quarters are worth 3pts each.
The winner is the player with the most points. War Party forces are selected using the rules found in your Warhammer Army Book with the following additional restrictions:
May be no more than 750 points
Must only contain one hero (Bretonnians may only take a Paladin)
Main Battalion The main bulk of any fighting forces, Main Battalions are selected using the rules found in your Warhammer Army Book with the following additional restrictions:
May be no more than 2000 points
Hammerblow Once a crucial enemy position has been located or a weak point in their lines has been identified, a Hammerblow is often thought to be the best way to bring a prolonged campaign to a short and brutal climax. Sending your best warriors into battle is not without its risk as similarly designed forces are often held in reserve ready to respond to such a threat. Hammerblow forces are selected using the rules found in your Warhammer Army Book with the following additional restrictions:
May be no more than 1000 points
May use the character and special allowance as though it were a 2000 point army (so it may include a Lord). At least 250 points must be spent on characters. Core unit requirement is reduced to 1+.
The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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Legendary Battles
The battles of legend are conflicts which can determine the fate of nations and the destiny of a people in a single day. Massed ranks of artillery thunder out against tides of gibbering spawn and the sky becomes dark with the pinions of dozens of dragons. Legendary Battles are multiplayer games. LEGENDARY BATTLE SCENARIO SET UP: See rules for Pitched Battle, found on page 2 of the core rule book.
VICTORY CONDITIONS: Each table quarter is worth a certain number of points. To capture a table quarter, follow the rules in the Warhammer rulebook on page 102. If you wipe out your opponent or he concedes, you automatically win. Additionally:
Your own table quarters are worth 1pt each. Your opponent’s table quarters are worth 3pts each.
The winner is the player with the most points.
Only scoring units may contest table quarters.
A scoring unit must have unit strength of five or more and may not be a single model or warmachine.
Each player’s force is selected using the rules found in your Warhammer Army Book with the following additional restrictions:
May be no more than 2500 points but may take characters as though it were a 3000 point army.
Each player’s force has its own general and is to all intents and purposes a self contained army. Allied player’s units provide no benefit (or penalty) to your units. You may not put characters from one player’s army into another player’s unit. At all times they act as two distinct forces on the battlefield.
All players on each side have a single Magic dice pool and dispel dice pool. They receive two dice per side, not per player. Dwarf dispel bonuses apply to the combined pool. Only one player may attempt to dispel each spell.
Each army may include one Monstrous Horde or Massed Battery. They consist of several monsters, chariots or war machines that are grouped together into a single formation that counts as
one Special or Rare choice (as appropriate). Monsters taken as mounts for a Hero can be grouped together in this way, counting also as an additional Hero, Special or Rare choice if the monster would normally us up one of these slots as well. So, a Massed Battery of twelve Great Cannons would count as a single Special choice, a Monstrous Horde of six Stegadons would count as a single Special choice, while four Dragon Mages would count as two Hero choices (one for the Mages and one for their Dragons). All models in the formation must be exactly the same type, though they can take different upgrades and options if desired. The formation is deployed as a single unit, and each model after the first must be placed within 6" of a model from the formation that has already been deployed. Once the battle starts, however all models are treated as individual units and they move and fight separately just as they would in a standard battle.
The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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A Clash of Nations During the summer 2301, disasters struck the population of the Empire. Harvests failed, water became poisonous, cattle died and many mutations were visited upon plant, beast and man. Beastmen had multiplied and emerged from their hiding places in the forest of Ostermark and Ostland. Orcs, driven out of the mountains by the growing powers of Chaos, plundered the land. There was no centralized power to counter, for the Empire was divided and each Elector Count ruled his own state, and by autumn the Empire fell to anarchy. Farms and villages were abandoned to the bandits, Greenskins and Beastmen and people sought refuge in the crowded cities where doom‐tellers awaited them to declare the end of the world was near. In Nuln, the preacher and nobleman Magnus the Pious drew a great following. Chaos and witchcraft were blamed for all the misery and zealous bands clashed in the streets with those who openly recognized the might of Chaos. Many were burned at the stake or drowned. To the north, the four gods of Chaos united, for once, in common purpose. Foul magic spilled out of the northern gateway and spread southwards. The Chaos Wastes were swallowed up by the Realm of Chaos and Daemons advanced from it. Monsters and Chaos Warriors joined in and the large horde strode to the south. Asavar Kul emerged as the mighty warlord and led these forces. They gathered in the land north of Praag where the Tzar of Kislev started to grow worried. The Tzar calls southwards for help. The Count of Ostland was the first to respond and within the week his forces joined those of the Tzar. The Dark Elves struck a pact with the lords of Chaos and the Black Arks sailed out together with the Plague Fleet of Nurgle. The dark host set out towards Ulthuan and their hated enemy the High Elves. Across the Warhammer World mighty armies march to war heralded by blaring trumpets and pounding drums. Knights in shining armour crash into regiments of bloodthirsty warriors, while archers darken the sky with arrows. Powerful war machines belch forth death with ear‐splitting fury, while great heroes on fantastic monsters sweep into combat, turning the tide of battle as the Old World fights in the Great War against Chaos. Armies must be selected using the most recent edition of the Warhammer Armies series of books with the latest relevant FAQ from Games Workshop’s website. Please contact us at the Tempus Fugitives if you do not understand this point.
Beasts of Chaos Force of Destruction: Beastmen and their kin are found across the Warhammer World, in roaming warbands led by the strongest among them. Beastmen hordes are extremely dangerous in battle; a ferocious mass of brutish warriors, great lumbering chariots, packs of slavering Chaos Hounds and bands of larger beasts eagerly tear apart any enemies that dare to stand in their way. The Beastmen pour from the many vast forests of the world in endless masses, stretching across the horizon. Often the horde breaks quickly into warring factions, for the Beastmen are Children of Chaos and so order is an alien concept to them. While the Empire was unified they were held in check. But with the end of the line of Emperors, the Beastmen warbands have been joined by other warped monstrosities that have smelt the weakness in the heart of the Old World. Army Selection: Chosen as normal from the Beasts of Chaos army book. No named Beasts of Chaos characters except Morghur are permitted.
The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
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Bretonnia
Alliance of Order: The Land of Bretonnia is a feudal, traditional society where the peasants serve the knights in return for protection, while the knights are bound to militarily serve their lords in return for certain rights and titles. But when emissaries from Magnus the Pious asks Bretonnia for assistance against the approaching armies of Chaos, most knights are unable to even reply as they are beset in their own lands by increased Beastmen and Orc raids. However, the image of a great approaching darkness has set a fire in the veins of many of the Bretonnian nobility. Thousands of knights are preparing to move northwards to face the oncoming storm. But is their sense of honour drawing them to glory in the Empire and leaving their own Kingdom in peril? Army Selection: Chosen as normal from the Bretonnian army book. No named Bretonnian characters except the Green Knight are permitted.
Daemons of Chaos Force of Destruction: The Realm of Chaos is composed of pure magical energy; this energy flows into the world through collapsed gates of the Old Ones, that, by collapsing, caused the breaches into the Realm of Chaos, and powers the spells cast by wizards and sorcerers. This magical energy is affected by the subconscious minds of men; their thoughts, fears and wishes become manifest as living creatures in the Realm of Chaos. With Asavar Kul and his armies marching southwards, the Daemons of Chaos feed on the fear and dread of mortals and spill out into the Old World and Lustria. Army Selection: Chosen as normal from the Daemons of Chaos army book. All named Daemons of Chaos characters are permitted but they are restricted to what units they can join exactly the same as Heralds of their Patron. Skulltaker, for example, can only join Khornate units.
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Dark Elves Force of Destruction: Making a pact with the forces of the Chaos Warlord Asavar Kul, the Witch King and his Druchi have once more attempted to retake their ancestral lands of Ulthuan. The hated High Elves have rallied against the Dark Elf forces but are doomed as Malekith has brought the hellish might of the Daemons of Chaos to rain down ruin on the Asur. Furthermore one of the High Elves greatest sorcerers appears to have already fled to seek shelter amongst the pitiful armies of Men. The Everqueen will soon be defiled and cast down and then the Druchi will have their birthright restored. Army Selection: Chosen as normal from the Dark Elf army book and may include any named characters.
Dogs of War Force of Destruction or Alliance of Order: Many of the armies battling in the Old World and abroad are professional mercenaries who fight for wealth, power or for their own more personal reasons. These Dogs of War or sell swords have no qualms about allying with the armies marshalled by Asavar Kul or Magnus the Pious and provided there is payment at the end, will attack any of the other nations present – even other mercenary groups. Army Selection: Chosen as normal from the most recent edition of the Dogs of War armylist with the latest FAQ from Games Workshop’s website. Please contact us at the Tempus Fugitives if you do not understand this point. They may not be taken in any other army as allies.
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Dwarfs Alliance of Order: The Dwarfs have answered Magnus’ plea for aid and stand ready to defend the realms of Men against the hordes of Chaos. They know too well that the cost of allowing Chaos to rampage over the world will give succour to the Goblins and Skaven and bring further woe upon their beleaguered strongholds. Army Selection: Chosen as normal from the Dwarfs army book. All named Dwarf characters are permitted.
Empire Alliance of Order: The Empire is divided, run‐down and leaderless in the aftermath of the Civil War of the Three Emperors. Magnus is born in the capital city of Nuln. He becomes famous for his rousing speeches, blend of zeal and common sense, and belief in the reunification of the Empire. In Nuln, the Magi, the most feared Tzeentchian Cult of the age, lead the largest of the uprisings. The people pray for a sign that they do not stand alone. The night after the Magi reveal themselves, their people's prayers are answered. As with the coming of Sigmar centuries earlier, the twin‐tailed comet once again soars across the sky. Magnus steps up to rally the citizens of Nuln and purge the city of Chaos.
Army Selection: Chosen as normal from the Empire army book. Battle Wizards and Wizard Lords may not be taken as the Colleges of Magic are yet to be established. No named Empire characters are permitted except for those found in this campaign pack. Teclis or an Archmage may be taken as a Lord choice in an Empire army (see the High Elf army book). Steam Tanks are limited 0‐1.
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High Elves Alliance of Order: While the forces of Asavar Kul threaten the Old World, Malekith and his Dark Elves have once more invaded their ancestral lands of Ulthuan. The High Elves rally against their old enemy but are perhaps outmatched as Malekith has forged pacts with the Daemons of Chaos to bring ruin on the Asur. Though none could be spared to aid Magnus and his call for aid, Teclis, with his comrades Finreir and Yrtle, came to the Old World to aid the human Empire in their fight against Chaos. In addition to lending their own considerable magical prowess to the battles against Chaos, they also taught basic spells to the hedge‐wizards of the Empire. Army Selection: Chosen as normal from the High Elf army book and may include any named characters except for Teclis.
Kislevites Alliance of Order: Kislev is the name of the country that sits northeast of The Empire, between it and the Realm of Chaos. Between Kislev and Norsca lies Troll Country, while beyond that are the magic‐tainted Chaos Wastes. Because of both the harsh weather and the fact that any Chaos incursions must pass through (and, consequently, attack) the country, the Kislevites are a hardy people who are never willing to back down from a fight. The capital of Kislev is Kislev, with Erengrad and Praag being the next largest and important cities. They are most famed for their horseback archery skills. Kislevites are known as dour, taciturn people, and this is not surprising considering the harsh lands they inhabit. They are as unforgiving as the northern climate, with a grim, even morbid sense of humour. Army Selection: Chosen as normal from the Tempus Fugitives Kislev Army List. No named Kislev characters are permitted.
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Lizardmen Alliance of Order: The Lizardmen are an ancient race created by the god‐like beings known as the Old Ones to be the guardians of the Warhammer world. Their age‐old civilization is based deep within the steaming jungles of Lustria, the continent far across the Great Ocean from the lands of Bretonnia and the Empire. A smaller Lizardmen settlement can also be found in the lands far south of the Old World. Later, with the first coming of Chaos, the Old Ones either went missing, or sacrificed themselves to try and destroy the polar gates and halt the never ending tide of chaos in a cataclysmic explosion. Now, millennia later Chaos has come again to threaten to overrun creation and the great armies of the Lizardmen march to war against the Daemons of Chaos and their mortal allies. Army Selection: Chosen as normal from the 2009 Lizardmen army book and may include any named characters.
Ogre Kingdoms
Force of Destruction & Alliance of Order: Far to the east of the Old World lie the savage Ogre Kingdoms. Among the frozen and desolate mountains of this realm live the Ogres – ugly, violent monsters who kill and eat anything they can catch. A single Ogre has enough brute strength to destroy a farmstead or village, whereas the ramshackle armies that march west from the Ogre homelands are powerful enough to destroy empires. An Ogre Kingdoms army is a massive, blunt instrument that smashes into enemy lines with the force of a ton of bricks. Asavar Kul greatly values these mercenaries and has made pledges of slaves and livestock to secure several Ogre tribes to his cause. Magnus has little resources he can call on to pay such mercenaries but for now their Overtyrant seems content to accept whatever he offers. What further price may be levied keeps many of the Elector Counts awake at night… Army Selection: Chosen as normal from the Ogre Kingdoms army book and may include any named characters. They may not be taken in any other army as allies.
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Orcs and Goblins
Force of Destruction: The scourge of the Warhammer world, an unending tide of ferocious raiders. For every greenskin Waaagh! defeated on the field of battle, another arises to trample a swathe of destruction across the land. Orcs and Goblins live to fight! In every forest and under every mountain lurk the warlike tribes of greenskins — countless Orcs and Goblins who love nothing more than a good fight. Orcs and Goblins raid, burn, and destroy everything they come across, and when there's no enemy to be found, they turn on each other. The Orc and Goblin raids are usually kept in check by the nations of the Warhammer World, but Asavar Kul’s invasion has changed that balance and now greenskin hordes are massing at the boarders of the Empire, Bretonnia, Athel Loren and the Southlands. The greenskins’ destructive nature draws them to the weakening defences of the Alliance of Order and it cannot be long before those nations are washed away in a green tide. Army Selection: Chosen as normal from the Orcs and Goblins army book. They may not include any named characters.
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Skaven Force of Destruction: They gnaw at the roots of civilization – the Skaven are eternally scheming and preparing for the day when their uncountable hordes will overrun the surface world. The only thing that keeps them in check is the constant internal strife between Skaven clans. The Grey Seers look for an opportunity to unify the Skaven and lead them to inevitable victory. Asavar Kul’s invasion is believed to be that opportunity for the Council of Thirteen to further their goals. Verminous hordes press Dwarven strongholds and spill out onto the streets of Altdorf as the Skaven go to war against the Alliance of Order. Army Selection: Chosen as normal from the Skaven army book. They may not include any named characters.
Vampire Counts
Alliance of Order: Asavar Kul’s armies are swelling the flow of dark energies which are seeping into the sewers beneath the cities of the Empire and Kislev. Packs of Crypt Ghouls now awaken their masters from their long sleep. Though naturally inclined to work for darker purposes, the threat of Asavar Kull and his warriors threatens to destroy the unliving empires of the Vampire Counts as surely as the lands of Kislev and Bretonnia. It is with shock and a little trepidation that the Empire sees its eastern boarder defended by the undead of Sylvania… Army Selection: Chosen as normal from the Vampire Counts army book. They may not include any named characters.
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Warriors of Chaos Force of Destruction: In the far north of the world, beyond the great land of the Empire, past even ice‐bound Kislev, lie the Chaos Wastes, a blighted, vile place where the whispers of the Dark Gods can be heard upon the howling wind. Living as they do upon the borders of this monstrous domain, the tribes of the north are a hardy and resilient folk. All northmen seek the favour of their patron deities, and all know that there is no better way to gain approval than through combat in the name of their gods. Those who excel in combat, whose skills in battle rise above their peers and whose devotion to the Gods of Chaos is utterly unwavering, find themselves becoming something more than their peers. These hardened fighters feel the pull of Chaos more strongly, and they abandon the mortal concerns of hearth, home and family and become Chaos Warriors ‐ exchanging their very humanity for a lifetime of warfare in the name of their Dark Gods. Led by the most powerful of their number, the Warlord Asavar Kul, the Warriors of Chaos march south to conquer the Old World. Kislev will be put to the sword and then the Empire shall burn!
Army Selection: Chosen as normal from the Warriors of Chaos army book. They may include any named characters except Archaon, Sigvald, Vilitch or Wulfrik.
Eye of the Gods: For the Great War against Chaos, unit champions are considered characters if slain in a challenge.
Wood Elves Alliance of Order: The inhabitants of Athel Loren are mysterious and secretive beings, rarely straying beyond their woodland home. When danger threatens, Elves and forest fight as one, both deadly and unforgiving in defence of their borders. Swift and silent, the unparalleled archers of the Wood Elves ruthlessly cut down intruders before vanishing like ghosts. Facing invasion by the Forces of Destruction this alliance of Elf and Forest Spirit vows to defeat any incursions of warped Beastmen, vile‐ratmen or power hungry men.
Army Selection: Chosen as normal from the Wood Elves army book. They may include any named characters. Wood Elf armies receive and may deploy their free wood as normal except in War Party games.
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There are several units which may be taken by many of the armies during the Great War against Chaos. They are detailed on the following pages and are considered fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Great War against Chaos Campaign Weekend. Where a unit is restricted to one army, it is clearly indicated in the unit entry.
FORCES OF DESTRUCTION GORGON RARE CHOICE BEAST OF CHAOS ARMIES ONLY 175 POINTS
PLAGUERIDERS RARE CHOICE DAEMONS OF CHAOS ARMIES ONLY 110 POINTS / MODEL
M WS BS S T W I A LD Gorgon 6 4 0 5 5 5 2 5 6
Unit Size • 1 Unit Type • Monster on a 50mm Monster base
Equipment
Claws and teeth Petrifying Breath: A Gorgon has a breath weapon attack. If one or more Models are hit then the unit must take a Leadership test. A failed test causes the unit to be paralysed. The models in the unit cannot move or be moved in the Movement phase and cannot shoot, attack in close combat or cast or maintain spells. They are hit automatically in close combat. The target unit is Unbreakable. The effects last until the start of the next friendly turn.
Special Rules
4+ Scaly Skin Large Target Causes Terror Poisoned Attacks
The Gorgon is a terrifying creature from the dark recesses of the nightmare forests of the Old World. Though it has a face with the vestigial trace of humanity, its bestial body is scaled like a great Wyrm. Its giant clawed limbs are wickedly sharp and drip in the same venom which coats the vicious barb on the end of its tail. But its greatest weapon is a noxious fume that it emits which causes paralysis in its victims and makers them easy prey to the Gorgon’s savagery.
M WS BS S T W I A LD Plaguerider 6 3 0 4 5 4 1 D6+1 7 Plaugerider Champion 6 3 0 4 5 4 1 D6+2 7
Unit Size • 1+ Unit Type • Cavalry on 50mm Monster base
Equipment Plaguelance (counts as a spear)
Special Rules Daemonic Poisoned Attacks Regenerate Slime Trail (DoC: pg 94)
Options
Upgrade one Plaguerider to a Musician +10pts Upgrade one Plaguerider to a Champion +20pts Upgrade one Plaguerider to a Standard Bearer +20pts
The Standard Bearer may carry a one of the following banners:
Standard of Seeping Decay + 25 pts Icon of Eternal Virulence +25pts
Plagueriders are Beasts of Nurgle that carry Plaguebearers on their slime seeping backs. The Plaguebearers are armed with long filth encrusted lances and are adept at goring even the most heavily armoured victim, releasing countless diseases deep into their bodies.
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URIAN POISONBLADE – THE CHAMPION OF THE WITCH KING HERO CHOICE DARK ELVES ARMIES ONLY 240 POINTS
BULL RHINOX RIDERS RARE CHOICE OGRE KINGDOM ARMIES ONLY 145 POINTS / MODEL
M WS BS S T W I A LD Urian Poisonblade 5 8 6 4 3 2 9 4 10
Unit Size • 1 (Unique) Unit Type • Single Character on a 20mm base
Equipment
Heavy Armour Lifetaker (DE: pg 101) Hex Blade (armour piercing, +2 Str on charge) Helm of the Underway (+1 armour save, 5+ Ward save) Rune of Khaine (DE: pg 99) Hand weapon
Champion of the Witch King If Malekith is in the same unit as Urian Poisonblade and fails a “Look Out Sir” roll, resolve the hit against Urian Poisonblade instead.
Special Rules
Eternal Hatred 5+ Ward Save Always Strike First Killing Blow Causes Fear
M WS BS S T W I A LD Rhinox Rider 6 3 2 4 5 5 2 4 7 Thunderlord 6 3 2 4 5 5 2 5 7 Bull Rhinox 7 4 0 6 ‐ ‐ 2 3 5
Unit Size • 1‐3 Unit Type • Cavalry on a Chariot base
Equipment
Light Armour Ogre Club
Special Rules
Thick Skinned (+2 to armour save for being mounted)
Unit Strength 6 Cause Terror Large Targets
Options
Any model may upgrade their light armour to heavy armour for +6 pts per model.
Any model may be given an ironfist for +10 points per model.
Upgrade one Rhinox Rider to a Musician +12pts
Upgrade one Rhinox Rider to a Thunderlord +24pts
Upgrade one Rhinox Rider to a Standard Bearer +24pts
The Standard Bearer may carry a Magic Banner worth up to +50 points.
Bad Tempered: Even those Rhinox that have been broken by their Ogre riders have a temper shorter than a Gnoblar’s thumb. If there is an enemy model that is an eligible target for the Rhinox Riders to charge during the Declare Charges part of the movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice of models to charge, then the controlling player may choose freely between them. Thunderous Charge: On any turn when all models in a Rhinox Rider unit charge more than 7”, each model causes D3 impact hits. Single‐Minded: Once a Rhinox has started to move it is quite difficult to get it to stop. A unit of Rhinox Riders may not change formation at all unless they spend their entire movement phase reforming. They may not wheel more than once in any given turn with the exception of their free wheel to align a combat.
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THE MOTHER CRUSHERS RARE CHOICE ORC & GOBLIN ARMIES ONLY 34 POINTS / MODEL
ASAVAR KUL – EVERCHOSEN OF CHAOS, LORD OF END TIMES LORD CHOICE WARRIORS OF CHAOS ARMIES ONLY 575 POINTS
ENGRA DEATHSWORD – THE DESTROYER OF PRAAG LORD CHOICE WARRIORS OF CHAOS ARMIES ONLY 410 POINTS
M WS BS S T W I A LD Mother Crusher 4 4 3 4 4 1 2 2 8 Eeza Ugezod 4 6 3 4 5 2 3 3 8 Boar 7 3 0 3 4 1 3 1 3
Unit Size (Unique) • 5+ Unit Type • Cavalry on a Cavalry base
Equipment Heavy Armour Special Rules
Armed to Da Teef (O&G: pg 20) Quell Animosity (O&G: pg 20) Thick Skinned (O&G: pg 19) Tusker Charge (O&G: pg 19)
Options
Upgrade one Crusher to a Musician +9pts
Upgrade one Crusher to Eeza Ugezod +56pts
Upgrade one Crusher to a Standard Bearer +18pts
The Standard Bearer may carry a Magic Standard worth up to +50 points.
Of all the Orcish raiders to have plundered the Old World from the World's Edge Mountains, none have been so feared, or so hated as the Great Black Orcs of the Mother Crusher tribe. Their Great Raids of Hunger continued almost completely unchecked for nearly forty two years, leaving in their wake a trail of butchery seldom equalled In Orcish history.
Their success was due mainly to the inspired leadership of one Orc. Known throughout the tribes as Eeza Ugezod, Orcish legend abounds with stories of this huge and cunning Orc.
Despite many efforts to capture and destroy them, the Mother Crushers always managed to avoid traps set for them. On the few occasions they were brought to battle the outcome invariably favoured the Orcs ‐ using their famous juggernaut columns to push aside any resistance.
M WS BS S T W I A LD Asavar Kul 4 9 3 5 5 4 8 6 10
Unit Size • 1 (Unique) Unit Type • Single Character on a 25mm base
Equipment
Chaos Daemonsword (represented by a pair of axes)
Armour of Damnation Crown of Everlasting Conquest Favour of the Gods (WoC: pg 115)
Chaos Gifts
Mantle of Chaos Diabolic Splendour
Mount (may choose one only)
Chaos Steed (barded) +24 points Daemonic Steed +50 points Chariot +100 Manticore + 200 points
Special Rules
Eye of the Gods Will of Chaos Chosen of the Gods (WoC: pg 69) Regenerate Immune to Killing Blow (and so may Regenerate) 5+ Ward Save Must be the army General
M WS BS S T W I A LD Engra Deathsword 4 8 3 5 5 3 7 5 10
Unit Size • 1 (Unique) Unit Type • Single Character on a 25mm base
Equipment
The Deathsword (Always Strike First and counts as a hand weapon ‐ may be combined with the Axe of Sokar)
Armour of Implausibility (3+ armour save) Axe of Sokar (counts as both a shield and an additional hand weapon)
Favour of the Gods (WoC: pg 115)
Chaos Gifts
Diabolic Splendour Acid Ichor
Mount (may choose one only)
Chaos Steed (barded) +24 points Daemonic Steed +50 points Chariot +100
Special Rules
Eye of the Gods Will of Chaos Chosen of the Dark Gods (WoC: pg 47) 5+ Ward Save
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SVEN BLOODY HAND – TERROR OF THE SEA OF CLAWS LORD CHOICE WARRIORS OF CHAOS ARMIES ONLY 365 POINTS
VALMIR AESLING – THE EMPEROR OF CHAOS LORD CHOICE WARRIORS OF CHAOS ARMIES ONLY 435 POINTS
THE ETERNAL RARE CHOICE WARRIORS OF CHAOS ARMIES ONLY 75 POINTS / MODEL
M WS BS S T W I A LD Sven Bloody Hand 4 8 3 5 5 3 7 5 10
Unit Size • 1 (Unique) Unit Type • Single Character on a 25mm base
Equipment
Father of Blades (WoC: pg 113) Armour of the Marauder (Heavy Armour with Regenerate) Favour of the Gods (WoC: pg 115) Shield
Mount (may choose one only)
Chaos Steed +14 points (counts as Fast Cavalry)
Special Rules
Eye of the Gods Will of Chaos Regenerate Gift of Tongues (WoC: pg 74)
M WS BS S T W I A LD Valmir Aesling 4 5 3 4 4 3 5 3 10
Unit Size • 1 (Unique) Unit Type • Single Character on a 25mm base
Equipment
Rod of Torment (WoC: pg 115) Armour of Morrslieb (WoC: pg 113) Skull of Katam (WoC: pg 114) Hand weapon Dispel Scroll
Chaos Gifts
Mantle of Chaos Conjoined Homunculus
Magic Valmir is a Level 4 Wizard. He knows all the spells from one of the following Lores: Death, Fire, Shadow or Heavens. Mount (may choose one only)
Chaos Steed (barded) +24 points Daemonic Steed +50 points Chariot +100
Special Rules
Eye of the Gods Will of Chaos 4+ Ward Save against non‐magical attacks
M WS BS S T W I A LD Eternal 4 6 3 4 4 2 5 2 8 Daemonic Mount 8 4 0 5 5 1 3 2 8
Unit Size • 3+
Unit Type • Cavalry on 50mm Monster base
Equipment Ensorcelled weapons or lances Chaos Armour & Shield Daemonic Mount
Special Rules Eye of the Gods Stubborn Chosen of the Dark Gods (WoC: pg 47) Cause Fear Eternal Champions – every model can issue and accept challenges as if it were a champion.
Options Unit may have a single Mark of Chaos:
Mark of Khorne +20 pts Mark of Nurgle +20 pts Mark of Tzeentch +20 pts Mark of Slaanesh +10 pts
Eternal units taking a Chaos Mark also may replace their Daemonic Mounts with a Juggernaut for units with the Mark of Khorne, Steeds for units with the Mark of Slaanesh, Discs for units with the Mark of Tzeentch or Palanquins for units with the Mark of Nurgle (WoC: pg 54). These Mark specific mount upgrades have no additional cost.
The Eternal do not dwell in the Northern Wastes for they are the ultimate knights of Chaos who have triumphed in the hellish Realm of Chaos and been raised above all others of their kind. Riding monstrous steeds from the nightmares of men and answerable to no mortal it is unknown what bargain Asavar Kul struck to bind them to his service. But throughout the Great War, where the Eternal fought, mortals perished in their hundreds.
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ANGKOR – FATHER OF MAMMOTHS MOUNT ‐ COUNTS AS AN ADDITIONAL RARE CHOICE WARRIORS OF CHAOS ARMIES ONLY 560 POINTS
Angkor’s Attacks: Angkor does not attack in the same way as other creatures, though he may select his targets as normal. Even though Angkor is treated like a chariot, the Marauders and Angkor may attack enemies to the flank and rear as well as to the front. To determine what happens, roll a D6 and consult the following table at the start of each Combat Phase.
1 Bellow. Angkor is deafeningly loud. Neither Angkor nor models in contact with him fight if they have not already done so this round. Additionally, Angkor’s side automatically wins the combat by 2.
2 – 3 Trample. Angkor jumps up and down vigorously on top of an enemy unit in base contact. The unit sustains 2D6 Strength 6 hits allocated as shooting hits.
4 – 5 Gore. Angkor head butts his enemy and automatically inflicts 1 Wound with no armour saves. If the victim is wounded but not slain, then he is dazed and loses all of his remaining Attacks. If the target has not yet attacked in that combat round, he loses those Attacks. If he has already attacked, he loses the following round’s Attacks.
6 Pick Up and… Angkor’s trunk swings down and he selects a man‐sized model (including cavalry but excluding models on monstrous mounts or chariots) that is within base contact or touching a model in base contact. The target may make a single attack to try to fend off Angkor. If this attack hits and wounds, then Angkor’s attack fails. Otherwise, he grabs the model. Roll a D6 to see what he does next. If the enemy model is larger than man‐sized then treat the roll as a Gore attack instead.
D6 Result: 1‐2 Throw Back into Combat. The victim is hurled back into his own unit like a living missile. This causes d3 Wounds on the victim with no saves of any kind allowed and D6 Strength 3 hits (saves as normal) on the unit.
3 Hurl. The victim is hurled into any enemy unit within 12" of Angkor – randomly determine which. This attack causes d3 Wounds on the victim with no armour saves allowed and D6 Strength 3 hits (saves as normal) on the unit. If no enemy units are in range, treat this roll as a Throw Back into Combat result instead.
4 – 5 Eat. Angkor gobbles up his victim up and swallows him whole. The model is removed from the game.
6 Pick Another. Angkor eats his victim and attempts to pick up another. The second victim makes a single attack (as above) to avoid being picked up. If the victim fails to avoid Angkor’s trunk roll again on this chart.
M WS BS S T W I A LD Angkor 6 3 ‐ 8 6 10 2 * ‐ Marauder ‐ 4 3 3 ‐ ‐ 4 1 7
Unit Size • 12 (Unique) Unit Type • Chariot mounted on a 150mm x 250mm base
Equipment Marauders carry spears and throwing Axes Angkor has teeth, tusks and a bad attitude
Crew: 10 Chaos Marauders and a Hero or Lord who may normally take a Chariot as a mount. The Marauders are included in Angkor’s points cost and may not leave Angkor. The Character may not leave Angkor, except to fight a challenge. Only when Angkor is slain may the character move independently. The Marauders are presumed killed when Angkor is slain. Living Fortress: Wounds caused by S7 hits do not automatically destroy Angkor as they would a normal Chariot.
Special Rules
Large Target Unbreakable Tough Hide (3+ Armour Save) Causes Terror Giant Stride (ignore man sized obstacles such as walls and hedges)
Angkor’s Attacks Living Fortress D6+1 Impact Hits
For thousands of years the Khazag Marauder tribe and their War‐Mammoths have raided and battled. As the hordes of Chaos mustered for the great incursions the Chieftains of the Khazag, led their tribe to war. Always mounted upon the back of Angkor, whose enraged daemon spirit has never been sated by war, the chieftain allied with the other tribes, to march south into the civilised lands. Designers Note: Treat Angkor as a really big Chariot and you won’t go far wrong!
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ALLIANCE OF ORDER HAWKERS SPECIAL CHOICE BRETONNIAN ARMIES ONLY 8 POINTS / MODEL
THE KNIGHTS OF ORIGO RARE CHOICE BRETONNIAN ARMIES ONLY 28 POINTS / MODEL
M WS BS S T W I A LD Hawker 4 2 2 3 3 1 3 1 5 Yeoman Hawker 4 3 3 3 3 1 3 2 6
Unit Size • 10+ Hawkers Unit Type • Infantry on 20mm bases
Equipment
Bow Hand weapon Light Armour
Special Rules
Skirmish Scout The Peasant’s Duty Release the Hawks
Options
Upgrade one Hawker to a Musician +5pts Upgrade one Hawker to a Yeoman Hawker
Master +10pts Release the Hawks: Bretonnian hunting hawks are expert at harrying their master’s foes and distracting them while their masters close in for the kill. Hawkers roll 3d6 to see what distance they move for any pursuit roll, this represents the range their hawks fly out to attack their enemies and pin them down while the hawkers close in to finish them off. If the unit fails to catch their fleeing enemies, half the distance they actually move as the Hawkers bring their birds back to their wrist perches.
It is no wonder that the men‐at‐arms of a Bretonnian noble’s household have always appreciated the stamina and hunting instincts of the falcon. By command of their liege, the men‐at‐arms used this bird to hunt game, which provided an important and nutritious addition to an otherwise monotonous diet in winter. When hunting, an experienced hawker drives his bird ahead to pursue the prey, following at speed to ensure that he is on the spot within a few seconds of the hawker landing of the game. It is essential that the hawk’s talons are well placed in the prey before it lands. On the battlefield this skill is used to gouge the eyes of their enemies so that, blinded, they are easy for the hawkers to pursue and dispatch.
M WS BS S T W I A LD Knight of Origo 4 4 3 4 3 1 4 1 8 Jon of Tyrweld 4 5 3 4 3 1 4 2 8
Unit Size (Unique) • 3+ Unit Type • Cavalry on Cavalry base
Equipment
Great weapons Hand weapon Shield
Special Rules
Questing Vow Purebreed Warhorse Hatred
Options
Upgrade one Knight to a Musician +9pts Upgrade one Knight to Jon of Tyrweld +18pts Upgrade one Knight to a Standard Bearer +18pts
The Standard Bearer may carry the Standard of Origo for +50 points. The Standard of Origo: The Blazing Eye of Origo is set against the deserts of Araby.
All models in the unit (including mounts) gain +1 to hit on the first turn of combat.
The Questing Knights led by Jon of Tyrweld, journeyed far beyond the realm of Bretonnia until their quest brought them to the shores of Araby. They met with the monks of Origo, and spent several months with them in quiet contemplation. This peace was disturbed when a marauding Norse warparty came across the monastery. What followed was a bloodbath with the Norse being routed but with many of the knights and all of the monks slaughtered. From then on the newly dubbed Knights of Origo returned to Bretonnia, a hatred burning deep in their hearts.
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DOOMSEEKERS UNIT UPGRADE DWARF ARMIES ONLY 40 POINTS / MODEL
M WS BS S T W I A LD Doomseeker 2D6 ‐ ‐ 4 4 1 3 D6 10
Upgrade: Each Slayer unit in a Dwarf army may include up to 3 Doomseekers at +40 points per model. Unit Type • Infantry on 20mm bases Equipment Slayer Axes (always count as great weapons)
Special Rules Unbreakable – but still hate Greenskins
Slayer Brotherhood of Grimnir Force of Destruction Get Stuck In! Whirling Death Glorious Death
Brotherhood of Grimnir: Doomseekers are not placed on the table at the start of the game as are other troops. Instead you must make a written note of any Slayer units that include Doomseekers. These are referred to as concealing units. Doomseekers remain inside concealing units, marching along with their fellows, until they are ready to be unleashed on the enemy. Force of Destruction. Doomseekers cannot be charged. They may, however, be targeted with missile fire (following the usual ‐1 penalty for shooting models with a unit strength of 1) or spells. Get stuck in! Doomseekers are always released when the concealing unit comes to within 6" of the enemy or vice versa. The moving unit stops immediately (fliers land). Once Doomseeker movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked (the laws of momentum are particularly harsh). Doomseekers can be released in any direction, from any point on the concealing unit and move 2D6". They do not have to be aimed in the direction of the enemy that activated them. If ever a Doomseeker's move would end in the middle of a unit, then he automatically bounces through it place the Doomseeker model 1" beyond the unit, in the direction he was moving.
The Doomseeker moves moving 2D6" in a random direction (determined by the scatter dice) in the compulsory part of the movement phase. Whirling Death! When a Doomseeker moves through an enemy unit it immediately inflicts D6 hits from his Slayer Axes (at Strength 6) on the unit, distributed as for shooting. Units may move and flee through Doomseekers, but any foolhardy enough to do so will take hits as described above. A unit that suffers 25% casualties from Doomseekers must immediately take a Panic test. Units failing this test flee directly towards toe closest table edge (potentially moving through the same Doomseeker that triggered the test, suffering a further set of hits). Glorious Death: The life of a Doomseeker is guaranteed to be a short and violent one – in other words, an ideal end for a Slayer. A Doomseeker is immediately removed as a casualty when: He comes into contact with a friendly unit, a terrain feature of any kind or a table edge. An enemy unit finishes its move over the Doomseeker. The unit takes D6 Strength 6 hits from the Slayer axes for moving into the Doomseeker, and a further D6 hits before the Doomseeker is brought down and slain.
Doomseekers march in to battle alongside their brothers in the Slayer Cult until the enemy is close at hand. Then, before combat begins, the Doomseekers plow recklessly into the enemy, whirling their weapons madly around their heads. They are armed with axes on the end of chains, which they spin about themselves, slicing through their foes with surprising speed. The Slayer axes carried by the Doomseeker are just as lethal to the Doomseeker himself. Not every Slayer chooses to be a Doomseeker because there is no guarantee that you will die at the hands of a great enemy. Almost as likely the Doomseeker will realise his whirling axes are going to bring him into contact with a friendly unit or a clump of trees. Instinctively a Doomseeker will try and avoid this trajectory but by fighting momentum he will invariably end up mortally wounded by his own spinning axes.
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MAGNUS VON BILDHOFEN – THE PIOUS, CHAMPION OF LIGHT LORD CHOICE EMPIRE ARMIES ONLY 475 POINTS
HEDGE WIZARD HERO CHOICE EMPIRE ARMIES ONLY 50 POINTS
Hedge Magic Untrained and undisciplined, Hedge Wizards are unpredictable in their use of magic. Once both sides have finished deployment, roll 2D6 to see what Lores the Hedge Wizard knows. Level 1 Hedge Wizards only know the first spell in one randomly determined Lore. If the Hedge Wizard is Level 2 then the second spell is generated from a random Lore but the spell is determined as normal.
2 Life 3 Light 4 ‐ 5 Heavens 6 ‐ 7 Fire 8 – 9 Beasts 10 Metal 11 Shadow 12 Death
Example: After deployment a Level 2 Hedge Wizard rolls a 6 and so receives Fireball (the first spell) from the Lore of Fire. As he is a Level 2 Wizard he rolls again and gets a 11, the Lore of Shadow. He then rolls a dice on the Lore of Shadow and gets a 6 – Pit of Shades (which he could swap for the first spell in that Lore as usual). The Hedge Wizard knows Fireball and Pit of Shades for that battle.
M WS BS S T W I A LD Magnus the Pious 4 6 5 4 4 3 6 4 10
Unit Size • 1 (Unique) Unit Type • Single Character on a 20mm base
Equipment
Mace of Helsturm (E: pg 66) The Gilded Armour (E: pg 67) Laurels of Victory (E: pg 69) Rod of Command (E: pg 69)
Mount
Barded Warhorse +21 points
Special Rules Blessings of Sigmar (counts as an Arch‐Lector)
Righteous Fury Prayers of Sigmar (may cast up to three a turn at Power Level 6)
Magic Resistance 2 4+ Ward Save 5+ Regeneration Leader of Men Must be the army General
Magnus's army knows what lies ahead. It will be neither a battle for glory, nor for conquest: Mankind will fight for its very existence. As the sun sets for the final time before they will confront their enemies, Magnus reminds his men of Sigmar's promise ‐ that the sun will not set on His people so long as they keep Him as their Lord. He leads his troops in final prayer, speaking what will become his most famous words: "I can see in your eyes that you fear this enemy. I can see in your eyes that you wonder how we can fight such terrible monsters. Men of the Empire, I have the answer: We fight them with our steel, we fight them with our courage, but above all we fight them with our faith in Sigmar!"
M WS BS S T W I A LD Hedge Wizard 4 3 3 3 3 2 3 1 7
Unit Size • 1 Unit Type • Single Character on a 20mm base
Equipment Hand weapon Options
Upgrade to a Level 2 Wizard +30 pts. May choose magic items in total up to +50 pts.
Magic Hedge Wizards are Level 1 Wizards. Mount
Warhorse +10 points
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ALARIELLE ‐ EVERQUEEN OF AVERLORN LORD CHOICE HIGH ELF ARMIES ONLY 475 POINTS
COATL – GUARDIANS OF SACRED PLACES RARE CHOICE LIZARDMEN ARMIES ONLY 350 POINTS
M WS BS S T W I A LD Alarielle The Everqueen 5 4 5 3 3 3 6 1 10
Unit Size • 1 (Unique) Unit Type • Single Character on a 20mm base Equipment
Star of Avelorn: Bound Spell power level 4 – Healing Energy from the Lore of Life
Shieldstone of Isha: 4+ Ward save.
Stave of Avelorn: Same effect as the Staff of Solidity (HE: pg 102)
Magic Alarielle is a Level 4 Wizard and knows all of the spells from the Lore of High Magic and the Lore of Life. Special Rules Valour of Ages Speed of Asuryan Chaos Bane 4+ Ward Save Ignore first Miscast Touch of the Everqueen Maiden Guard May never be the army General
Chaos Bane Any Daemonic unit (including Daemonic monsters and characters) that starts the Magic phase with a model within 6" of Alarielle is affected by the aura of law and harmony that surrounds her. Each unit in range suffers D6 Strength 5 hits. In addition, roll a D6 for each magic item belonging to a model from a Chaos, Skaven or Undead army that is within 6" of Alarielle at the start of the Magic Phase. The item is destroyed on a D6 roll of a 6 (roll for each item separately) The Touch of the Everqueen Alarielle does not fight as such, for she is the embodiment of peace rather than war. However, her lightest touch can stun a foe for a moment, disorientating them with a blinding flash of light. If Alarielle hits her target, then no to wound roll is made. Instead the enemy model may make no attacks that turn, and any other models attacking it hit automatically that phase. In the case of a mounted model (on a chariot or monster, for example), Alarielle must roll to hit against the highest Weapon Skill, but if she hits the entire model is affected, including any special attacks, impact hits, etc Maiden Guard If Alarielle is included in the army, one unit of Lothern Seaguard may be upgraded to Maiden Guard for no additional cost. The Maiden Guard the Standard Bearer may carry a Magic Standard worth up to +50 points. Maiden Guard are the all‐female bodyguard of the Everqueen. A Maiden Guard unit containing Alarielle becomes Unbreakable (and while in the unit so too does Alarielle). The Everqueen must always remain with the Maiden Guard if present. Should Alarielle be killed all remaining Maiden Guard gain the Hatred and Frenzy special rules.
M WS BS S T W I A LD Coatl 6 5 0 5 6 5 4 3 8
Unit Size • 1 Unit Type • Monster on a 50mm Monster Base
Equipment
Claws and snapping jaws. Magic Coatl are Level 2 Wizards and know all the spells from the Lore of Life.
Special Rules Fly Large Target Causes Terror Cold Blooded (L: pg 41) Magic Resistance (1) 5+ Scaly Skin Save Arboreal Predator (L: pg 52)
One of the rarest creatures found in Lustria is the Coatl. Sporting a long sinuous snake‐like body, a dragon‐like head and massive feathered wings and tail the Coatl are highly intelligent and powerful mages. When the Coatl attack it is from the skies upon a thunderous wind. The skies darken and the grounds shifts. Soon their prey is hopelessly disorientated, lost within a swirling maelstrom of magical aspect. The Coatl are said to be the manifestation of the Old One Tepok and are venerated by Skink Priests as sacred creatures of the air, magic and places of power.
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SYLVANIA MILITIA CORE CHOICE VAMPIRE COUNTS ARMIES ONLY 8 POINTS / MODEL
SKAW THE FALCONER HERO CHOICE WOOD ELF ARMIES ONLY 155POINTS
M WS BS S T W I A LD Militia 4 4 3 4 3 1 3 1 5 Militia Captain 4 4 3 4 3 1 3 2 5
Unit Size • 5 – 15 Militia Unit Type • Infantry on 20mm bases
Equipment
Hand weapon Special Rules
Skirmish Undead (the blood of the Vampires gives them the trait)
Options
Upgrade one Militia to a Musician +5pts
Upgrade one Militia to a Militia Captain +10pts
The entire unit may be given additional hand weapons or great weapons at 2 pts per model.
The entire unit may be given light armour for 1 pts per model.
Vampire Counts of Sylvania have long given thought to the defence of their realm. The mortal inhabitants of that cursed land are banded together as a form of Militia to defend against invaders. Fed a little of their master’s precious vitae to invigorate them, they fight tenaciously to protect what little they have, lest a hard pressed Vampire Count decide that the zombie hordes need the flesh of the Militia‐men’s family to increase their number…
M WS BS S T W I A LD Skaw the Falconer 9 6 6 4 3 2 9 4 9
Unit Size • 1 (Unique) Unit Type • Single Character on a 20mm base Equipment
Lash of Claws (hand weapon) Cape of Feathers
(4+ ward save vs missile attacks.) Hawks
Hawks. Skaw has three birds of prey that he uses as missile weapons and as weapons in hand‐to‐hand combat. The range of each bird is 24", and they will always hit on a 2+ at Strength 4. In hand‐to‐hand combat, the birds give Skaw an additional 3 Attacks at Strength 4. Special Rules
Alter Kindred Loner – cannot use the General’s leadership and cannot be the General.
Lash of Claws – Always Strike First
It is said that Skaw dwells in an eyrie in the topmost branches of an old pine tree, hidden away on the slopes of the Grey Mountains. Here, he speaks with the birds of prey that dwell within the forest of Athel Loren, from the lowliest falcon to the mightiest of eagles. Though he cares little for the company of other Elves, Skaw shares their tie to the great forest and fights alongside them in its defence. In battle, Skaw directs his falcons against the foe, their razor‐sharp claws and beaks tearing away gobbets of flesh with each strike. These keen‐eyed living missiles are more deadly than arrows and always return to their master with blood dripping from their wicked hooked beaks and sharp talons. Once the foe is vanquished, Skaw always returns to his mountain perch without a word. Indeed, many of the Asrai believe him to have forgotten the Elven mode of speech; so long it has been since Skaw was heard to utter any word in a tongue other than that used by the birds of prey.
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