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CAMPAIGN RULES PACKET


1.8
Sept 29
th
, 2013




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I send this letter to you commander in the hopes that it reaches you before you and
your men cross over into Stirland. You carry more with you than just the black and
gold standard of Nuln. You carry the hopes of the peoples of this empire. You carry
the songs of wives who will be clinging to the hopes of seeing their husbands once
more. You carry the dreams of children who wish to see their fathers once more.
Remember commander, that you walk into the den of evil itself when you cross into the
northlands and confront the enemy on his ground. Wear your faith as your shield, let
your allies stand next to you and may your swords, hammers, and axes never waver.
Our armies must prevail commander. You must defeat the evil spawned from the
north as the men before you have done and have done for every generation since
Sigmar.
May fortune walk forever with you
~Cardinal Dassius, College of Sigmar
Greetings commanders and welcome to the 2013 Fantasy Campaign. This year you will
be traveling north into the Chaos Wastes as we embark on Forge Worlds Tamurkhan
the Throne of Chaos campaign where we will travel the breadth of the entire north
through the Ogre Kingdoms and south where we will finish with a final battle at the
gates of Nuln itself.
How does it work?
The campaign is split into six chapters. Each chapter represents a month of our time, so
starting in June we will do a chapter a month which will culminate with the final battle
in November a week before Thanksgiving.
During each chapter, there will be two battles fought. The first battle will be one that is
scheduled for you with a set opponent. The second battle will be a special chapter battle
held during Campaign Day (which unless otherwise noted will always be on the last
Saturday of the month)
The exception for this will be chapter six, which will just consist of the final battle. This
will bring us to eleven total battles making up the campaign.
There will be several team based games and the focus this year is on the two factions as a
whole (Order & Destruction). While the campaign is named after the chaos warlord
attempting to take Nuln, this event may belong to a dark elf commander, or a dwarf
priest, or even a high elf prince! That will be up to us to decide.
How big are the games?
The campaign will range from 2500 point games all the way up to 3500 point games.



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What will I need?
You will need an army, as well as a copy of the rules and an army book. You will also
need access to the Storm of Magic rules as every chapter one of the random battles that
you can roll up will be a Storm of Magic scenario. This means your army rosters for
your scheduled games will need to be the set point limit and you should bring with you
your extra Storm of Magic items if you roll up that battle.
Campaign battles are not random and will be laid out ahead of time. Your opponent
during campaign battles will not be known, however, as it will depend entirely on who
shows up to play that day.
Registration
Registration is $10 for the event, which helps pay for awards. There are three awards
given at the end of the event, one for overall winner (the player that is on the winning
side at the end of the campaign and who has earned the most campaign points), the best
painted, and the best player.
You will not be scheduled until your league fee is paid.
Special Characters
Special characters are allowed. You may field one special character in your list, and your
list may change from game to game. Note: during team games a special character can
only exist once on the table. While it would be entertaining for high elf players to run
two Teclis characters, only one may actually be fielded at a time.
Forge World
Forge World items are all perfectly fine to use. Its a Forge World campaign after all. All
rules in Tamurkhan are eligible to be fielded, to include the alternate army lists such as
Chaos Dwarfs and the Great Chaos Host rules.
Event House Rules, Composition, and Expected Spirit of the Campaign
This campaign would be considered a semi-competitive event. List-tailoring is a part of
this event as you will know who you are facing in advance, and really you are free to take
whatever you wish from your army book.
As a semi-competitive event, challenging lists are perfectly fine to take. Most of the high
powered tournament compositions are dealt with in the event house rules / composition
section. If you meet the composition guidelines, you are fine.
I dont want to introduce a ton of house rules to any event and I am not a large fan of
comp rules. However, whenever I post please dont bring an abusive list, I get asked to
define what that is so in loose terms the composition rules for the most part prohibit
bringing death star units or giant mega-blob units. That is defined as:



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If you have a unit that by itself without upgrades or characters clocks in at over
sixty models or is worth more than 450-500 points by itself, its probably on its
way to breaking the spirit of the event
If you have a unit that with upgrades and characters included clocks in at half or
more of your total army points, you probably have a unit that has broken the
spirit of the event. Considering that at 2500 points that means having 1250
points tied into one unit or more, that is quite a large chunk of change.
Follow those guidelines and you should be fine.
The following event house rules are in effect for all games
When casting spells, any double 1 will count as a miscast, and any double 6
counts as Irresistible Force (the same rule as in 6
th
and 7
th
edition WHFB). A
double 6 only counts as Irresistible Force, not both IF and Miscast. A double
1 overrides a double 6 if both show up during one roll. If both show up during
one roll the miscast occurs and if the total value is still enough to cast the spell, it
goes off but can be dispelled as normal. Miscast spells can still go off if their
casting value still meets the requirement to cast the spell but can be dispelled per
normal.
Magic Resistance is always taken into account, even against spells that are listed
as providing no save (such as 13
th
spell, Pit of Shades, Purple Sun, etc).
Units are worth half of their points in Victory Points if their numbers are taken to
half or less (the same rule as in 6
th
and 7
th
edition WHFB). Characters are worth
half of their victory points if their wounds are taken to half or less.
Units that are fleeing at the end of the game count as being destroyed for scoring
purposes.
Victories are scored when defeating your opponent by 300 or more points
Following line of sight, buildings can only be entered and exited via entry ways on
the building model. You cannot evaporate models through building walls. To
enter a building, a unit must touch the entryway. When placing terrain, building
access points should be clear (the door, etc) and should be placed in as neutral a
way as possible (dont put a tower in the corner and then turn the door so that it
faces you and is virtually impossible to get to, turn it to the side or even face the
opponent and then guard it with a unit)
If a watchtower scenario is generated, roll a D6. On a 4+ replace tower with hill
or other terrain feature such as woods, a shrine, etc If the result is a 1,2, or 3
then watchtower is played as normal with the caveat that the watchtower can only
hold 20 infantry models or 10 monstrous infantry models ever. You cannot
evaporate a unit of 60 infantry into a tower and play clown car with it.
Folding Fortresses are treated just like a watchtower.



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Painting
Units do not need to be painted. However, in a nod towards painting units, those that
are fully painted receive a small bonus. A fully painted unit (all models within the unit
to include characters) get *one* re-roll of any set of D6 during the game. Artillery dice
are not D6.
Re-rolls may *never* be used to re-roll a re-roll, nor may they ever be re-rolled by
something else. Ex: you may not re-roll a failed BSB re-roll with one of these re-rolls.
You may not re-roll hate re-rolls for having hatred. Etc
Scheduling
Upon registering for the campaign and having paid your event-dues, your contact
information will be added to a roster that the other players will have. At the beginning
of each chapter you will be notified of your opponent for that month and it will be your
responsibility to make sure that your game is scheduled and played.
If you cannot schedule your game that month for any reason, please contact the event
coordinator so that you are not scheduled or so that your game can be adjusted for your
opponent.
The goal of the event is to play a variety of people but also not to send the new players to
the slaughter facing more experienced players on a regular basis. It cannot always be
helped but I will be doing my best to make sure that players are matched up against
players with similar records.
Campaign day battles will be a bit more random but during team matches it will be
attempted to pair off more experienced players with less experienced players on the
same teams.
Factions
For the most part, destruction armies will fight for destruction, order armies will fight
for order, and neutral armies (tomb kings and ogres) will fight wherever they are
needed. The two factions will be as balanced as possible so that may mean a destruction
army fights on the side of order for the purposes of the narrative. One such example will
be the Von Carstein list being used from the old Storm of Chaos campaign. The Von
Carsteins will fight on the side of order.
Numbers and skill levels will be checked accordingly to try to ensure that both sides are
as evenly matched as possible.
Standings and Victory Conditions
Each standard victory is worth 3 victory points to the campaign. Each draw is worth 1



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victory point. Special battles will be worth more depending on the chapter. Standings
for this event will be categorized by victory points.
At the end of the campaign, the player that is on the winning side (based on which side
wins the final battle at Nuln) that has the highest number of victory points will be
crowned as the Champion of Nuln (or its conqueror).
There will also be awards for best painted army and best player, as voted by the player
base.
Sportsmanship
This is an event built around the concept of good sportsmanship. Please keep this in
mind when conducting yourself at your games. We understand that sometimes we can
get frustrated at how things turn out but please do not take that out on your opponent.
It is, at the end of the day, a game of little plastic men.
Preparation
Before playing it is advised that every player take time to read all of the core rules,
familiarize themselves with their army list and special rules, read through the Games
Workshop FAQ for the core rules and their army list. If you have any questions, please
feel free to use the facebook league page to post them.
Best of luck to everyone in the event, and look forward to see what becomes of the city of
Nuln
Unit Upgrades
At the end of the fifth chapter, every player will have an opportunity to upgrade their
units for the final battle. For every five campaign points that they have earned, players
may upgrade one unit with an upgrade from the list within the Tamurkhan book. That
list will be put on here for those that dont have the book.
Games Not Finished
If you must conclude your game before it is officially over, the game counts as a forfeit
for the other player.

Generating Terrain
Terrain may be generated from the book or a narrative setup may be used where the
person who sets up the terrain offers their opponent the choice of deployment zones.
Note as this is not a tournament and is a campaign that narrative terrain be set up to
make sense and look appealing to play on, not just be set up in a way to offer distinct
advantages for your army!



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Changing Armies
If you change your army midway through the campaign, your existing standings will be
frozen and your new standings will be reset.



8
Armies of Sylvania

Storm of Magic Appendix List Revised for 8
th
edition
For campaign purposes, a Von Carstein army fights on the side of the Empire but counts as a Desperate
Ally during team games.
Grave Markers At the start of the game, the army of Sylvania places grave markers to represent the
location of burial sites. After table edges have been decided, but before units are deployed, the
Sylvanian player places two markers, plus an additional marker for each Vampire Count or Lord in the
army.
* No marker may be within 6 of each other
* At least 50% of the grave markers must be placed on the Sylvanian players table half
* No grave marker may be placed in the opponents deployment zone
Once placed, the Sylvanian player rolls a scatter die and 2D6, scattering the markers (on a hit the marker
remains where it is)
The army of Sylvania follows all of the laws of the undead as laid out in Warhammer Armies: Vampire
Counts unless stated elsewhere.
Bloodline Powers
Spectral Attendants (one per army) 35 pts all enemy wizards suffer -1 penalties to cast while the
vampire is alive. This has no effect on a spell cast by Irresistable force and cannot cause a miscast.
Wolf Lord 10 pts The Invocation of Nehek can be used to augment dire wolf units.
Earthbind 10 pts The Vampire has Magic Resistance (1)




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Magic Items
The Drakenhof Banner magic standard 50 pts The banner grants Magic Resistance (2). Vampires
using the Summon Creatures of the Night bloodline power summon double the normal number of
creatures (roll the dice and then double the score)
The army may use magic items from the Vampire Counts army list and the Core rulebook as well.
Army List
Lords Vampire Lord, Vlad Von Carstein, Manfred Von Carstein
Heroes 1+ Vampire, Wight Kings, Cairn Wraiths, Tomb Banshees, Konrad Von Carstein, Isabella Von
Carstein
Core Dire Wolves (up to 1 unit may take the scout rule for +1 pt/model), 0-2 bat swarms, Fell Bats (do
not count toward minimum core requirements), Sylvanian Militia (new unit), Sylvanian Levy (new unit)
Special 0-1 Spirit Host, Grave Guard (one unit may be upgraded to Drakenhof Guard with hand
weapons, great weapons, and full plate for +3 pts/model), 0-2 Black Coaches (as they are in the army
list), Black Knights
Rare Drakenhof Templars (blood knights), Cairn Wraiths, 0-1 Mortis Engine
Sylvanian Militia 5 pts per model
Same stat line as Skeleton Warriors from the Army List
Equipment: Light Armor, Shield, Spear
Options Champion, Musician, Standard (10 pts each)
May swap the spear for halberd (+1 pt / model)
May swap the spear for a crossbow (free)
Sylvanian Levy 4 pts per model
Same stat line and rules as Zombies from the Army List
Equipment: Light Armor, Shield, Spear
Options May upgrade to a musician and standard bearer for +5 pts each
May swap the spear for a halberd (+1 pt / model)
Necromantic Spells
From Death Awakened targets a grave marker and casts Invocation of Nehek upon it within 6 from
the marker. Follows same rules for Invocation of Nehek to include casting levels. This spell may always
be chosen in lieu of any spells known by the caster the same as a Signature Spell.



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Armies of Middenheim

Storm of Chaos List Revised for 8
th
edition
Special Rules
Blessings of Ulric A priest of ulric functions exactly like an empire priest
Crush the Weak Priests of Ulric, The Grand Master, and Seneschal and any unit they lead will HATE
models with a base leadership characteristic of 6 or less. This has no effect on the models mounts.
The Grand Master may only join units of Knights of the White Wolf. He and any unit he leads are
immune to psychology.
The Seneschal The seneschal is a veteran warrior and immune to panic. In addition, any unit he leads
becomes immune to panic.
Wolf Priests of Ulric Wolf Priests function like empire priests, except that their powers come from the
list below. All powers are treated as bound spells with power level 3.
* Battle Howl Remain in Play until dispelled or priest uses another power. The priest and any
unit he leads add D3 to their charge move. Failed charges are treated as normal failed charges.
* Destruction Every enemy model in base contact with the priest suffers a S4 hit. Models
belonging to Warriors of Chaos, Beasts of Chaos, or Daemons of Chaos suffer a S5 hit.



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* Winters Chill All enemy units engaged in close combat with the priest or his unit take an
immediate leadership test (this is not a psychology test). If failed, they suffer a -1 to hit in the next Close
Combat Phase.
* Fury of Ulric Remains in play until dispelled or priest uses another power. The priest and
any unit he leads becomes immune to fear, terror, and panic.
Relentless Chase Hunting hounds do not cause panic in other units and cannot be joined by any
characters other than their hunting master. Hounds may ignore the effects of mysterious forests if they
wish.
Hunt Master hounds are often led by hunt masters. He is bought as an upgrade and is treated like a
unit champion, mounted on a horse.
Middenland Equipment and Magic Items
Armies using this list may use any of the standard items from the core rulebook. In addition, they may
select items from the following list:
White Wolf Hammer non magical warhammers. On cavalry models, models using this strike at +2
strength on the turn that they charge, and at +1 strength the rest of the time. On foot the hammer
always confers a +1 strength. In either case it requires two hands to use (but is not a great weapon)
Runefang magic weapon as the item in the empire book, Grand Master and Seneschal only
Winters Bite magic weapon 30 points on rolls to hit of 6 the wound is automatic with no armor
save allowed.
Storm Hammer magic weapon 30 points Grand Master or Seneschal only. As a White Wolf
Hammer. In addition models wounded in the turn the wielder charges may not strike back.
Wolf Helm of the Teutogens magic armor 35 points 6+ armor save that can be combined with other
armor. Every combat phase the wear makes a leadership check. If passed, he gains +1 Strength that
phase.
Armor of the Skoll magic armor 40 points Heavy armor. Attacks against the wearer in close combat
strike at -1 Strength. This affects the save modifier. The wearer is immune to light magic.
Heart of Middenheim talisman 40 pts 5+ ward save. Wearer gains +1 WS.
Cloak of Anraheir talisman 25 pts Magic Resistance (1). Wearer causes fear to all warriors of chaos
and beasts of chaos models.
Bane of the Craven 30 points Enchanted Item Neither the unit carrying the item nor any unit that
they charge may elect to flee as a charge response.



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Pelt of Horros 20 points enchanted item The wearer may re-roll one failed to-wound roll each
combat phase.
Claw Totem 15 points enchanted item The character and any unit he is with roll one extra dice
when pursuing fleeing enemies and discard the lowest.
Banner of the Warrior True 35 points Standard if the unit carrying this banner takes a break test,
they treat the test as having lost combat by D3 fewer points (to a minimum of zero, which still counts as
having been defeated and requires a test)
Banner of Middenheim 25 points Standard the unit carrying the banner is immune to fear and
terror (points drop due to fear and terrors lesser effect in the game in 8
th
edition)
Standard of the White Wolf 40 pts Standard All missile fire against the unit (including magic
missiles) suffer a -1 strength penalty.
Wolfshead Emblem 10 points Talisman One Use Only. When dispelling a spell, the player can use
this item to roll an extra dispel dice (it counts as a stored dispel die)
Ice Dagger 20 points talisman the priest may add the rank bonus of his unit to the power level of
the prayer he casts when determining dispel value.
Fang of the Winter Wolf 25 points One Use Only priest only, the priest may use this when casting a
spell. The spell goes off with irresistible force.
Shard of Skoll 15 points talisman - the shard adds +1 to every dice roll when making a dispel attempt
(to a maximum of 6)
The Army List
LORDS 0-1 Grand Master of the White Wolf, Wizard Lord (empire book)
HEROES Seneschal of the White Wolf, Wizard (empire book), Captain (empire book), Priest of Ulric
CORE Spearmen (empire book), Halberdiers (empire book), Swordsmen (empire book), Huntsmen
(empire book), Knights of the White Wolf
SPECIAL 0-1 Teutogen Guard, 0-1 Greatswords, Crossbowmen (empire book), Warriors of Ulric,
Hunting Hounds, Demigryph Knights (empire book)
RARE Wolf-kin, Mortars (empire book), Cannons (empire book), Handgunners (empire book)




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Grand Master of the White Wolf 166 points
Same statline as empire grand master. Armed with White Wolf Hammer, Full Plate armor, barded steed,
and may be given 100 points of magic items from the standard or middenheim army list.
Special Rules: The Grand Master, Crush the Weak
Seneschal of the White Wolf 62 points
Same statline as empire captain. Armed with white wolf hammer, full plate armor.
* May ride barded warhorse (+20 pts)
* May be given 50 points of magic items
Special Rules: The Senschal, Crush the Weak
Priest of Ulric 70 points
Same statline as empire warpriest. Armed with a hand weapon.
* Light Armor (2 pts), Heavy armor (4 pts), shield (2 pts)
* Additional hand weapon (4 pts), great weapon (4 pts)
* Warhorse (10 pts), barding (4 pts)
* 50 points of magic items
Special Rules: Blessings of Ulric, Crush the Weak, Prayers of Ulric
Knight of the White Wolf 22 pts / model
Same rules and upgrades as an empire knightly order with the exception that instead of a lance and
shield, the knights carry a White Wolf hammer (and thus have a 2+ armor save)
Teutogen Guard 11 pts/model
Same statline as empire greatsword.
Unit Size: 10+
Weapons & Armor: White Wolf hammer and full plate
* Upgrade musician (6 pts), standard bearer (12 pts), may take magic standard up to 50 pts, upgrade
one to first knight (12 pts) which gains an extra attack
* Promote unit to inner circle knights for +2 points / model. Unit gains +1 Strength.
Warriors of Ulric 5 pts / model
Same statline as human spearmen
Unit Size: 10+
Weapons & Armor: hand weapon
Options:
* Light Armor (1 pt), heavy armor (2 pts), shields (1 pt)
* Extra hand weapon (2 pts), great weapons (2 pts)
* Musician (5 pts), Standard Bearer (10 pts), Champion (10 pts)
Special Rules: Hates Warriors of Chaos, Demons of Chaos, Beasts of Chaos




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Hunting Hounds 7 pts / model
M7 WS3 BS3 S3 T3 W1 I3 A1 Ld5
Hunt Master: M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7
Warhorse: same stats as normal warhorse
Unit Size: 5-20
Equipment: None
Options: Swap one hound for huntmaster for +15 points. The hunt master rides a warhorse and wears
light armor. He is armed with a spear.
Special Rules: Fast Cavalry, Relentless Chase, Skirmishers
Wolf-Kin 8 pts / model
M5 WS4 BS3 S4 T4 W1 I3 A1 Ld8
Unit Size: 5-30
Weapons and Armor: Hand Weapons
Options: Light Armor (1 pt), Shields (1 pt), Heavy Armor (2 pts)
* Additional Hand Weapons (1 pt), Great Weapons (2 pts)
* Standard (10 pts), musician (5 pts), Wolf Brother (+1 A, 10 pts)
Special Rules: Stubborn, Skirmishers
* note if upgrading to heavy armor, the movement of the wolf kin drops to 4




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Special Characters of Middenheim
Bothvar the Exalted, Hero of Middenheim
M4 WS7 BS5 S4 T4 W3 I5 A4 Ld9
Points 510 unmounted, 50 points for his warhorse Heriolf (560 total if choosing to mount)
Heriolf M9 WS4 BS0 S5 T5 W3 I5 A2 Ld7
Equipment: Bothvar wields the Hammer of Middenheim and wears the Armor of the Silver Stag. Heriolf
wears ithilmar barding, granting Bothvar a +2 to armor save (for a total of 0+ combined with the Armor
of the Silver Stag)
The Hammer of Middenheim adds +2 attacks to the wielders profile. Each hit wounds automatically
with no armor save allowed. Each unsaved wound becomes D3 wounds.
Armor of the Silver Stag The armor provides Bothvar a 2+ armor save and Magic Resistance (2). No
models in base contact may cast spells (including friendly models) or use bound items.
Against the Odds enemy units can never claim flank or rear combat resolution bonuses in combat.
Bothvar and any unit he leads is stubborn and immune to psychology.
Awesome Presence Wounds inflicted by Bothvar in close combat are counted toward friendly side
combat resolution of any friendly units within 12 of him. This number is the number of wounds
inflicted before Bothvar rolls D3 wounds for his hammer.
Iron Resolve Bothvar has a 5+ ward save. If he is killed, he may take a leadership test at the end of the
phase. If he passes, his astonishing strength of will allows him to ignore the wound and continue to
fight. The effects of combat resolution still count the wound for determining victor, however.
This rule does not apply if he is fleeing and run down by pursuers , or if he is hit with killing blow.




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Boris Todbringer Elector Count of Middenland
M4 WS6 BS1 S4 T4 W3 I5 A3 Ld9
Cost: 278 points
Equipment: Mounted on barded warhorse. Middenland Runefang (empire book), All hits wound
automatically with no armor save allowed. Full plate armor and shield, talisman of Ulric.
Armor: 1+ / 5++
Elector Count of Middenland one unit of halberdiers, spear, or swords may take a magic banner worth
50 points
Talisman of Ulric At the start of every player turn, unless he has been removed as a casualty, Boris
recovers any lost wounds up to his starting total of 3. In addition, the talisman grants Boris Magic
Resistance (1) and a 5+ ward save. It also makes him immune to psychology
High Priest Ar-Ulric Emil Valgeir
M4 WS5 BS3 S4 T4 W3 I5 A4 Ld9
Cost: 325 pts
Equipment: Wolfplate armor, Hammer of Skoll, Ice Dagger (see above items), fang of the winter wolf
(see above items)
Wolf Plate Armor 4+ armor save, 5+ ward, Magic Resistance (1). Ar-Ulric and any unit he is in are
immune to all fire-based attacks, magical or otherwise.
Hammer-Axe of Skoll Every close combat phase, the player rolls a D6 to see what power the god Ulric
grants his priest: 1-3 - +2 to his strength; 4-5 grants killing blow, 6 grants +2 to his strength and adds D3
attacks to his profile
Favor of the Winter Wolf Ar-Ulrics remains in play spells do not end when he casts another prayer.
They must be dispelled, or ended if he casts the same prayer again or he is slain.
Crush The Weak, Prayers of Ulric




17
Armies of Kislev

Revised for 8
th
edition
Designer Note: When using this document please use in conjunction with the armies of Kislev pdf which
was published in a past White Dwarf. This document updates rules and points costs.
For campaign purposes, an Army of Kislev is an Empire army with Kislev allies.
Errata and FAQ
p.11 Winged Lancer Units charged by a winged lancer unit composed of four or more models instead
of Unit Strength 5.
p. 11 Glorious Charge any reference to a panic check while charged in the flank simply becomes a
Panic Check.
Boyar - 75 pts (instead of 90 pts)
Winged Lancer 20 pts (instead of 24 pts)
Horse Archers 15 pts (instead of 17 pts)
Kossars 7 pts (instead of 9 pts)
Gryphon Legion 24 pts (instead of 26 pts)




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Lore of Ice
Lore Attribute any spells successfully cast from this lore create a thick frost and ice sheet around the
caster. Enemy units charging the caster or their unit must roll an extra D6 on the charge and discard the
highest.


The Cult of Slaanesh list may be used as a part of this campaign. The following are clarifications and
errata for that list to bring it up to 8
th
edition.
Dark Elf Warriors may take the mark of slaanesh for +1 pt / model
Shades may take the mark of slaanesh for +1 pt / model
Chaos Knights pay the normal value for the mark of slaanesh laid out in their army book
Spawn of Chaos per the chaos army book
Warriors of chaos per the chaos army book
Dark Riders may take the mark of slaanesh for +1 pt / model
Characters from the dark elf list may take the mark of slaanesh for +5 pts






19


Chapter 1 June 2013
Schedule games will be generated using the following chart:
1-2 Battleline
3-4 Blood & Glory
5 Meeting Engagement
6 Storm of Magic
The final battle of June 2013 will be laid out here in the near future.
Terrain: there are few trees here. The terrain is mostly rocks, impassable cliffs and
outcroppings, ruined towers, and icy rivers.




20
Campaign Day June 29
th
Battle
The Champions of the Dark Gods
The final battle of chapter 1 takes place in the Northern Wastes under the baleful
influence of the winds of magic and watched by the Chaos-Gods. This scenario should
be played as a team matchup with two players on each side nominally. If there are odd
people present at campaign day, or new players without full armies, work them into the
game and allow people to adjust rosters accordingly to make the sides balanced.
Battlefield
Set up the table as normal with preference being given towards ruins, fallen statues, and
impassable pillars. The center of the table sits a large ruined temple (A temple of skulls
is perfect). This ruin, the Altar of Battle, has its own special rules detailed below and
counts as an objective.
Deployment
The game takes place around the perimeter of the table. Each side rolls to determine
which table edge they will deploy on (long or short). The other player on that side
chooses another table edge (long or short)
The side with the highest score chooses first, then the second highest side selects, etc
and then after selecting must deploy their entire army within 8 of that edge AND not
closer than 12 to any enemy model.
Any player may choose to hold up to HALF of their units in their army in reserve IF
THEY WISH.
This means the side that wins this roll could choose to be on opposite long ends of the
table if they wish while the other side deploys on the short ends.
First Turn
The side that sets up first has first turn.
Magic
Magic dice are generated by each controlling side rolling 2D6 per player (so 4D6 total)
with dispel dice being generated per normal from each.
Example: Im playing demons and teamed up with warriors of chaos. On our magic
phase I roll 2D6 and get a 4 and a 2 = 6, and my partner rolls 2D6 and gets a 6 and a 3 =
9. I would consult my demon random table for the effects of a 6, and in addition the
opposing side will get to use 10 dispel dice (as the 4 was the highest on my roll and my
partner rolled a 6 for his highest to generate magic dice)



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My dice are only used by me. My partners dice are only used by him. The dispelling
side picks which player gets which dispel dice pool to use.
Game Length
Six turns. Or until the store kicks you out. Whichever comes first.
Victory Conditions
Victory points (Per side not per player, this is a team game) are generated differently in
this scenario (per Tamurkhan p.114 scenario)
+1 point for destroying a unit or having an enemy unit fleeing or fled off the table
at games end
+1 point for each enemy general killed
Being in control of the Altar of Battle at the end of the game +5 points (fleeing
units do not contest objectives)
Scenario Special Rules
The waxing and waning of the winds of magic Miscast results may always be rerolled.
However the second result must always be taken. In addition, if power-drain is the
result of this re-roll treat it as a Dimensional Cascade instead.
The Altar of Battle this ruin is the focal point for the swirling vortex of power that
surrounds the area. In order to control the altar, a side must have a unit within the ruin
and no enemy units may be within 12 of its center.
Any unit entering the ruin for the first time is assaulted by malevolent spirits. The unit
must make a leadership test on 3D6 and for every point it fails it takes a S2 hit with no
armor save allowed. This is a magical attack and the spirits only attack a unit the first
time it enters the ruin.
Once a side has gained control of the Altar of Battle, that sides wizards gain a +1 bonus
to all channeling attempts and can summon the Wrath of the Gods on their enemies
(bound spell, Direct Damage, Power 5). Select a point on the battlefield and place a
large template. Roll D6. On a 2+ any model under the template takes a S4 hit. On a 1,
the enemy player whose unit was targets gets to determine where to place the template.
Overall Victory Effects
Each player participating in this scenario gains 5 points for victory, 3 points for a draw,
and 1 point for a loss.
When the overall tally is complete, if Destruction wins Chapter 1 then the nightmare
realm waxes open. In the final battle they will gain +1 to all casting rolls.



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If Order wins Chapter 1 then the doom of the enemy is foretold. At the start of the final
battle after deployment but before first turn, a single enemy unit is chosen. For the
entire game To Wound results of a 1 may be re-rolled.

Chapter 2 July 2013
After the crushing defeat of the Alliance army at the Altar of Chaos in the wastes,
Tamurkhan wheeled his forces not south, as the imperials had thought, but to the east
into the lands of the ogre kingdoms and the hobgoblin steppes.
The lands of the Steepe are infamous for the nomadic tribes of marauding hobgoblins
that plague them.
Tamurkhans plan heading east is to obtain the services of several giants from the local
giant clans something that the alliance must try to stop at all costs.
July Special Rules
Battles are fought on the northern steppes in July. The terrain is largely like it was in
Chapter 1, favoring ruins, broken land, pillars, and hills. Forests are rare as are water
features.
Dust Storms: Scenarios played in the Stone lands are subject to the cruel and
freakishly unpredictable winds that howl ceaselessly through the area, kicking up dense
clouds of blinding dust. At the beginning of each players turn, both players roll a D6. If
the result is a double then for this turn only all units count as being 6 further away than
they actually are for the purpose of shooting attacks, and a penalty of -1 is imposed to all
charge distances rolled.
Scenarios Generated
1 2 Battleline
3 4 Meeting Engagement
5 Surprise Encounter (p.389 brb)
6 The Dark Monoliths of Zhulgozar (p.390 brb)
Notes on scenario 5 & 6
From the designer: it is easy as a wargamese commander to look over your miniature
battlefield and take in a griffnos eye view of the landscape. But on the field of battle, the
actual generals have no such luxury. Weather conditions and interposing terrain can
hide whole enemy armies until they are right on top of each other.
The surprise encounter requires quick decisions and will reward commanders that are
adept at thinking on their feet. It is notoriously hard to protect your flanks, and youll
need to keep an eye out for any opportunities to outflank your foe.



23
On the Dark Monoliths scenario: Narrative Battle Maps unlike the maps for the pitched
battles, the narrative battle maps tend to have example terrain placed on them. The battlefield
description will advise which terrain is essential in this case only the hill and the ruins in the
center of the table are required. Everything else is optional.
Special Campaign Day Battle: Conquest of Giants
Victory Effect: If destruction wins the chapter, then in the battle of the last phase, one unit
chosen by the player after deployment but before the game has begun may be given a veteran
ability (provided at the last battle)
If order wins, the opposition forces have longer to prepare against the foe in the final
confrontation thanks to an over cautious enemy. Alliance armies in the end phase add +1 to
their roll to see who goes first.
Regardless of side, the winning side of this chapter may field a giant in their army for the
duration of the campaign (but must pay the points for them as normal) as a rare choice.
Scenario rules all players involve get a free giant that they may use for this battle. This
giant follows the rules for normal giants which can be found in the orc & goblin army book or
the chaos warrior army book.
Set up a table as normal, with preference to terrain that is hilly, rocky, and ruins. There are few
forests in the stonelands.
The goal of the scenario is to capture your opponents giants rather than kill them. Tamurkhan
wants them in his army and the alliance army also wants them in their army.
For every captured giant, the side capturing earns +5 victory points. For every giant left alive,
the opposition that owns the giant gains +5 victory points. (this means killed giants earned no
points)
For every unit destroyed or fleeing at the end of battle: +1 victory point.
For slaying an enemy general: +1 victory point.
Capturing Giants: Each infantry, cavalry, monstrous infantry, and monstrous cavalry unit
counts as having grapples and nets. Grapples have an 8 range (roll once to hit per unit, if the
unit is more than two ranks strong, re-roll misses). This may be used against giants engaged in
combat. At the end of the shooting phase the giant must make a STRENGTH check with a -1
penalty for every grapple attached to it after the first grapple. If he succeeds, it breaks free. If it
fails, it falls over!
NETS a unit with nets charges a fallen giant and makes a strength check rather than fighting
the giant (at the models base strength), the giant will then be trussed up. It has been captured
at this point and can only break free by passing a strength test of its own at the start of the
owning players phase to break free.
First Turn: Roll off. Duration: Six Turns. Deployment: As battle line



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25




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Chapter III August 2013 The Lords of Fire and Ash
Scenarios Generated

D6 Result
1-2 Dawn Attack
3-4 Meeting Engagement
5 Battle Line
6 Surprise Encounter OR Storm of Magic

If players roll a 6, they may choose to run Surprise Encounter (as Chapter II) or may
play a Storm of Magic battle (their choice). If Storm of Magic is chosen, select a scenario
from the Storm of Magic book. Armies are 3,000 points for Storm of Magic (2,500
normal armies + 500 points storm of magic items/monsters)
All other scenarios other than Storm of Magic are 2,500 points.
Special Chapter Rules
Deadly Ground the Dark Lands are one of the most inhospitable realms in all of the
Warhammer World, filled with boiling rivers of sulphur and hills that are little more
than treacherous mounds of bone and ash among which many of the fouler things lurk.
In addition to any other terrain effect, ALL hills are counted as being DANGEROUS
TERRAIN and any water or swamp feature inflicts 2D6 S1 hits on any unit caught in it.
Victory Effect: Ancient Plunder and Curses Unleashed. If chaos wins Chapter III, the
chaos armies may purchase magic items for a lord level character without points
restrictions.
If the forces of Order are victorious, for the final battle one unit chosen by the player
after deployment may be given one Veteran ability (will be given for the final battle)
August 31
st
Campaign Day Battle The Crossing of Fire
This scenario represents Tamurkhans horde attempting to block off the main alliance
armys advance so that the majority can escape west into the Borderlands.
After having suffered defeat in the Stonelands, Tamurkhans horde was beset by waves
of imperial knightly orders and monstrous metal machines that helped turn the war
against the forces of chaos.
Bolstered by their new chaos dwarf allies, the forces of Tamurkhan have suffered a
string of defeats in an effort to lure the main alliance army into a volcanic area that the
chaos dwarves have dubbed Al Quazar, the plain of fire. Several strong stone and metal



28
bastions stand sentinel over the area and it is here that Tamurkhan and his army hope
to hold the alliance while the larger portion heads west into Border Prince territory.
The Armies
This scenario is designed to be played as a team game. The attacking army represents
the forces of Order, as they have come out on top of the battle points for chapter III.
The defending army is the forces of Destruction, who will only have 1,875 points for this
match, compared to Orders 2,500.
The Battlefield

The table is set up in a narrative format, with bias given towards craggy hills, lava pools,
sinkholes, and ruins. The board is then divided diagonally into deployment as per the
Meeting Engagement mission (p.149 Warhammer Rulebook).
The defending side places a tower per player anywhere within their deployment zone.
They may also each place 6 x 1 obstacles, representing fire vents (barricades or strips
of material are fine for this) in the gap between the deployment zones, but no closer
than 2 together. These fire vents do not block line of sight, but models moving through
them suffer a S5 automatic flaming hit.



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Deployment
First, the attacker sets up their entire army in their deployment zone. This represents
the Defenders being prepared for their enemys slow advance through the hostile Dark
Lands.
First Turn
The attacker gets first turn unless the defenders manage to steal the initiative on the roll
of a 6 before the start of the game.
Game Length
Six turns
Victory Conditions
Victory points (per the main rulebook). The defender scores +750 points per
watchtower if they hold any at the end of the game.
Watchtowers cannot be destroyed by any means in this scenario.
Per the rules on p.126, only infantry, monstrous infantry, war beasts, monstrous beats,
and swarms can garrison a building. Warmachines may also be deployed in buildings
(p.109). Units cannot garrison a building on the same turn in which they have marched.
Also note campaign special rules, buildings can only be entered or exited via access
points on the model, and access points should be placed in as neutral a way as possible
(no facing the door away from your opponent so they have to go all the way around it)
This means assaulting the building means assaulting the access point.
Watchtowers do not get any additional benefit (they are not random terrain with
properties like arcane architecture)
Scenario Special Rules
The special conditions for fighting in the Dark lands apply here as well. The exception is
that any hills on the Defenders side are not considered dangerous terrain to them (p.116
Tamurkhan)




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Chapter IV September 2013 The Scouring

Scenarios Generated

D6 Result
1-3 Hired Swords (p. 396 rulebook)
4 Loot and Pillage (p.392 rulebook)
5 Blood & Glory
6 Watchtower

All scenarios in September are set at 3,000 points!
Special Chapter Rules
Blood Money The Border Princes are filled with unscrupulous killers and hired blades,
willing to sell their swords for blood money. As a result, any army in this phase can take
on a single unit of merc troops if it wishes from its normal points values.
Use the rules for Allies found on p. 136 of the Warhammer rules to determine what
troops are available, with a single CORE or SPECIAL choice from an army that would be
classed as either a Trusted Ally or Suspicious Ally (for narrative purposes, Robs
Vampire Counts are considered a suspicious ally of any order army, and he cannot chose
any destruction force as his ally)
Victory Effect: Shadow On the Land. If Chaos wins Chapter IV they will be able to
choose one unit on the final battle and grant them a veteran ability (displayed in
November)
If the Alliance wins, refugee warriors from the border princes have escaped to fight
another day. In the final battle, one unit chosen by the player after deployment but
before the game has begun will gain the special rule HATRED (any army fighting for
Tamurkhan)
Terrain Considerations: Armies are now fighting in the Border Princes, so green
tables have returned. Generate narrative terrain as weve been doing using default
terrain such as forests, hills, rivers, etc. Try for 10-12 pieces arranged in a way to make a
nice looking table, and make sure a couple of those are something from the special
terrain rules such as a sinister statue or wizards tower (or whatever)




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September 28
th
, Campaign Day Scenario The Tide of Ruin!


This scenario represents a faction driving their opposition mercilessly into a last stand, where they must
quickly destroy their foes before turning north to the southern reaches of the empire to either begin the
final assault on Nuln, or to race north to bolster the defenses.
Attacker & Defender- The faction that has earned the most points in Chapter IV will be the attacker.
The defender will have 1,500 points, while the attacker will have 3,000 points. In the case that both
sides are drawn, a D6 roll will determine which side is attacking and defending per table during the
event (so both sides will need to bring with them two army rosters)
The Battlefield The game will be played on a default table for the campaign (8x4 for teams if available,
otherwise 6x4). The table will default to woods, hills, and lakes with a 24x24 center clear (in the case of
teams, this will be expanded to 36x36). The defending player may then set up a hill with a watch tower,
a cluster of three small buildings, OR a single multi part building along with four 6 obstacles anywhere
within the central cleared area as they wish.
Deployment First the defender sets up their entire army in their central deployment zone. Next the
attacker sets up their entire army anywhere outside of 12 of the defenders deployment zone.



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First Turn The Defender gets first turn
Game Length The game lasts until the defender has been driven entirely out of their deployment zone
or destroyed or when the end of the sixth turn is reached.
Victory Conditions Victory depends on how long the defenders are able to last (turns listed mean that
the defending player lasted until the END of that turn ex: 6 turns means that the defender is still
around at the end of the 6
th
turn)
1 turn 5 points to the attacking player
2 turns 4 points to the attacking player
3 turns 3 points to the attacking player
4 turns 3 points to the attacking player, 2 points to the defending player
5 turns 4 points to the defending player
6 turns 5 points to the defending player
Special Rules (Nowhere to Run) The defenders have nowhere to go. While they are within their
deployment zone, the defender units gain +1 leadership. Outside of this they are at -2 to their
leadership.
Blood Hungry All attacking units have the hatred special rule
Wrack and Ruin This scenario uses the Destroying Buildings special rules found in Raze & Ruin scenario
on p. 399 of the Main Warhammer Rulebook
Campaign Results Should the forces of Destruction win Chapter IV, they will be able to promote one
unit during the end game battle in November.
Should the forces of Order win, then one of the units fighting here will be present in the final battle of
Nuln and will gain the special rule Hatred (Destruction Army and allies) which may be chosen after
deployment but prior to the first turn beginning in that game.




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Chapter V October 2013 Death & Darkness
Scenarios Generated

D6 Result
1-3 Battle for the Pass
4 Meeting Engagement
5 Heroic Last Stand
6 Hold the High Ground

Special Rules for October
Ambush! This phase represents the darkest hour for the chaos horde forces in
Tamurkhans saga, as they are divided and trapped with nowhere to run. Regardless of
the scenario being played, one unit of the owning players choice in an Order army can
be given the Ambusher special rule. The Destruction player can reroll their first failed
panic test.
Victory for Destruction If destruction wins, then searching the deep mountains
the destruction horde brings forth strange beasts ensnared from their lair. Destruction
armies may include a single unridden monster for the final phase from the following list
at NO POINTS COST (giants, wyverns, feral manticores)
Unfortunately, the arcane bindings on the beast are not very strong and the controlling
player must take a monster reaction test at the beginning of each turn in addition if
two rolls of a 1 are made for this test during the game, the monster goes to the players
opponent. The monster is worth no victory points if slain.
Victory for Order The delays caused by the ambushes in the high mountains allow
the defenders of the empire to bring in superior reinforcements. In the final battle, one
unit chosen by the player after deployment but before the game has begun may be given
a veteran ability.




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Campaign Day Saturday October 26
th
The Sundered Pass

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