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EVENT SCHEDULE
Friday 14 October 2011
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WELCOME TEMPUS FUGITIVES


Greetings fellow Fugitive, I bid you welcome to the campaign pack for the War in Golconda narrative weekend. The War in Golconda centres on an exciting period in the Horus Heresy during the era known as the Age of Darkness. Following the Isstvan Dropsite Massacre both sides commit their full forces to the civil war. Following on from our hugely successful original Age of the Emperor campaigns I am delighted that you join us for our latest adventure in the 31st Millennium. We have designed this narrative campaign weekend to be (we hope) as enjoyable as possible. If you are expecting anything other than to just have fun turn back now! 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 War in Golconda narrative campaign weekend presents Games Workshop hobbyists with an opportunity to play in a different style than they may be used to. Tempus Fugitives campaigns are about trying out new ideas and contributing to an adventure. In fact the story is almost as important as the actual games themselves and players should be prepared to get into the mindset of the army they have brought to battle with. If you and your opponent have a great game, the actual outcome of the battle becomes far less important. Once more (with feeling), you are playing with your opponent not against them. The team running the event is there to help describe the campaign story as it unfolds and they will work out what impact your games have upon it. Most importantly they are there to ensure everybody has a great time. Remember its 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 quite challenging when viewed from the usual gaming perspective. In any war commanders have to deal with what might appear unfair or unbalanced situations, using cunning and skill to prevail against overwhelming odds, and the same may be true for you. However, whatever the scenario or battlefield conditions, your game and your story will always count in the big scheme of things; the Tempus Fugitives will always try to make sure that you are not asked to play a game you simply can't win before any dice are cast. There will always be critically important mission objectives that you will need to strive to achieve. Your armies may meet annihilation in the face of an enemy with vastly superior numbers or power, but trying to hold the line in the face of such odds is what legends are all about. 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.
IMPORTANT! This material is completely unofficial and in no way endorsed by Games Workshop Limited 2011. 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 2000-2011, variably registered in the UK and other countries around the world, used without permission. No challenge to their status intended. All Rights Reserved.

18:00 20:00

Pre-Registration Begins Evening Entertainment


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Saturday 15 October 2011


08:30 10:00 10:30 11:00 13:30 14:30 15:00 17:30 18:00 20:00 Doors Open and Registration Introductions Round 1 Briefing Round 1: Planetstrike Lunch Buffet & Army Display Round 2 Briefing Round 2: Planetstrike Doubles Round 3 Briefing Round 3: Heavy Assault Dinner & Evening Entertainment
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Sunday 16 October 2011


10:00 10:30 11:00 13:30 14:30 15:00 17:30 Recap Round 4 Briefing Round 4: Planetstrike Doubles Lunch Buffet Round 5 Briefing Round 5: Heavy Assault Closing Ceremony

WWW.TEMPUSFUGITIVES.CO.UK Maelstrom Games Matlock Mill Hamilton Way Mansfield Nottinghamshire NG18 5BU

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WHERE IS IT?
This exciting narrative campaign weekend takes place at Maelstrom Games in Mansfield, near Nottingham, England. The venue has a full bar service (until late) restaurant area for eating your meals and a great gaming hall with plenty of space for you cases and gaming gear. The actual location can be seen on the map below:

FROM THE SOUTH - M1 J27


Take the A608 towards Mansfield. At 3rd roundabout, turn left onto A611 to Mansfield. Keep going straight on the A611 for 6 miles or so, until you reach a junction where you can only go left or right, go left. Down the hill, and turn left at the next set of main lights, signposted towards Sutton-inAshfield. Follow for half a mile, at the next set of main lights turn left onto Hamilton Way, and turn right after 25yds into the car park.

FROM THE NORTH - M1 J28


Take the A38 to Mansfield. Keep going straight on the A38. When you get to a set of lights with a Toby Carvery on them, and go straight on at these too, but be prepared to be turning right very soon after. At the next set (so the ones after the set with the Toby Carvery), turn right. Left at the next set of lights. Right at the next roundabout onto Hamilton Way. Straight over two mini-roundabouts. Maelstrom is on the left, about 25yds before the traffic lights, just after "Hamilton Court" which is on the right.

Maelstrom Games

For details on directions or discounted hotel rooms please contact Maelstrom Games on 01623 238919

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WHAT CAN I EXPECT?


A weekend of great imagery, great games and by the end of it, great friends. Quality food, reasonable bar prices (with the bar open until past midnight) a unique atmosphere and lots of fun. It is also a safe environment where everyone is friendly and all are welcome. A bit like Cheers with boltguns and bastions. Because you are grouped into Taskforces and because the weekend has a mix of doubles games and a real sense that each of your battles matter to the overall narrative you will find yourself in great company from the very beginning. Whether you are attending on your own or are part of a group, you are sure to have gained a bunch of new gaming buddies by the end of the weekend. Here are some of the highlights from recent Warhammer 40,000 campaign weekends enjoyed in 2011.

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TASKFORCES AND FACTIONS


The War in Golconda pits Taskforces of players in a campaign to gain a strategic foothold in the Golconda Expanse, a region of the galaxy controlled by the Kree Hegemony. Each Taskforce is themed to a particular faction and each faction is pitted against Taskforces belonging to one of a number of factions available over the weekend. The factions involved are:

CHECKLIST
In addition to your fully painted army and this campaign pack you will need the following:
The English language version of the Warhammer 40,000 5th Edition rulebook, Planetstrike expansion, your Codex and any Imperial Armour material relating to your army. At least one Bastion (although you will want to field more!) Dice, Templates, objective counters and Tape measure Pen, paper, superglue and poly cement At least two copies of your army roster (one to be handed in during registration) A tray to carry your models. The venue does not have any spare so bring one if you need one! Somewhere to sleep overnight. (For details on discounted hotel rooms please contact Maelstrom Games on 01623 629425) Money for refreshments. Lunch on both days and dinner on Saturday is included.

ARMIES OF THE EMPEROR The Imperium of Mankind is in peril like never before as the Emperor finds his armies beset on all sides by an enemy he once called son. Now the Armies of the Emperor must commit themselves to the previously unthinkable act of slaying brothers to save an Empire. FORCES OF THE WARMASTER Loyal to the charismatic Horus Lupercal and driven by a belief that humanity can only prosper if the Emperor is overthrown. Fuelled by ambition, hatred, vengeance and the majesty of dark gods, the Forces of the Warmaster will go to any lengths to secure their victory. THE DARK ELDAR The cruel Dark Eldar are physically an immortal race. Their souls wither over the centuries however and must be rejuvenated by inflicting pain and misery on the slaves they capture from their raids in realspace. THE ORKS A brutal race who delight in destruction and pillaging, the green skinned Orks are an everpresent menace to the galaxy. Every race has suffered countless rampages by the Orks and only the greenskins animosity for each other prevents the Ork race from unifying as an unstoppable horde. THE ELDAR Enigmatic, arrogant and aloof, the Eldar are a dying race. Each passing generation is smaller and less magnificent than those that came before. Extremely skilful and technologically advanced, the Eldar are formidable adversaries and refuse to fade from the galaxy without a fight.

KREE HEGEMONY
The Golconda Expanse is home to the Krea, a populous alien species that is a force that all parties will need to deal with if they are to emerge triumphant. Between each game the Taskforce Ambassador may visit the Hegemony to negotiate the exchange of prisoners captured by the Taskforce. These may be exchanged for campaign points, the services of assassins, saboteurs, reinforcements and other more unusual benefits for their Taskforce.

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TWO KEY ROLES IN THE TASKFORCE


Each Taskforce will have their own agendas, strengths and weaknesses. Before the first game on Saturday you will be asked to gather at one of the Taskforce muster points and nominate a Taskforce Commander and a Taskforce Ambassador. It is important that these two individuals are people of fortitude and are prepared for all of the challenges the roles present.

THE TASKFORCE COMMANDER The role of the Taskforce Commander is of crucial importance
to the team and it is the Commander's responsibility at the end of each game to collate results in the Task Force War Journal and hand them to the Event Coordinator. Additionally, throughout the campaign there will be additional information and decisions that will need to be taken on behalf of the Taskforce. Although a good Commander will listen to their Taskforce and discuss their decisions fully, it is ultimately the Taskforce Commander who decides on what STRATEGY to take.

THE TASKFORCE AMBASSADOR The role of the Taskforce Ambassador is a position


of great trust within the Taskforce. It is the Ambassadors responsibility at the end of each round to exchange any Krea captured by the players in the Taskforce during their battles. Along with the Ambassadors of the other Taskforces they must then trade them with the KREE HEGEMONY in exchange for Campaign points, alien artefacts or other benefits.

CAMPAIGN POINTS
Your campaign points determine the outcome of the campaign. Players earn Campaign Points depending on how they perform in each round. Players earn 3 Campaign Points for a Win, 1 for a Draw and nothing if you Lose. 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.

KREE PRISONERS
A Task Force captures 3 Kree Hostages for each win in each game, a draw earns 1 prisoner and a loss earns none. During the weekend you can use these Prisoners as leverage to negotiate interesting advantages from the Kree Hegemony. The Prisoners used in the campaign will be represented by jelly babies. You may eat these jelly babies if you wish, but any so devoured count as being executed by your unruly army so bear in mind how the treatment of these prisoners reflects on your faction.

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PAINTING
All models MUST be painted and representative of the appropriate type of troop. You cannot use a model that does not meet these criteria. If you are planning a conversion that you think may need clarification please contact us before the event. You cannot represent units with models that are smaller than the Games Workshop equivalent. Because we believe that due credit should go to players that have painted their own armies, only players who have painted their armies themselves may be eligible for the coveted award of Best Army. We ask all participants to be honest if shortlisted. A number of armies will be shortlisted on the Saturday lunch break and then will be voted on by the players during the Sunday lunch break. The winner will be announced at the end of the weekend. During the narrative campaign weekend we will give an award for the Best Army. This is given to the player who participates in 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. Painting is a key part of the hobby. If you do not paint your models for the weekend to at least a basic standard (undercoated, three colours and based), then models which are painted to at least a basic standard will be filled with an indignant hatred for your lack of effort or poor time management. Units that are unpainted or are not painted to at least a basic standard count their armour saves and Armour Values as one lower than stated in their army list entry.

STRATEGY
At the beginning of each round, the Taskforce must study the signs and portents to decide on a Strategy to use for the round. Each Strategy can only be used once over the weekend and must be clearly indicated on the Taskforce War Journal held by the Taskforce Commander. As you must decide your Strategy before you play your games each round you have to rely on your judgement as to its outcome. Choose carefully as picking Death or Glory makes your draws worthless, while Giving No Quarter squanders any bonus from winning.

Death or Glory: This strategy awards 4 Campaign Points for a Win but nothing if you draw or lose. Feint: At the end of the round, count this strategy as either Death or Glory or Give No Quarter. Give No Quarter: This strategy awards 2 Campaign Points for each Win or Draw but nothing if you lose. Set for Stun: This strategy allows each player to capture an additional D6 Kree Prisoners at the end of the game. Rapid Response: This strategy allows a single unit to Outflank or Deep Strike. Enfilading Fire: This strategy enables players to lower their opponents cover save by -1 at the start of a turn.

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ARMYLIST ONE: PLANETSTRIKE


Planetstrike is a different and exciting way to wage war in the 31st Millennium - enabling players to participate in climactic planetary invasions, rife with carnage and excitement. Whether you take the role of embattled defenders, prepared to see off the foe with interceptor guns, battle cannons and cold hard steel, or the attackers, who plummet from the skies upon trails of fire bringing devastation in their wake, Planetstrike makes for a whole new set of tactical challenges.

A DIFFERENT WAY TO PLAY


In Planetstrike, players take on specific roles - one player is the attacker, attempting to wrest control of a planet; and the other is the defender, who does everything in his power to defend it. This means that games of Planetstrike have an inherent storyline and the winner in a game of Planetstrike is the player who controls the board at the end of a game. Both the attacker and the defender have a host of special tools at their disposal, including 'active' terrain pieces and stratagems that will help them in their war. The attacker can rain death from the skies in the form of firestorms and orbital bombardments, shattering the defenders who will, in turn, retaliate by scything down the attackers with automated defences and slaughtering them with lasmazes and minefields.

DEADLY BATTLEFIELDS
In a game of Planetstrike it is not only the models that are of utmost importance. The woods, hills and ruined buildings of a normal battlefield are bolstered by grim strongholds, interlocking defence lines and corpse-strewn craters. In Planetstrike the defending player sets up the terrain to his best advantage, creating kill-zones and traps and organising the battlefield into an indomitable fortress. For the defender, one of the real thrills of Planetstrike is daring the invaders to run the gauntlet of his carefully laid defences. This is no normal scenery either - in Planetstrike the strongholds that the defender has available to him range from gun-bunkers and rockcrete bastions, to the mighty building known as the Fortress of Redemption. These terrain pieces all have one thing in common - they all bristle with heavy weapon emplacements that the controlling player can unleash on the foe.

A WAR ON ALL FRONTS


In Planetstrike there are no battle lines, not in the conventional sense at least. Attackers strike from orbit, delivered into battle by drop ships, teleporter assaults, grav chutes or rokkit packs. Most units in the attacking force suddenly find themselves able to Deep Strike into the heart of the action, while units that normally benefit from this special rule are able to assault in the turn that they arrive. This freedom of deployment makes for a free-flowing battle where combat becomes a maelstrom of death as both forces whirl around one another - players find themselves recreating a cinematic experience as their forces are embroiled in a frantic and epic confrontation.

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TIPS ON PLANETSTRIKE FORCE ORGANISATION

Your Planetstrike army is selected using the Attackers or Defender Planetstrike Force Organisation Chart found in the Planetstrike Expansion for the 5 Edition of Warhammer 40,000. Players must have an armylist to play as both attacker and defender in Planetstrike. It is anticipated that you will use each army at least once in the campaign.
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The Attackers force must be no more than 1500 points. 100% of the Attackers force must he held in reserve. The Defenders force must be no more than 1500 points. Up to 50% of the Defenders units may be held in reserve. Your Planetstrike army may NOT include units with Structure points, Gargantuan Creatures or any Apocalypse Formations. Any Flyers use the latest rules for aircraft found in Imperial Armour. Vehicles detailed only in Forge World's Imperial Armour publications may be used. If a vehicle is described in more than one publication the most recent version must be used.

If your army includes flyers, the entire of your opponents pintle mounted and defensive weapons count as being on AA mounts.
Planetstrike armies almost always fight the Planetfall mission from the Planetstrike expansion for Warhammer 40,000. The Victory Point system from the Age of the Emperor expansion is used to determine the victor. All units count as scoring unless stated otherwise. Each table has a set amount of terrain on them. The Defender may remove any terrain pieces they wish and may arrange them in any way they desire before the game begins. They may not add any terrain except for the Planetstrike Fortifications detailed overleaf. Only Infantry Models may enter or occupy a Bastion or other fortification. No Walkers, Monstrous Creatures Bikes, Jump Infantry or Heavy Infantry may enter a Bastion (which includes Primarchs)!

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

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DEFENCES OF THE GOLCONDA EXPANSE


BASTIONS & LANDING PLATFORMS

Your defenders army must include a Bastion. This must be of similar proportions to the Citadel Bastion model with Product Code: 99120199018. A Bastion is always placed by the Defender as a stronghold during setup. The Bastion models owned by the Attacking player are not used unless a special mission is played using Desperate Assault. Unless specified in the faction special rules, all Bastions are armed with four automated Heavy bolters (one per facing). All Bastions are considered to have four Firepoints on the mid-level, an open roof and three Firepoints on the lowest level with one doorway (unless modelled differently and explained to your oponent before the game). A Bastion has an armour value of 14 on all facings, two structure points and uses the damage rules below. Any Bastion may be upgraded gain an additional Structure Point and replace any of it Heavy Bolters for Lascannons for 1 Legendary Point. You may take up to two additional Bastions as the Defender. These additional Bastions may be combined together in a single Bastion which may have either eight automated Heavy bolters (two per facing) or four automated Lascannons. This combined Bastion has an armour value of 14, four structure points and each of the two sections counts as a separate bastion for upgrades, firepoint and objective purposes. and uses the damage rules below. The Defending player may exchange either additional Bastion for a Landing Platform. A Landing Platform has an armour value of 14 and two structure points. Each additional Bastion or Landing Platform included in the Defenders army entitles the Attacker to gain an additional Stratagem point. Drop Bastions (purchased as a Defensive Stratagem or given by a mission special rules) do not provide additional Strategem Points for either player, nor do they count as Additional Bastions for the purposes of defence lines and Landing Platforms. Nice try though. Instead of being able to take any additional Bastions, the Defenders army may include an indomitable Fortress for 1 Legendary Point. This must be of similar proportions to the Citadel Fortress of Redemption model with Product Code: 99120101082. Each of the three sections counts as a separate bastion for upgrades, firepoint and objective purposes. Indomitable Fortresses have six Structure Points (two for each section), a twin-linked Death-Foe Lascannon turret, two heavy bolters and a Deathstrike Missile launcher (see Codex Imperial Guard for details). Use the damage rules below for Indoitable Fortresses (remembering that they can explode apocalyptically!) and provide the Attacker with an additional three Stratagem points.

INDOMITABLE FORTRESS

FORTIFICATION DAMAGE
Attacks against Bastions and Indomitable Fortresses are treated exactly like attacks against super heavy vehicles (as shown in Appendix II in Imperial Armour Volume Nine) with the following clarifications:

All Drive Stunned and Drive Damaged results are treated as Weapon Destroyed instead. Fortifications (except Indomitable Fortresses) do not suffer from Apocayptic Explosions! Instead treat as an Explosion. Provided they are occupued, Fortifications may attempt damage control if they do not fire any weapons that turn.

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INTERCEPTOR GUNS & COMM RELAYS

Each player may deploy an Interceptor Gun or Comm Relay for each Bastion or Landing Platform they place in the game. This includes Drop Bastions, although the Interceptor Gun or Comm Relay must be mounted on the Drop Bastion. Comm Relays have the rules for a Battlefield Command Uplink (see the Age of the Emperor Expansion for details) and may be destroyed by a Weapon destroyed result. An Interceptor Gun or Comm Relay may be placed on each Bastion or may be deployed as a freestanding artillery emplacement with an Armour Value of 10. Your Defending army may include up to 28 of Aegis Defence line for each Bastion in your army.

AEGIS DEFENCE LINES

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PLANETSTRIKE STRATAGEMS
Some stratagems allow access to more devastating effects than others, and hence in Planetstrike we use a simple points system to ensure that each player has a roughly equivalent amount of doom to unleash upon the other. The subtlest or most situational stratagems such as the Command Centre, wi11 cost a single stratagem point The most devastating, such as the Meteor Strike, may cost as many as four stratagem points Each Player has 3 Stratagem Points to spend on Stratagems from the Planetstrike Expansion. Players must provide any terrain which they are given via a strategic asset (such as craters from a Firestorm). If these are not used then the terrain benefits are not applied. As stratagems cost different amounts of points, one player could have several low-level stratagems, whereas as their opponent could have one seriously heavy duty stratagem of roughly equal worth. Each stratagem may only be chosen once. You will make your final selection as to which stratagems you will use at the last minute after you have met your opponent and identified what type of army you will be facing. In addition to the standard selection of stratagems, there are a number of race specific options found both under your faction entry as well as in the Planetstrike Expansion. To clarify: Orks may take the Ork Stratagems found in this pack or in the Planetstrike Expansion.

Eldar may take the Eldar Stratagems found in this pack or in the Planetstrike Expansion. Dark Eldar may take the Dark Eldar Stratagems found in this pack or in the Planetstrike Expansion. Armies of the Emperor may take their Stratagem found in this pack or the Space Marine Stratagem found in the Planetstrike Expansion. They may not use the Scorched Skies Stratagem. Armies of the Warmaster may take their Stratagem found in this pack or the Space Marine or Chaos Space Marine Stratagems found in the Planetstrike Expansion. They may not use the Scorched Skies Stratagem. Only if your army includes a Martian Mechanicum detachment may you include the Machine Spirit or Teleport Barrage Stratagems found in the Planetstrike Expansion. The attached Legion may benefit from the Stratagem. Only if your army includes an Imperial Army allied detachment, may you include the Mass Drop Stratagem found in the Planetstrike Expansion. The attached Astartes Legion may benefit from the Stratagem. Only if your army includes a Chaos Daemons allied detachment may you include the Euclidean Mindphase Stratagem found in Planetstrike Expansion. The attached Astartes Legion may benefit from the Stratagem.

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ARMYLIST TWO: HEAVY ASSAULT FORCE


Commanding a Heavy Assault allows you to take your games of Warhammer 40,000 to a whole new level. You may command hundreds of men or squadron after squadron of vehicles but whatever path you have chosen, your Heavy Assault will leave your opponent in no uncertainty that you mean to reduce their forces to a bloody mess. Take command of screaming aircraft and burn a great gash through the sky as orbiting spacecraft unleash weapons of planet-shattering power and super-heavy vehicles grind infantry beneath them.

Your Heavy Assault Force must be no more than 2500 points. Your Heavy Assault force may include a single Gargantuan Creatures or unit with Structure Points. The unit taken counts as a Heavy Support Choice unless otherwise specified and any unit that is not specifically for your army (such as a Titan in an Astartes Legion) counts as part of an Allied Detachment. For the record, all Imperial Titans count as part of the Martian Mechanicum and all Imperial Guard and Imperial Navy units (such as fighter aircraft count as part of the Imperial Army. The units use the rules found in the Apocalypse expansion. Remember, if your army includes flyers, all your opponents pintle mounted and defensive weapons count as being on AA mounts. Vehicles detailed only in Forge World's Imperial Armour publications may be used. If a vehicle is described in more than one publication the most recent version must be used. The battle is played as a Capture and Control mission using the Pitched Battle deployment. The two Objectives on the battlefield are bastions (which use their rules as described previously). The winner is determined by the Victory point system in the Age of the Emperor expansion (freely available from www.tempusfugitives.co.uk). The objective in the enemys deployment zone is worth an additional 50 VPs on top of the normal points given for capturing objectives. If a bastion is destroyed, replace it with ruins. The ruins count as the objective instead.

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FACTION: ARMIES OF THE EMPEROR


It has been only a year since the disastrous massacre at the Isstvan drop site. Marshalling his forces, the Emperor of Mankind has entrusted the fight against the traitor Horus to his Primarchs and their Astartes legions. The Golconda Expanse lies in the galactic south towards the Veiled Region in the Segmentum Tempestus. Rich in resources and a key staging point for launching assaults into the Orion Arm and Terra itself, the Expanse must be taken for the Emperor of Mankind. During the assault on Golconda, thousands of Bastions were deployed from low orbit, studding the battlefields. Pre-existing structures and inhabitants were either crushed beneath the many tons of fortifications or became the first to fall to their firepower once they were operational. The Krea are not naturally aggressive but the domination of Golconda does not permit such creatures to co-exist alongside humanity. However, it is possible that the extermination of these aliens may be temporarily suspended while the traitorous forces of the Warmaster are engaged. YOU MUST TAKE AN ASTARTES LEGION USING THE AGE OF THE EMPEROR EXPANSION WHEN CREATING AN ARMY TO FIGHT FOR THE EMPEROR When choosing an army to fight for the Emperor the most recent edition of the army Codex will be used. If you have any further questions regarding army selection, please contact the event organisers before the weekend and check the forums at www.tempusfugitives.co.uk. The published Codices used in this campaign for the Armies of the Emperor are: Codex Space Marines; Codex Blood Angels; Codex Space Wolves; Codex Imperial Guard; Codex Cult Mechanicus (see www.tempusfugitives.co.uk for the Cult Mechanicus armylist). All other supplementary rules to your Codex can be found in the Age of the Emperor expansion.

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FACTION: ARMIES OF THE WARMASTER


It has been only a year since the brilliantly executed massacre of the loyalists at the Isstvan drop site. Buoyed by this success, the forces loyal to the Warmaster Horus now make gains in their move towards Terra and the Throne of Mankind. The Golconda Expanse lies in the galactic south towards the Veiled Region in the Segmentum Tempestus. Rich in resources and a key staging point for launching assaults into the Orion Arm and Terra itself, the Expanse must be taken for the Warmaster if he is to ever take his place as the rightful ruler of the Imperium. During the assault on Golconda, thousands of Bastions were deployed from low orbit, studding the battlefields. Pre-existing structures and inhabitants were either crushed beneath the many tons of fortifications or became the first to fall to their firepower once they were operational. The Kree Hegemony is not an expansionist empire but Horus planned domination of Golconda does not permit such creatures to co-exist alongside humanity. However, it is possible that the extermination of these aliens may be temporarily suspended while the foolish forces of the Emperor are engaged. YOU MUST TAKE AN ASTARTES LEGION USING THE AGE OF THE EMPEROR EXPANSION WHEN CREATING AN ARMY TO FIGHT FOR THE WARMASTER When choosing an army to fight for the Warmaster the most recent edition of the army Codex will be used. If you have any further questions regarding army selection, please contact the event organisers before the weekend and check the forums at www.tempusfugitives.co.uk. The published Codices used in this campaign for the Armies of the Emperor are: Codex Space Marines; Codex Chaos Daemons; Codex Imperial Guard; Codex Cult Mechanicus (see www.tempusfugitives.co.uk for the Cult Mechanicus armylist). All other supplementary rules to your Codex can be found in the Age of the Emperor expansion.

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18

FACTION: THE DARK ELDAR


Life for the ancestors of the Dark Eldar was idyllic, with fantastically sophisticated machines to take care of all labour and manufacturing required, leaving their ancestors free to indulge in other, more aesthetic pursuits. The descent into decadence spanned millennia. Tradition and order disintegrated as they limited the pursuit of pleasure. Sects called Pleasure Cults were formed, dedicated to achieving the highest levels of hedonistic sensation, and their ceremonies and practices became ever wilder, eventually devolving into violence and sacrifice of their own kind. Some hated what their race had become and left on the newly-constructed Craftworlds, leaving the Pleasure Cults to their madness. Within the warp the decadent civilisation was giving shape to a Power of Chaos, which grew and grew over thousands of years, getting stronger and more defined until suddenly it sparked into an intelligence a shatteringly huge and malign intelligence, with an immense and bottomless thirst for Eldar souls. This was the birth of Slaanesh. An almighty psychic shockwave scythed across the galaxy. Of the few survivors of the Pleasure Cults, some remained sane and able. They found to their horror that Slaanesh had not yet finished with the Eldar, slowly draining their souls while they still lived. To escape this these survivors fled in small groups to the Webway, the system of sealed tunnels that run through the Warp and enabled the Eldar to traverse the galaxy safe from attack by Daemons and other Warp creatures. Deep in the Webway, these small groups came together and laid the foundations of Commorragh. More and more survivors began to arrive, and added their own parts to the new city, making it even larger and more heavily populated. During the War in Golconda, the Dark Eldar are still establishing themselves in the Dark City. Such labours require vast numbers of slave workers and the territory of their one-time allies, the Krea, is now ripe for reiving. As the conflict has drawn the astartes of mankind into the region, the Dark Eldar find that the marines genetic engineering makes them deliciously sturdy for the task at hand. An astartes is indeed worth a thousand mortal labourers. DARK ELDAR PLANETSTRIKE STRATAGEM: POST-HUMAN DIABLERIE (ATTACKER DIRTY TRICK) Even the genetics of the Primarchs is simple chemistry to the Haemonculi of the Dark Eldar. 1 Point Stratagem
Any hits caused by Haemonculus or Haemonculus Ancients to an Astartes Primarch strike at Initiative 10, ignore Eternal Warrior and may re-roll failed wounds.

When choosing an army to fight for the Dark Eldar the most recent edition of the army Codex will be used. If you have any further questions regarding army selection, please contact the event organisers before the weekend and check the forums at www.tempusfugitives.co.uk. The published Codex used in this campaign for the Dark Eldar is: Codex Dark Eldar. All supplementary rules to your Codex can be found in this pack. You may include any of the special characters listed in this codex.

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19

FACTION: THE ELDAR


Prior to the Great Crusade, the Eldar were among the most powerful and dominant race of the galaxy, dominating a significant portion of the galaxy and secure in their prosperity, including the Golconda Expanse. When it came, the disaster was internal. Consumed by arrogance and with no need for substantial work or labour, the Eldar began to pursue any curiosity or desire. Rapidly, cults devoted to exotic knowledge, physical pleasure, and ever-more outrageous entertainment sprang up. It did not take long for many of the Eldar to take a darker path, descending into dark study, instant fulfilment and unbridled violence, beginning the Fall of the Eldar. Within Warpspace the psychic emanations of these decadent activities began to gather, strengthened by the souls of departed followers and cultists. As the Eldar vices grew, this collection did as well, until it eventually came into a life of its own. It finally came to consciousness as Slaanesh, Devourer of Souls and doom to the Eldar, for the psychic scream of its birth tore the souls from all the Eldar within a thousand lightyears of it. Its awakening was so forceful that it tore a hole between physical space and the Warp, plunging the Eldar homeworlds into a limbo of partial existence. During the War in Golconda, the Krea, former Eldar allies, are now supported by essentially a refugee population of Eldar that remained behind on one of their outposts at the edge of the system. A scattered remnant of their former strength and power, even in such straits, however, they are still a powerful force in the galaxy. ELDAR PLANETSTRIKE STRATAGEM: THE END OF LEGEND (ATTACKER OR DEFENDER DIRTY TRICK) Able to pick through the treads of fate, against the Eldar even a Legendary Warrior can become undone. 2 Point Stratagem
At the beginning of the game nominate an enemy unit in the army that has been upgraded with Legendary points. The unit loses the Eternal Warrior rule and must re-roll all successful Invulnerable Saves and Feel No Pain rolls for the duration of the battle

When choosing an army to fight for the Eldar the most recent edition of the army Codex will be used. If you have any further questions regarding army selection, please contact the event organisers before the weekend and check the forums at www.tempusfugitives.co.uk. The published Codex used in this campaign for the Eldar is: Codex Eldar. All supplementary rules to your Codex can be found in this pack. You may include any of the special characters listed in this codex.

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20

FACTION: THE ORKS


Orks are a warlike, crude and highly aggressive green-skinned alien race. Orks are the dominant subspecies of the Orkoids, which includes the smaller Gretchin and Snotlings. Although their society is entirely primitive and brutal, the Ork race is also the most successful species in the whole galaxy, spread throughout the galaxy and outnumbering possibly every other race. However, due to this aggressive and warlike nature, the massive race is split into hundreds of tiny empires, warring as much between themselves as against other races. In the purely theoretical event all the Orks were to unite, they would undoubtedly crush all opposition. The basic Ork is a muscle-bound, hulking monster capable of ripping a man apart with its bare hands. Their battle scarred green skin is tough and highly resistant to pain. In combat they can transform even the most common object into a lethal killing instrument. Orks aren't the brightest creatures in the galaxy, but they do possess a certain low cunning that can catch an overconfident commander off guard. In a word, the Orks are built for war. The Great Crusade of the Imperium has driven back the greenskins on a thousand worlds and much of their territory is now settled by humanity. The Orks are never defeated however and have no concept of surrender. As the Imperium turns on itself and is engulfed in treachery and betrayal, the Orks have begun to increase their raids once more. ORK PLANETSTRIKE STRATAGEM: POTATO SQUIGS (ATTACKER DIRTY TRICK) An unusual creature, the Potato Squig likes to burrow in warm or wet tunnels rich in carbon deposits. The exhausts of enemy vehicles make an excellent example of these habitats. 1 Point Stratagem.
After deployment, roll a die for each enemy vehicle (not fortification). On a roll of a 5+ they are Crew Stunned for the first turn.

When choosing an army to fight for the Orks the most recent edition of the army Codex will be used. If you have any further questions regarding army selection, please contact the event organisers before the weekend and check the forums at www.tempusfugitives.co.uk. The published Codex used in this campaign for the Orks is: Codex Orks. All supplementary rules to your Codex can be found in this pack or in Forgeworlds Imperial Armour: Volume Eight (The Dread Mob Army List in particular). You may include any of the special characters listed in this codex (suitably renamed of course). There are several units which may be taken by the armies of the Orks during the War in Golconda campaign. They are detailed on the following pages and are considered fully usable for this narrative campaign weekend. However, they are not to be considered official in any way outside of the War in Golconda narrative campaign weekend.

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HQ UNIT A 6 LD 10 Sv 4+ 300 POINTS

21

ORKS CHORK NAGRIZ, DA WALKA


Chork Nagriz Unit Composition One Chork Nagriz Unit Type: Unique Monstrous Creature WS 8 BS 2 S 6 T 6 W 4 I 5

Da Walka Standz Tall Wiv No Gubbinz: Chork and all mobs within 12 are Fearless. He dislikes Meks of all kinds and they may not be included in an army that includes Chork (also applies to Mek Artillery, Big Meks and Bignutz Shokkstikk). Hard as Nails: Chork ignores the first unsaved wound taken each player turn. Roundhouse Kick: Instead of making his normal attacks in close combat, Chork may instead make a single attack that ignores feel no pain or saves of any kind. Hits from this kick ignore the Eternal Warrior special rule and cause Instant Death. Big Unz: Coming from the super-dense star systems at the galactic core, the Ork horde led by Chork Naghriz is immense. With Nobz the size of warbosses, Orks the size of nobz and grotz the size of Orks it is little wonder that Chork is such a monster in stature himself. If you include Chork then any Orc Boyz, Burna Boyz, Tankbustas, Lootas or Stormboyz in his army may be upgraded to Big Unz. They gain +1 Strength, +1 Wound, +1 Initiative and +1 Attack for +13 points per model. This must be applied to every model of that type in the unit. UNIT UPGRADE +35 POINTS

Wargear Evy Armour Dust Vulcha: Range 12 Str D6+4 AP1 pistol Beard Squig (Makes an additional Power Klaw attack) Special Rules Waaagh! Feel No Pain Furious Charge

ORKS ORKAMEDIES
Orkamedies Unit Composition One Mekboy in an Ork Artillery unit may be replaced by Orkamedies. WS 4 BS 2 S 4 T 4 W 2 I 3 A 3 LD 7 Sv 6+

Special Rules Dakka Dakka! Units with the Mek Artillery rule count as Scoring. 5+ Invulnerable save Uber Mek: As personal Mek to the stars, Orkamedies makes sure his masters artillery is tailored to how the Warlords demands it to be loud and lots of it! An army including Orkamedies may include a single unit of each type of Mek Artillery as Troop Choices. Mek Artillery units are: Bubble Chukka, Hop-Splat Field Gun, Pulsa Rokkit Launcher, Traktor Kannon and Lifta Droppa. HQ UNIT 190 POINTS

Wargear Power Klaw Slugga Cybork Body

ORKS BIGNUTZ SHOKKSTIKK


Bignutz Shokkstikk Unit Composition One Bignutz Shokkstikk Unit Type: Infantry (Unique) WS 5 BS 2 S 4 T 4 W 3 I 3 A 3 LD 8 Sv 2+

Wargear Mega Armour

Kustom Force Field Twin-Linked Kustom Mega Blasta Power Klaw Meks Tools

Special Rules Independent Character Zzap Em Good all Zzap guns may re-roll misses. Mob Rule Furious Charge Waaagh

Da Kan Man: One Deff Dread and Killa Kan Mob may be taken as Troop Choices. Additionally Bignutz has a Cybork Body.

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HEAVY SUPPORT UNIT T 4 2 W 1 1 I 2 2 A 2 1 LD 7 5 Sv 6+ A unit caught in the bubble is helpless and may do nothing. Being caught in the bubble blocks all exit points and embarked passengers may not disembark or take any other action. The bubble may not be attacked by allies outside of the bubble for fear of hitting the unit inside. In each players movement phase the bubble bounces (with the unit inside counting as moving) 2d6 inches in a random direction. On a roll of a double for the random movement the bubble pops automatically. Should the bubble pop the unit is may act normally on its next turn. Anything in the bubbles path is simply squashed or batted out of the way. Treat it as a tank shock. Vehicles and terrain are unaffected and instead cause the bubble to automatically pop (releasing the captured unit as above). If the bubble floats off the table the unit inside is considered destroyed. The Chukka can fire once every turn and may have multiple bubbles in play. GONE WRONG: If when rolling 3d6 to capture a target a triple is rolled, the Chukka malfunctions and creates a bubble around itself and its crew. Resolve as a caught unit above. 65 POINTS
Utilising Mekboy force field tek-no-wots the Bubble Chukka creates a force field around its target and lets them float away. Eccentric Meks (is there any other kind?) usually try and perfect one of these contraptions at least once in their lives. The number of Meks trapped in bubbles encountered by the Imperial Expedition Fleets in deep space is a testament to how dangerous such a quest for perfection can be

22

ORKS BUBBLE CHUKKA


Mekboy Grot Unit Composition 1 Hop-Splat Field Gun 1 Mekboy 3 Grotz Unit Type: Artillery Wargear Slugga (Mekboy) Choppa (Mekboy) Grot Blasta (Grot) WS 4 2 BS 2 3 S 3 2

MEK ARTILLERY Bubble Chukka To fire the weapon, choose an enemy vehicle or monstrous creature within 72 and in line of sight of the Mekboy and roll to hit using the Grot BS. Once hit roll 3d6, provided the total score is equal to or greater than the targets front armour range (Monstrous Creatures count as armour 13) it is caught in a force field and immediately rises up, floating a few feet above the battlefield. While in the bubble the unit is invulnerable to all attacks. If the score rolled is less than the front armour value of the vehicle, the bubble pops before it can form and the target counts as moving through difficult terrain next turn.

ORKS HOP SPLAT FIELD GUN


Mekboy Grot Unit Composition 1 Hop-Splat Field Gun 1 Mekboy 3 Grotz Unit Type: Artillery Wargear Slugga (Mekboy) Choppa (Mekboy) Grot Blasta (Grot) WS 4 2 BS 2 3 S 3 2 T 4 2 W 1 1 I 2 2 A 2 1 LD 7 5 Sv 6+ -

HEAVY SUPPORT UNIT Once the hop-splat has hit a target or struck the ground it crazily changes direction. Roll the scatter dice and determine the direction the shot takes. On a roll of a hit it immediately moves back towards the Field Gun. Otherwise the Hop-Splat now moves 3D6" in the indicated direction or until it hits another target in its path. Resolve any hit as before. Once the hop-splat has hit a target in its path or struck the ground once more it changes direction again. The shot continues to hop-splat across to battlefield in this way until it either leaves the table edge or until the 3D6 roll results in a score of 6 or less. A 3D6 score of 6 or less indicates that this will be the final hop-splat Once it has been resolved the rocket has run out of fuel and the hop-splat comes to a rest with a S4 AP6 blast. This final explosion is not rending.

65 POINTS
The Hop Splat Field Gun is an ingenious artillery piece which fires a special hop-splat shell, named after the irregular way it moves across the battlefield This shell consists of a rocket to which is attached a length of chain at the end of which is a large metal ball. Once the rocket shell is fired the ball and chain becomes a whirling menace to anything in its path. When the shell hits the ground the metal ball is catapulted in a new direction, pulling the shell into the air once more and sending the whirling hopsplat in a new direction. Depending upon the haphazard way in which the shell strikes the ground the hop-splat proceeds across the battlefield like a fire-cracker, jumping this way and that, scattering troops in its erratic path.

MEK ARTILLERY - Hop Splat Field Gun To fire the weapon each turn, choose an intended target within 30" of the launcher. Then roll 6D6. This determines how far the hop-splat travels before one end strikes the ground. The shot travels directly forward the distance indicated or until it strikes the intended target (whichever comes first). A target in the hop-splat's path is automatically hit and sustains D6 S6 AP4 rending hits.

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HEAVY SUPPORT UNIT S 3 2 T 4 2 W 1 1 I 2 2 A 2 1 LD 7 5 Sv 6+ 65 POINTS

23

ORKS LIFTA DROPPA


Mekboy Grot Unit Composition 1 Tractor Kannon 1 Mekboy 3 Grotz Unit Type Artillery Wargear Slugga (Mekboy) Choppa (Mekboy) Grot Blasta (Grot) WS 4 2 BS 2 3

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

MEK ARTILLERY Lifta Droppa To fire the weapon, choose an enemy vehicle or monstrous creature anywhere in line of sight of the Mekboy and roll to hit using the Grot BS. A hit means the target is snared by the Lifta Droppas levitating energy beam. Range: 120 Strength 9 AP1 Roll to wound or penetrate the targets armour as normal. Rather than immediately causing damage, a successful wounding hit or penetration roll means the target is instead immediately lifted high into the air. Flyers, targets with structure points and skimmers always count as Armour 14. Gargantuan Creatures always count as Toughness 10. GONE WRONG: If a 1 is rolled when attempting to wound or penetrate the target the Lifta Droppa inverts the levitation beam and throws itself the distance rolled in a random direction described below.

Provided the Lifta Droppa has snared its target, roll a scatter dice. If a hit is rolled the target is dropped on the spot and takes Strength 10 AP 1 hit. If an arrow is rolled then the Lifta Droppa may move the target up to 12 in the direction indicated before dropping it. If the target is dropped on a vehicle then both suffer a Strength 10 AP 1 hit. If the target is dropped on impassable terrain then the target suffers a Strength 10 AP 1 hit and is placed as close to the terrain as possible. If the target is dropped on a non-vehicle unit, the unit takes 2d6 wounds (saves permitted) and the dropped target has its fall partially cushioned and only suffers a Strength 8 AP - hit. Move the nonvehicle unit the target lands on exactly as though it had been tank shocked. The target may not be dropped off the table edge.

ORKS PULSA ROKKIT LAUNCHA


Mekboy Grot Unit Composition 1 Pulsa Rokkit Launcha 1 Mekboy 3 Grotz Unit Type: Artillery Wargear Slugga (Mekboy) Choppa (Mekboy) Grot Blasta (Grot) WS 4 2 BS 2 3 S 3 2 T 4 2 W 1 1 I 2 2 A 2 1 LD 7 5 Sv 6+ -

HEAVY SUPPORT UNIT

65 POINTS
A Pulsa Rokkit is far more than a mere incendiary device. It contains a large and unstable force field generator that teeters on the brink of contradictory physics; should its force field be disrupted, it will collapse with unpredictable but usually devastating results. The Orks like to encourage such a potentially lethal disruption by wiring the force field into a missile and firing the whole contraption at the enemy. The resultant impact drives the potent force field inside into a state of collapse, sending out great waves of suppressing force that can grind an enemy face first into the dirt. The Pulsa Rokkit Salvo is a smaller version of the massive Pulsar Rokkits that are launched from tall assault ramps. Instead these have more in common with the Imperial Whirlwind launcher, being a salvo of Ork-sized Rokkits held in a rack and designed to be fired over the course of a battle.

2 -3 Fzzrcrack - The Pulsa Rokkit sends out a short sharp pulse of force, all units within 3D6 must take a Pinning test. 4 - 5 Thrrrummm - The ground itself trembles and shakes, all units with a model within 3D6 of the Pulsa Rokkit have their WS and BS reduced to 1 until the beginning of the next Ork turn and must take a Pinning test at -1 Ld. 6 Wohhhm - The Pulsa Rokkit thrum and shakes, sending out waves of suppressive energy. All units within 3D6 are pinned (even Fearless units) and take D6 S6 hits, Vehicles (including skimmers and fliers) instead take a glancing hit.

MEK ARTILLERY - Pulsa Rokkit Launcha To fire the weapon each turn, choose a target within 72" of the launcher. Place a marker at the point of impact. The Rokkit is treated as Ordnance that scatters 3D6". Hits from a Pulsa Rokkit ignore cover. When it has landed, roll on the following table: 1 Dud The Pulsa Rokkit casing shatters harmlessly on impact. It has no effect (other than making the Mek look stupid).

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HEAVY SUPPORT UNIT T 4 2 W 1 1 I 2 2 A 2 1 LD 7 5 Sv 6+ 60 POINTS

24

ORKS TRAKTOR KANNON


Mekboy Grot Unit Composition 1 Tractor Kannon 1 Mekboy 3 Grotz Unit Type Artillery Wargear Slugga (Mekboy) Choppa (Mekboy) Grot Blasta (Grot) WS 4 2 BS 2 3 S 3 2

Nothing says Orky power than when your Traktor Kannon grabs hold of an enemy tank and yanks it across the battlefield. Even better when the tank is smashed into another tank or dragged through a really thin gap between two rocks well you get the idea!
A target affected by the beam is dragged 3d6 inches towards the Traktor Kannon. Any creature or vehicle (friend or foe) struck by the dragged target suffers an automatic wound or glancing hit. Enemy units in its path suffer tank shock (even if the vehicle being dragged is not a tank). Once the Traktor Kannon has finished dragging the enemy target the target suffers a wound or a single glancing hit at AP1. Should the vehicle or creature being dragged strike impassable terrain it travels no further and instead suffers a d3 automatic wounds or a single penetrating hit both at AP1. GONE WRONG: Should Traktor Kannon hit but fail to wound or penetrate, the Kannon and its crew is instead dragged 3d6 inches towards its intended target. Resolve as outlined above. The Kannon and its crew are destroyed if it hits dangerous or impassable terrain.

MEK ARTILLERY - Traktor Kannon To fire the weapon, choose an enemy vehicle or monstrous creature anywhere in range and line of sight of the Mekboy and roll to hit using the Grot BS. A hit means the target is snared in the Kannons elastic-like energy beam. Range: 120 Strength 9 AP1 Roll to wound or penetrate the targets armour as normal. Rather than immediately causing damage, a successful wounding hit or penetration roll means the target is instead immediately dragged towards the kannon. Flyers, targets with structure points and skimmers always count as Armour 14. Gargantuan Creatures always count as Toughness 10.

ORKS BIG MEK BATTLEWAGON


Big Mek Battlewagon Unit Composition 1 Big Mek Battlewagon Vehicle Type Fast Tank Transport Capacity: 10 Fire Points: 6 Wargear: Kustom Force Field The Big Mek Battlewagon always counts as obscured from shooting. BS 2 FRONT 14 SIDE 12 REAR 10

HEAVY SUPPORT UNIT

170 POINTS

Options: May take any of the following upgrades: armour plates +10 points deff rolla* +20 points grot riggers +5 points red paint job +5 points reinforced ram* +5 points stikkbombz chukka +5 points
*May not take both a deff rolla and a reinforced ram

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

Meks Pride and Joy: The Battlewagon must include a single hull mounted Mek artillery piece for no additional cost: Bubble Chukka Lifta Droppa Traktor Kannon Hop-Splat Field Gun Pulsa Rokkit Launcha Shokk Attack Gun

May take up to four of the following: Big shoota +5 points Rokkit Launchas +10 points Kustom Mega Blasta + 15 points

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

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FAST ATTACK UNIT S 3 4 T 5 5 W 1 2 I 2 3 A 2(3) 3(4) LD 7 7 Sv 4+ 4+ 80 POINTS

25

ORKS - CYBOAR MOB


Cyboar Boy Cyboar Boss WS 4 4 BS 2 2

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

Squad Composition 1 Cyboar Boss & 2 Cyboar Boys Unit Type: Beasts Special Rules Furious Charge Mob Rule Fleet Rage Wargear Slugga or Shoota Hunting Spear Stikk Bombz Cyboar

Options The Mob may be joined by up to 9 additional Cyboar Boyz at +24 points each. The Cyboar Boss may replace his hunting spear with a Power Klaw at +15 points or a big choppa for +5 points. The Cyboar Boss may take a Boss pole for +5 points. One Cyboar Boy may be upgraded to a Pig Dok for +30 points. Pig Doks are equipped with an urty syringe, stikk bombs and Doks Tools.

Cyboar: A Cyboar is extremely tough, reinforced with steel plates and bionic limbs, has its tusks replaced by blades and has an injection device which pumps it full of stimulants. Because of the toughness of the Cyboar and its value as cover, the rider gets 4+ armour save. The bionic augmentation makes the Cyboar a potent additional weapon and the rider counts as being armed with an additional close combat weapon. During assaults and sweeping advances, models mounted on a Cyboar that pass through difficult terrain take an automatic wound (saves allowed), as the Cyboar has a tendency to butt rocks and trees. Hunting Spear: The Cyboar boyz are armed with long spears tipped with an explosive. They automatically use the spear on the first turn they charge in the game. After use it is discarded. A hunting spear counts as a +1 Strength power weapon and the user strikes with an Initiative of 6. The Ork still gets the benefit of Furious charge with the Hunting Spear and so the total strength bonus is +2.

ORKS - WYLDBOY MOB


Wyldboy Drill Boss Unit Composition 1 Drill Boss and 9 Wyldboys Unit Type: Infantry Special Rules Fearless &Waaagh! Furious Charge Move Through Cover Scout WS 4 4 BS 1 1 S 3 4 T 4 4

TROOPS UNIT W 1 2 I 2 3 A 2 3 LD 5 7 Sv 6+

50 POINTS

Wyldboyz are young Orks taken from the primitive wild bands where they are born. Normally such Orks are distributed amongst the Clans where they get proper Ork upbringing and become grownup Orks. Sometimes Wyldboyz are taken into battle before they are properly broken in. This provides them with an opportunity to prove themselves worthy to join the Clans.

Wargear: Big Choppa Options The Mob may be joined by up to 20 additional Wyldboyz at +7 points each. The Drill Boss may replace his big choppa with a Power Klaw at +10 points or a pair of choppas for free points. The Drill Boss may take a Boss pole for +5 points. Transport: The Wyldboyz are distrustful of technology and will not ride aboard any vehicle. They will ride aboard any form of Squiggoth however.

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HEAVY SUPPORT UNIT REAR 10 110 POINTS

26

ORKS WIERDBOY BATTLEWAGON


Weirdboy Battlewagon Unit Composition 1 Weirdboy Battlewagon Vehicle Type Tank, Open-topped Transport Capacity: 20 Wargear: Weirdboy Tower Contains a hooked up Weirdboy. The Weirdboy in the tower cannot leave it for any reason and is slain if the tower is destroyed. BS 2 FRONT 14 SIDE 12

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

Options May take any of the following upgrades: ard case +15 points armour plates +10 points deff rolla* +20 points grot riggers +5 points red paint job +5 points reinforced ram* +5 points stikkbombz chukka +5 points warphead +30 points
*May not take both a deff rolla and a reinforced ram

1 Wagon-Banger! Energies fly out of the tower and tear through the wagon. The Battlewagon takes an automatic glancing hit at AP 1. 2 Frazzle. The tower emits a deadly beam of green energy. Resolve as a Frazzle (C:0 pg 37). 3 Zzap! A massive blast like a thunderbolt lashes out. Resolve as a Zzap (C:0 pg 37). 4 Invincible! The Battlewagon is covered in a shimmering barrier. Count as equipped with a Kustom Force Field until the beginning of
the next Ork turn.

5 Bampf! The Battlewagon vanishes in a puff of green smoke. Immediately place it anywhere on the board using the rules for Deep Strike. 6 Waaagh! The Battlewagon shudders with the Weirdboys war cry. Resolve as a Waagah! (C:0 pg 37).

May take up to four of the following: Big shoota +5 points Rokkit Launchas +10 points

ORKS FREEBOOTER MOB


Freebooter Freebooter Kaptin Unit Composition 1 Kaptin and 9 Freebooterz Unit Type Infantry Wargear Snazzgun A Pair of Kutlass (two close combat weapons) Stikk Bombz WS 4 4 BS 2 2 S 3 4 T 4 4 W 1 2 I 2 3 A 2 3 LD 7 7 Sv 5+ 5+

TROOPS UNIT

140 POINTS

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

Options The Mob may be joined by up to 10 additional Freebooterz at +13 points each. The Kaptin may replace one of his Kutlass with a Power Klaw at +25 points. The Kaptin may take a Boss pole for +5 points and a Squig-Parrot for +10 points (counts as an attack squig). The unit may take either Shootier, More Dakka or Blasta for +5 points per model.

Special Rules Furious Charge Waaagh! Mob Rule Untrustworthy Gitz May not be joined by anyone! Transport Mobs of 12 or fewer models may take a Trukk as a dedicated transport for +35 points.

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ELITES UNIT 60 POINTS

27

ORKS - MADBOY MOB


WS 4 BS 2 S 3 T 4 W 1 I 2 A 2 LD 7 Sv 6+

Madboy

Ork Kultur can sometimes cause self-respecting boyz to look at the orky-know-wots of the world and go a bit well mad. The Ork finds his mind full of distractions and contradictions. Wild ideas about the universe buzz round his brain. Curious bits of unconnected knowledge keep intruding upon his consciousness. These disturbed Orks are called Madboyz. While some Madboyz are just plain crazy, others are inspired geniuses whose ideas are immensely valuable to the Orks (and quickly stolen by any Mek worth his teef). All Madboyz are unpredictable and somewhat anarchic, so they live together and on the battlefield they fight as a single mob. Other Orks have the utmost respect for Madboyz, whose crazed notions are seen as a sign of favour from Gork (or possibly Mork).

Unit Composition: 10 Madboyz Unit Type: Infantry Special Rules Fearless Furious Charge Waaagh! Nutty Gitz (May only be joined by Weirdboy or Wyrdgit) Wargear (would you trust them with anything bigger?) Slugga Choppa Options: The Mob may be joined by up to 20 additional Madboyz at +7 points each.

Madboy At the beginning of each Ork turn, the Ork player rolls 2d6 for each mob of Madboyz and consults the table below. The result applies until the roll is made at the start of the next Ork turn. Weirdboys in the unit allow the result to be re-rolled. The Madboy abilities apply to Weirdboys in the unit: 2 3-4 5-6 7 8 9-10 10-11 12

I fink we iz dead! The unit is pinned for the turn (even though normally immune). I fink we iz in a minefield! The unit moves as though in difficult terrain. Dey is out ta get uz! The unit must shoot the nearest friendly non-vehicle unit. We iz Windmills! The unit gains +1 Attack. Oooh, So Strong! The unit gains +1 Strength. I Knows Fung Koo! The Unit gains Preferred Enemy in combat My Hat Keeps Out Da Urt! The Unit gains Feel No Pain. Gork sez we iz speshul! The unit gains +1 Attack, +1 Strength and Feel No Pain

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

ORKS OGRYN MOB


Ogryn Unit Composition: 3 Ogryns Unit Type: Heavy Infantry Wargear Dakkagun Stikk Bombz Special Rules Waaagh! Furious Charge Mob Rule WS 4 BS 3 S 5 T 5 W 3 I 2 A 3 LD 6 Sv 5+

ELITES UNIT

75 POINTS

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

Options: The Mob may be joined by up to 12 additional Ogryns at +25 points each. Transport: Mobs of 6 or fewer models may take a Trukk as a dedicated transport for +35 points.

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Bring me men to match my mountains: Bring me men to match my plains: Men with empires in their purpose and new eras in their brains.

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