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The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
It is the year 2302 and a huge invasion by the to. In short, Tempus Fugitives’ campaigns are all about trying out new ideas and
contributing to an adventure.
forces of Chaos is taking place in the lands of
the Old World. Under the command of Asavar 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
Kul, the forces of Chaos are ravaging the Old brought to battle with.
World including the mountainous Dwarf Holds,
the haunted lands of Sylvania and the mystical 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
woods of Athel Loren. Simultaneously, the Dark opponent – not against them.
Elves have attacked the High Elves in Ulthuan
The team running the event is there to help describe the campaign story as it
while Daemonic legions and Skaven hordes pour unfolds and they will work out what impact your games have upon it. Most
forth to wreak destruction on their nemesis, the importantly they are there to ensure everybody has a great time. Remember – it’s
only toy soldiers!
Lizardmen of Lustria.
IMPORTANT! 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
THIS IS NOT A TOURNAMENT. YOU WILL GET MORE OUT OF THE the usual gaming perspective.
WEEKEND IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON
THE OUTCOME OF YOUR GAMES. TRY AND PLAY WITH YOUR In any war, commanders have to deal with unfair and unbalanced situations, using
OPPONENT RATHER THAN AGAINST THEM. 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
The Tempus Fugitives have designed this campaign weekend to be (we hope) as
always try to make sure that you are not asked to play a game you simply can't win
enjoyable as possible. Once again (all together now) it is important to
before any dice are cast. There will always be critically important mission objectives
remember that the campaign weekend is not a tournament. If you are
that you will need to strive to achieve.
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
Most importantly remember that, as this is a team event, even if you lose your
Chaos as the Alliance of Order of the Warhammer World fight against the
individual battle your taskforce or faction may still do well overall; don't worry
Forces of Destruction.
about 'winning', just think about having a good time.
Games Workshop has a really fantastic Throne of Skulls Grand Tournament
It is our hope that we can repay some small part of the kindness that the gaming
programme and should you want to get involved in a true test of your skill at
community has shown us over the years and organise a top notch event that
Warhammer please contact Direct Sales on 0115 91 40000 or see the events
everyone can enjoy.
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
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The Great War Against Chaos Campaign Weekend www.tempusfugitives.co.uk
this point by mere chance or by some whim; instead we
09:15 – 09:30 Recap & Briefing
are here because of a number of important people helped
us along the way. The bad news is that the list is quite Saturday 21st March2009 09:30 – 11:00 Game 4: War Party
lengthy – so we’ll group them together so as to hopefully 08:30 – 09:30 Arrive & Check‐In
not leave anyone out. 11:00 – 11:15 Morning Break
09:30 – 10:00 Welcome and Introductions
Most important of all ‐ the Tempus Fugitives would like to 11:15 – 11:30 Game 5 Briefing
thank Games Workshop for giving many of us jobs and all 10:00 – 10:20 Game 1 Briefing
of us an old, yet familiar world to play with. Without their 11:30 – 13:00 Game 5: The Hammerblow
universe to run around in, we’d all be playing Risk or 10:20 – 12:30 Game 1: War Party Doubles
Sudoku… 13:00 – 14:00 Lunch & Army Judging
12:30 – 13:15 Lunch & Army Nominations
The wives, girlfriends, boyfriends, partners and right 14:00 – 14:15 Game 6 Briefing
hands of the Tempus Fugitives – for letting their worse 13:15 – 13:30 Game 2 Briefing
halves go and play with lead dollies ‘up north’ several 14:15 – 17:15 Game 6: Legendary Battle
times a year. The Tempus Fugitives are most serious about 13:30 – 16:00 Game 2: Main Battalion
their work and no fun was had in the preparation of this 17:15 – 17:45 Final Break
weekend… Any rumours of 80’s disco dancing on the 16:00 – 16:15 Afternoon Break
revolving stage in the Reflex bar in Nottingham high street 17:45 – 18:15 Award Ceremony
are completely unfounded. 16:15 – 16:30 Game 3: Briefing
IMPORTANT! This material is completely unofficial and in no way
endorsed by Games Workshop Limited 2009. Games Workshop, the
The UK Events team deserve mention here. The support 16:30 – 21:30 Game 3: Legendary Doubles Games Workshop logo, Warhammer, Warhammer World and all
associated marks, logos, names, races and race insignia, vehicles,
received over the years from Brian Aderson and Andy locations, units, characters, illustrations and images from the
Joyce has meant that we have had the confidence to try 19:00 – 20:00 Dinner
Warhammer and Warhammer 40,000 universe are either (R), TM and/or
© Games Workshop Ltd 2000‐2009, variably registered in the UK and
and pull these events off. other countries around the world, used without permission. No
challenge to their status intended. All Rights Reserved.
20:00 – 23:00 Quiz and relax in Bugmans
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.
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Outline of Play 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
At the beginning of each round the Task Force
Commander (taking advice from the Task
Force) must decide upon the objective of the
In addition to your fully painted army and this assigned to a taskforce. Before the first game on turn and where the Task Force will direct its
campaign pack you will need the following: Saturday you will be asked to gather at one of the task progress.
force muster points and nominate a Task Force
? The Warhammer Fantasy Battle 7th Edition Commander and a Task Force Quartermaster. Once they have made their joint decision the
rulebook. Task Force with the Initiative must inform their
Task Force Commander Faction Marshal who will, in turn co‐ordinate
? Dice, Templates, objective counters and Tape with the other Marshals and then send Task
The role of the Task Force Commander is of crucial
measure Forces that do not have the Initiative to defend
importance to the team and it is the Commander's
responsibility to inspire their Task Force to great acts of Battlegrounds attacked by the Task Forces that
? Superglue and poly cement do.
heroism and decide on what strategy to employ in the
? The appropriate Army Book and any Forgeworld pursuit of their goals. Do not elect an incompetent The players in the Task Force with the Initiative then
material relating to your army. Taskforce Commander – you will regret it! selects the tables on which their game will be
Task Force Quartermaster played; players on the opposing side then come
? At least two copies of your army roster
The role of the Task Force Quartermaster is one of over to their assigned Battleground and pair up.
? A Tray to carry your models great responsibility. It is the Quartermaster who will Players cannot select tables from outside of their
parley with the Over‐Tyrant, Greasus Goldtooth in Battleground to fight on. Deployment and table
? Pen and paper purchasing reinforcements and supplies for the Task sides are determined as normal.
Force in exchange for gold or other, more terrible, What You Will Need
Upon arrival each player will be assigned to a team, forms of currency… The Task Force Quartermaster
called a Task Force, containing up to eight players. You You will require a painted Warhammer army
should be shrewd and not easily fooled by the Over‐ designed to create four distinct forces, as indicated
and the other players in your Task Force are allied field Tyrant and his associates. in the following sections. You will require at least
commanders fighting as part of the Alliance of Order or
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? May be no more than 2000 points
Main Battalion and then expand them to make their Legendary Force.
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Legendary
? May be no more than 2500 points but may take one Special or Rare choice (as appropriate).
characters as though it were a 3000 point army. Monsters taken as mounts for a Hero can be
grouped together in this way, counting also as an
Battles ? Each player’s force has its own general and is to
all intents and purposes a self contained army.
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
Allied player’s units provide no benefit (or
The battles of legend are conflicts which can Cannons would count as a single Special choice, a
penalty) to your units. You may not put
determine the fate of nations and the destiny of characters from one player’s army into another Monstrous Horde of six Stegadons would count
a people in a single day. Massed ranks of artillery player’s unit. At all times they act as two distinct as a single Special choice, while four Dragon
thunder out against tides of gibbering spawn and forces on the battlefield. Mages would count as two Hero choices (one for
the sky becomes dark with the pinions of dozens the Mages and one for their Dragons). All models
of dragons. Legendary Battles are multiplayer ? All players on each side have a single Magic dice in the formation must be exactly the same type,
games. pool and dispel dice pool. They receive two dice though they can take different upgrades and
per side, not per player. Dwarf dispel bonuses options if desired. The formation is deployed as a
LEGENDARY BATTLE SCENARIO apply to the combined pool. Only one player may single unit, and each model after the first must be
attempt to dispel each spell. placed within 6" of a model from the formation
SET UP: See rules for Pitched Battle, found on page 2
that has already been deployed. Once the battle
of the core rule book. ? Each army may include one Monstrous Horde or
starts, however all models are treated as
Massed Battery. They consist of several monsters, individual units and they move and fight
VICTORY CONDITIONS: Each table quarter is worth a
chariots or war machines that are grouped separately just as they would in a standard battle.
certain number of points. To capture a table quarter,
together into a single formation that counts as
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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.
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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 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.
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.
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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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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.
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.
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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
M WS BS S T W I A LD
Special Rules The Gorgon is a terrifying creature from the
Gorgon 6 4 0 5 5 5 2 5 6 ? 4+ Scaly Skin dark recesses of the nightmare forests of the
? Large Target Old World. Though it has a face with the
Unit Size Equipment ? Causes Terror vestigial trace of humanity, its bestial body is
• 1 ? Claws and teeth ? Poisoned Attacks scaled like a great Wyrm. Its giant clawed limbs
are wickedly sharp and drip in the same venom
Unit Type Petrifying Breath: A Gorgon has a breath weapon attack. If one or more Models are hit which coats the vicious barb on the end of its
• Monster on a 50mm then the unit must take a Leadership test. A failed test causes the unit to be paralysed. tail. But its greatest weapon is a noxious fume
Monster base The models in the unit cannot move or be moved in the Movement phase and cannot that it emits which causes paralysis in its
shoot, attack in close combat or cast or maintain spells. They are hit automatically in victims and makers them easy prey to the
close combat. The target unit is Unbreakable. The effects last until the start of the next Gorgon’s savagery.
friendly turn.
PLAGUERIDERS
RARE CHOICE DAEMONS OF CHAOS ARMIES ONLY 110 POINTS / MODEL
M WS BS S T W I A LD
Options Plagueriders are Beasts of Nurgle
Plaguerider 6 3 0 4 5 4 1 D6+1 7 ? Upgrade one Plaguerider to a Musician +10pts that carry Plaguebearers on their
Plaugerider Champion 6 3 0 4 5 4 1 D6+2 7 ? Upgrade one Plaguerider to a Champion +20pts slime seeping backs. The
? Upgrade one Plaguerider to a Standard Bearer +20pts Plaguebearers are armed with long
Unit Size Equipment filth encrusted lances and are adept
• 1+ Plaguelance (counts as a spear) The Standard Bearer may carry a one of the following banners: at goring even the most heavily
? Standard of Seeping Decay + 25 pts armoured victim, releasing countless
Unit Type Special Rules ? Icon of Eternal Virulence +25pts diseases deep into their bodies.
• Cavalry on 50mm Monster base ? Daemonic
? Poisoned Attacks
? Regenerate
? Slime Trail (DoC: pg 94)
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URIAN POISONBLADE – THE CHAMPION OF THE WITCH KING HERO CHOICE DARK ELVES ARMIES ONLY 240 POINTS
M WS BS S T W I A LD
Champion of the Witch King Special Rules
Urian Poisonblade 5 8 6 4 3 2 9 4 10 If Malekith is in the same unit as Urian ? Eternal Hatred
Poisonblade and fails a “Look Out Sir” ? 5+ Ward Save
Unit Size Equipment roll, resolve the hit against Urian ? Always Strike First
• 1 (Unique) ? Heavy Armour Poisonblade instead. ? Killing Blow
? Lifetaker (DE: pg 101) ? Causes Fear
Unit Type ? Hex Blade (armour piercing, +2 Str on charge)
• Single Character on a 20mm base ? Helm of the Underway (+1 armour save, 5+ Ward save)
? Rune of Khaine (DE: pg 99)
? Hand weapon
BULL RHINOX RIDERS
RARE CHOICE OGRE KINGDOM ARMIES ONLY 145 POINTS / MODEL
Bad Tempered: Even those Rhinox that have been
M WS BS S T W I A LD
Options broken by their Ogre riders have a temper shorter than a
Rhinox Rider 6 3 2 4 5 5 2 4 7
? Any model may upgrade their light armour Gnoblar’s thumb. If there is an enemy model that is an
Thunderlord 6 3 2 4 5 5 2 5 7
to heavy armour for +6 pts per model. eligible target for the Rhinox Riders to charge during the
Bull Rhinox 7 4 0 6 ‐ ‐ 2 3 5
Declare Charges part of the movement phase, it must
? Any model may be given an ironfist for +10 immediately pass a Leadership test or declare a charge –
Unit Size Equipment points per model. if there is a choice of models to charge, then the
• 1‐3 ? Light Armour controlling player may choose freely between them.
? Ogre Club ? Upgrade one Rhinox Rider to a Musician
Unit Type +12pts Thunderous Charge: On any turn when all models in a
• Cavalry on a Chariot base Special Rules Rhinox Rider unit charge more than 7”, each model
? Thick Skinned ? Upgrade one Rhinox Rider to a Thunderlord causes D3 impact hits.
(+2 to armour save for being mounted) +24pts
? Unit Strength 6 Single‐Minded: Once a Rhinox has started to move it is
? Cause Terror ? Upgrade one Rhinox Rider to a Standard quite difficult to get it to stop. A unit of Rhinox Riders
? Large Targets Bearer +24pts may not change formation at all unless they spend their
entire movement phase reforming. They may not wheel
The Standard Bearer may carry a Magic Banner more than once in any given turn with the exception of
worth up to +50 points. their free wheel to align a combat.
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THE MOTHER CRUSHERS RARE CHOICE ORC & GOBLIN ARMIES ONLY 34 POINTS / MODEL
Of all the Orcish raiders to have plundered the Old World from the World's
M WS BS S T W I A LD
Options Edge Mountains, none have been so feared, or so hated as the Great Black
Mother Crusher 4 4 3 4 4 1 2 2 8
? Upgrade one Crusher to a Orcs of the Mother Crusher tribe. Their Great Raids of Hunger continued
Eeza Ugezod 4 6 3 4 5 2 3 3 8
Musician +9pts almost completely unchecked for nearly forty two years, leaving in their
Boar 7 3 0 3 4 1 3 1 3
wake a trail of butchery seldom equalled In Orcish history.
? Upgrade one Crusher to
Unit Size (Unique) Equipment Eeza Ugezod +56pts Their success was due mainly to the inspired leadership of one Orc. Known
• 5+ Heavy Armour ? Upgrade one Crusher to a throughout the tribes as Eeza Ugezod, Orcish legend abounds with stories
Standard Bearer +18pts of this huge and cunning Orc.
Unit Type Special Rules
• Cavalry on a Cavalry base ? Armed to Da Teef (O&G: pg 20) Despite many efforts to capture and destroy them, the Mother Crushers
The Standard Bearer may
? Quell Animosity (O&G: pg 20) always managed to avoid traps set for them. On the few occasions they
carry a Magic Standard
? Thick Skinned (O&G: pg 19) were brought to battle the outcome invariably favoured the Orcs ‐ using
worth up to +50 points.
? Tusker Charge (O&G: pg 19) their famous juggernaut columns to push aside any resistance.
ASAVAR KUL – EVERCHOSEN OF CHAOS, LORD OF END TIMES LORD CHOICE
WARRIORS OF CHAOS ARMIES ONLY 575 POINTS
M WS BS S T W I A LD
Chaos Gifts Special Rules
Asavar Kul 4 9 3 5 5 4 8 6 10 ? Mantle of Chaos ? Eye of the Gods
? Diabolic Splendour ? Will of Chaos
Unit Size Equipment ? Chosen of the Gods (WoC: pg 69)
• 1 (Unique) ? Chaos Daemonsword (represented by Mount (may choose one only) ? Regenerate
a pair of axes) ? Chaos Steed (barded) +24 points ? Immune to Killing Blow (and so may Regenerate)
Unit Type ? Armour of Damnation ? Daemonic Steed +50 points ? 5+ Ward Save
• Single Character on a 25mm base ? Crown of Everlasting Conquest ? Chariot +100 ? Must be the army General
? Favour of the Gods (WoC: pg 115) ? Manticore + 200 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
Chaos Gifts Special Rules
Engra Deathsword 4 8 3 5 5 3 7 5 10 ? Diabolic Splendour ? Eye of the Gods
? Acid Ichor ? Will of Chaos
Unit Size Equipment ? Chosen of the Dark Gods (WoC: pg 47)
• 1 (Unique) ? The Deathsword (Always Strike First and counts as a hand Mount (may choose one only) ? 5+ Ward Save
weapon ‐ may be combined with the Axe of Sokar) ? Chaos Steed (barded) +24 points
Unit Type ? Armour of Implausibility (3+ armour save) ? Daemonic Steed +50 points
• Single Character on a 25mm base ? Axe of Sokar (counts as both a shield and an additional hand ? Chariot +100
weapon)
? Favour of the Gods (WoC: pg 115)
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SVEN BLOODY HAND – TERROR OF THE SEA OF CLAWS
LORD CHOICE WARRIORS OF CHAOS ARMIES ONLY 365 POINTS
M WS BS S T W I A LD
Mount (may choose one only) Special Rules
Sven Bloody Hand 4 8 3 5 5 3 7 5 10 ? Chaos Steed +14 points ? Eye of the Gods
(counts as Fast Cavalry) ? Will of Chaos
Unit Size Equipment ? Regenerate
• 1 (Unique) ? Father of Blades (WoC: pg 113) ? Gift of Tongues (WoC: pg 74)
? Armour of the Marauder (Heavy Armour with Regenerate)
Unit Type ? Favour of the Gods (WoC: pg 115)
• Single Character on a 25mm base ? Shield
VALMIR AESLING – THE EMPEROR OF CHAOS
LORD CHOICE WARRIORS OF CHAOS ARMIES ONLY 435 POINTS
M WS BS S T W I A LD
Magic Special Rules
Valmir Aesling 4 5 3 4 4 3 5 3 10 Valmir is a Level 4 Wizard. He knows all ? Eye of the Gods
the spells from one of the following ? Will of Chaos
Unit Size Equipment Lores: Death, Fire, Shadow or Heavens. ? 4+ Ward Save against non‐magical
• 1 (Unique) ? Rod of Torment (WoC: pg 115) attacks
? Armour of Morrslieb (WoC: pg 113) Mount (may choose one only)
Unit Type ? Skull of Katam (WoC: pg 114) ? Chaos Steed (barded) +24 points
• Single Character on a 25mm base ? Hand weapon ? Daemonic Steed +50 points
? Dispel Scroll ? Chariot +100
Chaos Gifts
? Mantle of Chaos
? Conjoined Homunculus
THE ETERNAL
RARE CHOICE WARRIORS OF CHAOS ARMIES ONLY 75 POINTS / MODEL
Options The Eternal do not dwell in the
M WS BS S T W I A LD
Unit may have a single Mark of Chaos: Northern Wastes for they are the
Eternal 4 6 3 4 4 2 5 2 8 ? Mark of Khorne +20 pts ultimate knights of Chaos who have
Daemonic Mount 8 4 0 5 5 1 3 2 8 ? Mark of Nurgle +20 pts triumphed in the hellish Realm of
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ANGKOR – FATHER OF MAMMOTHS MOUNT ‐ COUNTS AS AN ADDITIONAL RARE CHOICE WARRIORS OF CHAOS ARMIES ONLY 560 POINTS
For thousands of years the Khazag Marauder
M WS BS S T W I A LD
Special Rules tribe and their War‐Mammoths have raided and
Angkor 6 3 ‐ 8 6 10 2 * ‐ ? Large Target battled. As the hordes of Chaos mustered for the
Marauder ‐ 4 3 3 ‐ ‐ 4 1 7 ? Unbreakable great incursions the Chieftains of the Khazag, led
? Tough Hide (3+ Armour Save) their tribe to war. Always mounted upon the back
Unit Size Equipment
? Causes Terror of Angkor, whose enraged daemon spirit has
• 12 (Unique) ? Marauders carry spears and throwing Axes
? Giant Stride (ignore man never been sated by war, the chieftain allied with
? Angkor has teeth, tusks and a bad attitude
sized obstacles such as walls the other tribes, to march south into the civilised
Unit Type
and hedges) lands.
• Chariot mounted Crew: 10 Chaos Marauders and a Hero or Lord who may normally take a
? Angkor’s Attacks
on a 150mm x Chariot as a mount. The Marauders are included in Angkor’s points cost and
? Living Fortress Designers Note: Treat Angkor as a really big Chariot
250mm base may not leave Angkor. The Character may not leave Angkor, except to fight and you won’t go far wrong!
? D6+1 Impact Hits
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.
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.
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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
Options The Questing Knights led by Jon of Tyrweld,
Knight of Origo 4 4 3 4 3 1 4 1 8 ? Upgrade one Knight to a Musician +9pts journeyed far beyond the realm of Bretonnia
Jon of Tyrweld 4 5 3 4 3 1 4 2 8 ? Upgrade one Knight to Jon of Tyrweld +18pts until their quest brought them to the shores of
? Upgrade one Knight to a Standard Bearer +18pts Araby. They met with the monks of Origo, and
Unit Size (Unique) Equipment spent several months with them in quiet
• 3+ ? Great weapons The Standard Bearer may carry the Standard of Origo contemplation. This peace was disturbed when a
? Hand weapon for +50 points. marauding Norse warparty came across the
Unit Type ? Shield monastery. What followed was a bloodbath with
• Cavalry on Cavalry base The Standard of Origo: The Blazing Eye of Origo is the Norse being routed but with many of the
Special Rules set against the deserts of Araby. knights and all of the monks slaughtered.
? Questing Vow
? Purebreed Warhorse All models in the unit (including mounts) gain +1 to
From then on the newly dubbed Knights of Origo
? Hatred hit on the first turn of combat.
returned to Bretonnia, a hatred burning deep in
their hearts.
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DOOMSEEKERS UNIT UPGRADE DWARF ARMIES ONLY 40 POINTS / MODEL
Doomseekers march in to battle alongside their
M WS BS S T W I A LD
The Doomseeker moves moving 2D6" in a brothers in the Slayer Cult until the enemy is close
Doomseeker 2D6 ‐ ‐ 4 4 1 3 D6 10 random direction (determined by the scatter at hand. Then, before combat begins, the
dice) in the compulsory part of the movement Doomseekers plow recklessly into the enemy,
phase. whirling their weapons madly around their heads.
Upgrade: Each Slayer unit in a Brotherhood of Grimnir: Doomseekers are not They are armed with axes on the end of chains,
Dwarf army may include up to placed on the table at the start of the game as Whirling Death! When a Doomseeker moves which they spin about themselves, slicing through
3 Doomseekers at +40 points are other troops. Instead you must make a through an enemy unit it immediately inflicts D6 their foes with surprising speed.
per model. written note of any Slayer units that include hits from his Slayer Axes (at Strength 6) on the
Doomseekers. These are referred to as unit, distributed as for shooting. Units may move The Slayer axes carried by the Doomseeker are just
Unit Type concealing units. Doomseekers remain inside and flee through Doomseekers, but any as lethal to the Doomseeker himself. Not every
• Infantry on 20mm bases concealing units, marching along with their foolhardy enough to do so will take hits as Slayer chooses to be a Doomseeker because there
fellows, until they are ready to be unleashed described above. A unit that suffers 25% is no guarantee that you will die at the hands of a
Equipment on the enemy. casualties from Doomseekers must immediately great enemy. Almost as likely the Doomseeker will
? Slayer Axes (always count take a Panic test. Units failing this test flee realise his whirling axes are going to bring him into
as great weapons) Force of Destruction. Doomseekers cannot be directly towards toe closest table edge contact with a friendly unit or a clump of trees.
charged. They may, however, be targeted with (potentially moving through the same Instinctively a Doomseeker will try and avoid this
Special Rules missile fire (following the usual ‐1 penalty for Doomseeker that triggered the test, suffering a trajectory but by fighting momentum he will
? Unbreakable – but still shooting models with a unit strength of 1) or further set of hits). invariably end up mortally wounded by his own
hate Greenskins spells. spinning axes.
? Slayer Glorious Death: The life of a Doomseeker is
? Brotherhood of Grimnir Get stuck in! Doomseekers are always guaranteed to be a short and violent one – in
? Force of Destruction released when the concealing unit comes to other words, an ideal end for a Slayer. A
? Get Stuck In! within 6" of the enemy or vice versa. The Doomseeker is immediately removed as a
? Whirling Death moving unit stops immediately (fliers land). casualty when:
? Glorious Death Once Doomseeker movement has been
resolved, the unit can continue moving if the He comes into contact with a friendly unit, a
controlling player wishes, although chargers terrain feature of any kind or a table edge.
must complete their charge unless panicked
(the laws of momentum are particularly harsh). An enemy unit finishes its move over the
Doomseekers can be released in any direction, Doomseeker. The unit takes D6 Strength 6 hits
from any point on the concealing unit and from the Slayer axes for moving into the
move 2D6". They do not have to be aimed in Doomseeker, and a further D6 hits before the
the direction of the enemy that activated Doomseeker is brought down and slain.
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.
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MAGNUS VON BILDHOFEN – THE PIOUS, CHAMPION OF LIGHT LORD CHOICE EMPIRE ARMIES ONLY 475 POINTS
Special Rules Magnus's army knows what lies ahead. It will be neither a battle
M WS BS S T W I A LD
? Blessings of Sigmar for glory, nor for conquest: Mankind will fight for its very
Magnus the Pious 4 6 5 4 4 3 6 4 10 (counts as an Arch‐Lector) existence. As the sun sets for the final time before they will
? Righteous Fury confront their enemies, Magnus reminds his men of Sigmar's
Unit Size Equipment ? Prayers of Sigmar promise ‐ that the sun will not set on His people so long as they
• 1 (Unique) ? Mace of Helsturm (E: pg 66) (may cast up to three a turn keep Him as their Lord. He leads his troops in final prayer,
? The Gilded Armour (E: pg 67) at Power Level 6) speaking what will become his most famous words:
Unit Type ? Laurels of Victory (E: pg 69) ? Magic Resistance 2
• Single Character on a 20mm base ? Rod of Command (E: pg 69) ? 4+ Ward Save "I can see in your eyes that you fear this enemy. I can see in your
? 5+ Regeneration eyes that you wonder how we can fight such terrible monsters.
Mount ? Leader of Men Men of the Empire, I have the answer: We fight them with our
? Barded Warhorse +21 points ? Must be the army General steel, we fight them with our courage, but above all we fight them
with our faith in Sigmar!"
HEDGE WIZARD
HERO CHOICE EMPIRE ARMIES ONLY 50 POINTS
M WS BS S T W I A LD
Magic
Hedge Wizard 4 3 3 3 3 2 3 1 7 Hedge Wizards are Level 1 Wizards.
Unit Size Equipment Mount
• 1 Hand weapon ? Warhorse +10 points
Unit Type Options
• Single Character on a 20mm base ? Upgrade to a Level 2 Wizard +30 pts.
? May choose magic items in total up to
+50 pts.
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.
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ALARIELLE ‐ EVERQUEEN OF AVERLORN LORD CHOICE HIGH ELF ARMIES ONLY 475 POINTS
Chaos Bane
M WS BS S T W I A LD
Any Daemonic unit (including Daemonic monsters and characters) that starts the Magic phase with a
Alarielle The Everqueen 5 4 5 3 3 3 6 1 10 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
Unit Size Magic Chaos, Skaven or Undead army that is within 6" of Alarielle at the start of the Magic Phase. The item is
• 1 (Unique) Alarielle is a Level 4 Wizard and knows all destroyed on a D6 roll of a 6 (roll for each item separately)
of the spells from the Lore of High Magic
Unit Type and the Lore of Life. The Touch of the Everqueen
• Single Character on a 20mm base Alarielle does not fight as such, for she is the embodiment of peace rather than war. However, her
Special Rules lightest touch can stun a foe for a moment, disorientating them with a blinding flash of light. If Alarielle
Equipment ? Valour of Ages hits her target, then no to wound roll is made. Instead the enemy model may make no attacks that turn,
? Star of Avelorn: Bound Spell ? Speed of Asuryan and any other models attacking it hit automatically that phase. In the case of a mounted model (on a
? Chaos Bane
power level 4 – Healing Energy chariot or monster, for example), Alarielle must roll to hit against the highest Weapon Skill, but if she hits
from the Lore of Life ? 4+ Ward Save the entire model is affected, including any special attacks, impact hits, etc
? Ignore first Miscast
? Shieldstone of Isha: 4+ Ward
? Touch of the Everqueen Maiden Guard
save.
? Maiden Guard If Alarielle is included in the army, one unit of Lothern Seaguard may be upgraded to Maiden Guard for
? Stave of Avelorn: Same effect as ? May never be the army General no additional cost. The Maiden Guard the Standard Bearer may carry a Magic Standard worth up to +50
the Staff of Solidity (HE: pg 102) 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.
COATL – GUARDIANS OF SACRED PLACES RARE CHOICE LIZARDMEN ARMIES ONLY 350 POINTS
Special Rules One of the rarest creatures found in Lustria is the Coatl. Sporting a
M WS BS S T W I A LD
? Fly long sinuous snake‐like body, a dragon‐like head and massive
Coatl 6 5 0 5 6 5 4 3 8 ? Large Target feathered wings and tail the Coatl are highly intelligent and
? Causes Terror powerful mages.
Unit Size Equipment ? Cold Blooded (L: pg 41)
• 1 ? Claws and snapping jaws. ? Magic Resistance (1) When the Coatl attack it is from the skies upon a thunderous wind.
? 5+ Scaly Skin Save The skies darken and the grounds shifts. Soon their prey is
Unit Type Magic ? Arboreal Predator (L: pg 52) hopelessly disorientated, lost within a swirling maelstrom of
• Monster on a 50mm Monster Base Coatl are Level 2 Wizards and know all the magical aspect.
spells from the Lore of Life.
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
M WS BS S T W I A LD
Options Vampire Counts of Sylvania have long given
Militia 4 4 3 4 3 1 3 1 5
? Upgrade one Militia to a Musician +5pts thought to the defence of their realm. The
Militia Captain 4 4 3 4 3 1 3 2 5 mortal inhabitants of that cursed land are
? Upgrade one Militia to a Militia Captain +10pts banded together as a form of Militia to defend
against invaders. Fed a little of their master’s
Unit Size Equipment ? The entire unit may be given additional hand precious vitae to invigorate them, they fight
• 5 – 15 Militia ? Hand weapon weapons or great weapons at 2 pts per model. tenaciously to protect what little they have, lest
a hard pressed Vampire Count decide that the
Unit Type Special Rules ? The entire unit may be given light armour for 1 pts zombie hordes need the flesh of the Militia‐
• Infantry on 20mm bases ? Skirmish per model. men’s family to increase their number…
? Undead (the blood of the Vampires
gives them the trait)
SKAW THE FALCONER HERO CHOICE WOOD ELF ARMIES ONLY 155POINTS
It is said that Skaw dwells in an eyrie in the topmost
M WS BS S T W I A LD
branches of an old pine tree, hidden away on the slopes of
Skaw the Falconer 9 6 6 4 3 2 9 4 9 the Grey Mountains. Here, he speaks with the birds of prey
that dwell within the forest of Athel Loren, from the
Unit Size Hawks. Skaw has three birds of prey that he lowliest falcon to the mightiest of eagles. Though he cares
• 1 (Unique) uses as missile weapons and as weapons in little for the company of other Elves, Skaw shares their tie
hand‐to‐hand combat. The range of each bird to the great forest and fights alongside them in its
Unit Type is 24", and they will always hit on a 2+ at defence. In battle, Skaw directs his falcons against the foe,
• Single Character on a 20mm base Strength 4. In hand‐to‐hand combat, the birds their razor‐sharp claws and beaks tearing away gobbets of
give Skaw an additional 3 Attacks at Strength flesh with each strike. These keen‐eyed living missiles are
Equipment 4. more deadly than arrows and always return to their
? Lash of Claws (hand weapon) master with blood dripping from their wicked hooked
? Cape of Feathers Special Rules beaks and sharp talons. Once the foe is vanquished, Skaw
(4+ ward save vs missile attacks.) ? Alter Kindred always returns to his mountain perch without a word.
? Hawks ? Loner – cannot use the General’s Indeed, many of the Asrai believe him to have forgotten
leadership and cannot be the General. the Elven mode of speech; so long it has been since Skaw
? Lash of Claws – Always Strike First was heard to utter any word in a tongue other than that
used by the birds of prey.
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