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his strength. Now all that remains are for six artefacts
If you and your opponent have a great game, the actual outcome of the battle
becomes less important. Once more (with feeling), you are playing with your
of his former power to be restored to him and the world opponent – not against them.
will tremble once more at his terrible wrath! The team running the event is there to help describe the campaign story as it
unfolds and they will work out what impact your games have upon it. Most
importantly they are there to ensure everybody has a great time. Remember – it’s
IMPORTANT! only toy soldiers!
THIS IS NOT A TOURNAMENT. YOU WILL GET MORE OUT OF THE Games will be driven by the narrative of the campaign. This means that during the
WEEKEND IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON THE course of the event various games may appear a bit one‐sided when viewed from
OUTCOME OF YOUR GAMES. TRY AND PLAY WITH YOUR OPPONENT the usual gaming perspective.
RATHER THAN AGAINST THEM.
In any war, commanders have to deal with unfair and unbalanced situations, using
The Tempus Fugitives have designed this campaign weekend to be (we hope) as cunning and skill to prevail against overwhelming odds, and the same may be true
enjoyable as possible. Once again (all together now) it is important to remember for you. However, whatever the scenario or battlefield conditions, your game and
that the campaign weekend is not a tournament. If you are expecting anything your story will always count in the big scheme of things; the Tempus Fugitives will
other than to just have fun – turn back now! The games you play are all always try to make sure that you are not asked to play a game you simply can't
connected to part of a greater struggle as the Great Necromancer, Nagash, pits win before any dice are cast. There will always be critically important scenario
former allies against each other in his quest to recover the six artefacts which will objectives that you will need to strive to achieve.
allow him to unleash his Wrath!
Most importantly remember that, as this is a team event, even if you lose your
Games Workshop has a really fantastic Throne of Skulls Grand Tournament individual battle your taskforce or faction may still do well overall; don't worry
programme and should you want to get involved in a true test of your skill at about 'winning', just think about having a good time.
Warhammer please contact Direct Sales on 0115 91 40000 or see the events
page at www.games‐workshop.com It is our hope that we can repay some small part of the kindness that the gaming
community has shown us over the years and organise a top notch event that
everyone can enjoy.
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Acknowledgments
Weekend Schedule
This weighty tome you hold in your slightly clammy hands
Friday 19th March 2010 Sunday 21st March 2010
is the roadmap for the latest Tempus Fugitives
19:00 – 21:00 Pre‐Register in Bugmans 09:30 – 09:45 Doors Open
Warhammer campaign weekend. We have not arrived at
this point by mere chance or by some whim; instead we 09:45 – 10:00 Recap & Briefing
are here because of a number of important people helped Saturday 20th March 2010
us along the way. The bad news is that the list is quite 08:30 – 09:30 Arrive & Check‐In 10:00 – 12:00 Game 4: War Party Doubles
lengthy – so we’ll group them together so as to hopefully
not leave anyone out. 09:30 – 10:00 Welcome and Briefing 12:00 – 13:00 Lunch & Army Judging
Most important of all ‐ the Tempus Fugitives would like to 10:20 – 12:30 Game 1: War Party Doubles 13:00 – 13:15 Game 5 Briefing
thank Games Workshop for giving many of us jobs and all
of us an old, yet familiar world to play with. Without their 12:30 – 13:30 Lunch & Army Nominations 13:15 – 14:15 Game 5: Hammerblow
universe to run around in, we’d all be playing Risk or
Sudoku… 13:15 – 13:30 Game 2 Briefing 14:15 – 14:30 Afternoon Break
The wives, girlfriends, boyfriends and partners of the 13:30 – 16:00 Game 2: Main Battalion 14:30 – 14:45 Game 6 Briefing
Tempus Fugitives – for letting their worse halves go and
play with lead dollies ‘up north’ several times a year. The 16:00 – 16:15 Afternoon Break 14:45 – 16:45 Game 6: Main Battalion
Tempus Fugitives are most serious about their work and
no fun was had in the preparation of this weekend…. 16:15 – 16:30 Game 3: Briefing 16:45 – 17:00 Final Break
The UK Events team deserve mention here. The support 16:30 – 21:00 Game 3: Battalion Doubles 17:00 – 17:30 Award Ceremony
received over the years from Brian Aderson and Andy
Joyce has meant that we have had the confidence to try
19:00 – 20:00 Dinner
IMPORTANT! This material is completely unofficial and in no way endorsed
by Games Workshop Limited 2010. Games Workshop, the Games Workshop
and pull these events off. logo, Warhammer, Warhammer World and all associated marks, logos,
names, races and race insignia, vehicles, locations, units, characters,
21:00 – 24:00 Quiz and relax in Bugmans illustrations and images from the Warhammer and Warhammer 40,000
And last but not least we’d like to thank all those who universe are either (R), TM and/or © Games Workshop Ltd 2000‐2010,
variably registered in the UK and other countries around the world, used
have visited our website and forums. The feedback and without permission. No challenge to their status intended. All Rights
Reserved.
support given to our campaign weekends has encouraged
us to try and put together the best Warhammer campaign
weekend we possibly could.
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the mutagenic warp stone warped Nagash's body into a hideous monster, no longer human. It increased his size and his strength, but left him little more
than a walking skeleton wrapped in cursed black armour. It was also during this time that Nagash began to drawn many human followers, whom
worshipped him like a living god.
Such a large amount of warpstone drew other creatures, namely Skaven, who fought a massive
war against Nagash for control of Cripple Peak. The Skaven armies were vast, and their magic of
their Grey Seers and the Council of Thirteen was mighty, but Nagash's almost perfected magic and
legions of both the living and unliving was even more so. For nearly a century, the Skaven and the
armies of Nagash fought to a stalemate, with the Skaven never being able to take Cripple Peak for
their own, but Nagash never able to drive the Skaven away and complete his own plans. Nagash
eventually offered a truce with the Skaven though: he would supply the Skaven with Warpstone
from Cripple Peak. In exchange, the Skaven would help Nagash with his plan. Wary of his plans,
but desiring the warpstone nonetheless, the Skaven agreed.
So bitter and evil was Nagash that he decided that if he was not allowed to rule all of Nehekhara
then no‐one would. He concluded that it was better to slay everything in Nehekhara than see it
ruled by someone else. The first part of his plan was to get his Skaven allies to pollute the river
Vitae, whose life‐giving water the people depended upon. After he had tainted the river it became
black and foul, and has since been renamed the River Mortis. Soon after the corruption of the
Vitae pestilence ravaged the lands of Nehekhara.
The current ruler of Khemri, King Alcadizaar, was forced to watch as first those he loved died,
including his wife and children and then watched his beloved kingdom crumble before him. The
meek defences put up to stop the invasion were easily thwarted and Alcadizaar himself was
captured by the fell beasts. Which invaded the fallen kingdom He was not executed, but instead
he was thrown into a cell in Nagashizzar to await torture.
It was now, with Alcadizaar imprisoned and Nehekhara on its knees, that Nagash incepted his evil
plan. He began to weave one of the most powerful spells ever attempted. At the pinnacle of his power, Nagash unleashed a tidal wave of sorcerous energy
which washed over the land for hundreds of miles, causing everything that was living to decay and die, and all that was dead to rise again. Nagash planned
to use his necromantic powers to raise the entire population of Nehekhara as an unstoppable army, which he would use to conquer the entire world. Had
it not been for the treachery of his allies, there is little doubt he would have succeeded.
The Council of Thirteen, watching from afar, realized the threat posed by this latest development. With the armies of all the dead of Nehekhara, they knew
Nagash would become invincible, and they certainly would be the first to face this unstoppable army of the undead, and immediately moved to protect
themselves.
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The Council not wanting to risk their own lives in an attempt on Nagash, the decision was made to free
the imprisoned Alcadizaar and to give him a weapon so powerful it would take the wielder's life (and
thus spare any of the Council from having to face Nagash) was made. A powerful blade was forged
from stolen gromril ore and pure warpstone, a blade so lethal it would eventually prove as fatal to the
wielder as to the target. This was the Fellblade, a weapon whose infamy would echo down the
generations along with Nagash’s legend. Infiltrating Nagashizzar, the hooded Skaven agents freed
Alcadizaar from his captivity and handed him the blade, before scuttling away without a word.
Still weak from the power he had exerted casting his immensely powerful spell, Nagash was recovering
when Alcadizaar stumbled into his throne room. Surprising Nagash in his moment of weakness,
Alcadizaar severed Nagash's right hand. Stumbling back, the Great Necromancer unleashed deadly
magics at Alcadizaar. However fatigued, Nagash drew himself to full height and a titanic battle
between the two kings ensued.
The Council of Thirteen, watching the battle unfold, joined their magic powers together to protect their
pawn from Nagash's onslaught. So terrible were the arcane energies unleashed by Nagash that the
thirteen protective wards began to flicker and fail, the backlash from each one scouring the flesh and
life from dozens of Skaven Seers and warlocks. The Council continued in their struggle to sustain their
proxy in the struggle even as they died to thwart Nagash. The battle continued for a long while, for
even in his weakened state, Nagash was a foe to be reckoned with, but as the duel reached its pinnacle
both figuratively and literally atop the Great Pyramid, Alcadizaar prevailed, breaking Nagash's spine,
and chopping the Great Necromancer into a pile of shattered bone and dust. The Skaven agents
returned, gathered Nagash's remains and burnt them in the fires he had built, scattering his ashes
across the world. But one part of the Great Necromancer’s evil survived, unseen and unaccounted for.
The dreaded Claw of Nagash, the severed hand of Nagash, escaped unnoticed. It would play a pivotal
role in the Wrath of Nagash many centuries later.
But what of the King of Khemri? What reward did his victory over evil bring him? Looking out across
the land at his destroyed people, Alcadizaar fell into despair. He took Nagash's crown and stumbled
around his empty kingdom being driven mad by his ordeal and the warpstone blade of the Skaven.
Cursing imaginary foes and friends alike, he finally tossed the dark blade into the landscape where he
assumed it would be forgotten. Reaching the crumbling banks of the river he finally joined his people
as he threw himself into the polluted dank waters and drowned. Though the Skaven recovered the
Fellblade, the crown sank with the last living King of Khemri and was lost to destiny…
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How the Campaign Works Initiative
Outline of Play Upon arrival each player will be assigned to a team,
called a Task Force, containing up to ten players. You
The initiative in the first round is determined by the
narrative for each Battleground and is indicated
under the Battleground description. Initiative in
In addition to your fully painted army and the other players in your Task Force are allied
field commanders fighting as armies loyal to one of each subsequent round is determined by the results
and this campaign pack you will need the the mighty empires of the Warhammer World. of the previous round.
following:
The role of the Task Force Quartermaster is one of points for a win and 1 for a draw). Aggressive
Centre on 0115 915 5330) great responsibility. It is the Quartermaster who will
stance awards 4 campaign points for wins but
parley with the Over‐Tyrant, Greasus Goldtooth in
• Money for refreshments. Hot drinks and purchasing reinforcements and supplies for the Task
nothing for draws or losses and your aggressive
doughnuts are provided in the mornings Force in exchange for gold or other, more terrible, strategy does not allow you receive income.
as part of your ticket as are lunch on forms of currency… The Task Force Quartermaster Defensively rewards wins and draws equally with 2
should be shrewd and not easily fooled by the Over‐ campaign points and your more patient strategy
both days and dinner on Saturday. Tyrant and his associates. allows you to increase your income that turn. As
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you must decide your Battle Stance before you play decision is made. Players are asked to participate in please contact us before the event. You cannot
your games each round you have to rely on your the Warhammer campaign weekends in a sporting represent units with models that are smaller than the
judgement as to its outcome. Choose carefully as and co‐operative manner. Players that fail to do so Citadel equivalent. For example, a Warmaster scale
picking an aggressive stance makes your draws will be penalised in a simple Yellow and Red card hydra on a Warhammer chariot base is not
worthless, while defensive stance squanders any system issued at the Tempus Fugitive event team’s acceptable.
bonus from winning. If in doubt choose a balanced discretion. A Yellow Card offence which is repeated
stance. will result in a Red Card being given which requires At the Wrath of Nagash Campaign Weekend we will
the player to be excluded from the event. give awards for the Best Armies for each campaign
Feint army list. These are awarded to the player who
Once during the campaign, the Task Force Campaign Rules of Engagement participates in the weekend with a force that, in the
Commander may declare his Task Force is making a Each player will require an army selected from a single opinion of both players and judges, is the best in
feint at the point that Battle Stances are declared. army list ‐ see the section entitled Permitted Armies. terms of painting and character.
At the end of the round, the Task Force Commander To qualify as the ‘Best Army’ particular attention will
may then change the Task Forces Battle Stance to a All models within your armies should conform to
"what you see is what you get" (WYSIWYG). In other be paid to well themed armies which reflect the time
different stance and receive Campaign Points of the Wrath of Nagash. Because we believe that due
accordingly. words, all equipment that can be appropriately shown
should be clearly modelled on each miniature. credit should go to players that have painted their
As your games finish you must report the result own armies, only players who have painted their
With a few notable exceptions, you may not include armies themselves may be eligible for the coveted
(Win, Lose or Draw) to the stage along with your
Special Characters or allied units (such as Regiments award of Best Army. We ask all participants to be
opponent. You cannot give your results in without
of Renown) from any army book. Any named honest if shortlisted.
your opponent present.
characters available to the armies participating in the
One army from each campaign army list will be
Wrath of Nagash will be indicated on the relevant
The Tempus Fugitives army selection page. shortlisted on the Saturday lunch break and then will
If you have any questions about rules, registration be voted on by the players during the Sunday lunch
details or the event then either e‐mail us at: Hand of Nagash & Best Army Awards break. The overall winner claims the coveted Hand of
tfevents@tempusfugitives.co.uk or write to us at: Nagash trophy and will be announced at the end of
We would ask all players to choose painting schemes
the Campaign Weekend.
The Tempus Fugitives that reflect the Warhammer World. Doing this will
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SCENARIOS
In the battles across the southern lands of
the Warhammer World, much of the
terrain and challenges facing the armies
will test them unlike any other.
Before each battle, army generals will be
given the choice of where they will attack
their enemy and in what manner – but
beware for even the best laid schemes can
go awry and no plan survives engagement
with the enemy.
COMPLICATIONS
1 It’s a Trap!
The player without the initiative may
choose a different scenario to be played
instead.
2‐5 A Minor Inconvenience
A small complication has arisen but it is
nothing that your general has not
already anticipated. No Effect.
6 Vested Interest
The battlefield has a greater significance
than either side wants to admit.
Whoever wins gains +1 Gold – even if the
player has an Aggressive stance.
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SAND
Amongst the bloodiest of all battlefield encounters. Two intractable foes
12”
have sized each other up for several days and their commanders have had
plenty of time to draw up their order of battle and prepare for the coming
slaughter. Giving stirring speeches or bolstering their forces with magic or
oaths of battle, the two sides each let out a war cry and thunder towards 12”
destiny!
DEPLOYMENT
Roll off to see which player chooses a half of the table to deploy in. Their
opponent deploys in the other half. Players take it in turns to place units Deployment Area B
on the table using the ‘alternating unit’ method of deployment as
described in the Warhammer Fantasy Battles Rulebook.
FIRST TURN & GAME LENGTH
Roll off after deployment to see which player receives the first turn. The player that finished deploying their army first
adds +1 to their dice roll. The battle will last for six turns or until the time limit for the end of the round is reached,
whichever comes first.
VICTORY CONDITIONS
The player that has scored the most victory points at the end of the battle is the winner (even by a single point!)
SPECIAL RULES
None
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MIDNIGHT AT Deployment Area A
THE OASIS
Night draws if rapidly in the desert with tempratures plummeting and 18”
12” 18”
unprepared armies perishing in the harsh climate of extremes. It is often
late in the day when armies finally come to grips with each other and
although some foes will immediately set to straight away, it is more
common for the enemies top make separate camp and wait until the
12”
gloom of the first rays of daybreak to strike.
DEPLOYMENT
Roll off to see which player chooses a half of the table to deploy in. Their
opponent deploys in the other half. Players take it in turns to place units Deployment Area B
on the table using the ‘alternating unit’ method of deployment as
described in the Warhammer Fantasy Battles Rulebook and the ‘Dawn
Attack’ special rule described below.
FIRST TURN & GAME LENGTH
Roll off after deployment to see which player receives the first turn. The player that finished deploying their army first adds +1 to their dice roll. The battle will last for six
turns or until the time limit for the end of the round is reached, whichever comes first.
VICTORY CONDITIONS
The player that has scored the most victory points at the end of the battle is the winner (even by a single point!)
SPECIAL RULES
Dawn Attack: As the forces groggily make their way through the gloom to their positions there is a chance that the plan may be miscommunicated, mistakes made through
tiredness or an incantation mispronounced which leads to a different deployment to that originally planned. Before deploying each unit roll a D6 and refer to the table below
to see where the unit may deploy:
1: Left Flank – The unit is placed in their half more than 12” from the centreline of the table and within 18” of the table edge to the player’s left.
2: Right Flank – The unit is placed in their half more than 12” from the centreline of the table and within 18” of the table edge to the player’s right.
4‐5: Centre – The unit is placed in their half more than 12” from the centreline of the able and more than 18” of either narrow table edge.
6: Choose – The unit is placed in either flank or the centre.
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SABRE Deployment Area A
RATTLE
Amongst the bloodiest of all battlefield encounters. Two intractable foes
12”
have sized each other up for several days and their commanders have had
plenty of time to prepare for the coming slaughter. Giving stirring
speeches or bolstering their forces with magic or oaths of battle, the two
sides let out a war cry and thunder towards destiny! 12”
DEPLOYMENT
Roll off to see which player (or pair in the case of a doubles game)
chooses a half of the table to deploy in. Their opponent(s) deploys in the
other half. Players take it in turns to place units on the table using the
‘alternating unit’ method of deployment as described in the Warhammer
Deployment Area B
Fantasy Battles Rulebook.
FIRST TURN & GAME LENGTH
Roll off after deployment to see which player(s) receives the first turn. The player (or pair) that finished deploying their army first adds +1 to their dice roll. The battle will last
for six turns or until the time limit for the end of the round is reached, whichever comes first.
VICTORY CONDITIONS
The player (or pair) that has captured the most objectives at the end of the battle is the winner. If the number of objectives is tied then the side with a capturing unit worth
the most points is the winner. Anything else is a draw.
SPECIAL RULES
Objective Markers: Prior to deployment, each player takes it in turn to deploy their objective marker on the battlefield. Objective markers are placed anywhere outside of
the deployment areas. Once placed they scatter 2d6 in a random direction. If the objective scatters off the board or into impassable terrain then you must redeploy it. To
capture an objective you must have a steady unit within 3” of the objective at the end of the game
Doubles: Each player’s force has its own general and is to all intents and purposes a self contained army. Allied player’s units provide no benefit (or penalty) to your units.
You may not put characters from one player’s army into another player’s unit. At all times they act as two distinct forces on the battlefield. Both players on each side have a
single Magic dice pool and dispel dice pool. They receive two dice per side, not per player. Sudenberg Militia dispel bonuses apply to the combined pool. Only one player may
attempt to dispel each spell. You may cast spells on friendly units.
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SUPRISE
ENCOUNTER
With such close proximity of oposing forces in the southern lands it is
Deployment Area A
common for enemies to encounter each other and immediately deploy for
battle from their marching positions. In such an encounter there is little
time for careful consideration or polanning and the two sides will set to
with scant regard for strategy or tactics.
DEPLOYMENT
Divide the table diagonally. Roll off to see which player chooses a half of
Deployment Area B
the table to deploy in. Their opponent deploys in the other half. Players
take it in turns to place units on the table using the ‘alternating unit’
method of deployment as described in the Warhammer Fantasy Battles
Rulebook. Units are deployed at least 6” from the centreline.
FIRST TURN & GAME LENGTH
Roll off after deployment to see which player receives the first turn. The player that finished deploying their army first adds +1 to their dice roll. The battle will last for six
turns or until the time limit for the end of the round is reached, whichever comes first.
VICTORY CONDITIONS
The player that has scored the most victory points at the end of the battle is the winner. If there is less than 100 victory points difference between the two players the game is
a draw.
SPECIAL RULES
Unexpected: Neither army was expecting to encounter the other. To reflect the nature of this surprise each unit must pass a leadership test in order to move or declare a
charge during the first turn.
Rearguard: More often than not battle is joined while elements are still marching towards the battlefield. Roll a D6 for each unit after deployment is complete. On a roll of a
2+ nothing happens, but on the roll of a 1 remove the unit from play and place it in reserve. The unit will enter play at the start of the first turn as though returning from
pursuing an enemy off the table. This will deliberately give players a disrupted battleline as units cannot be relied on to be available when needed. Important: The
Unexpected rule means that the unit has to successfully pass a leadership test to move onto the battlefield in the first turn. Otherwise they arrive on the second turn.
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VALLEY OF
THE KINGS
The World’s Edge Mountains and the Pass of Ka‐Sabar are examples of
towering ridges of rock or high dunes of sand which are of strategic Deployment Area A Deployment Area B
importance for the narrow defiles that lie between them. These crossing 12” 12”
points often present a defender with the perfect location to confront an
invading army.
DEPLOYMENT
Roll off to see which player chooses a half of the table to deploy in. Their
opponent deploys in the other half. Units may be placed anywhere in
their half that is more than 12” from the centre line. Players then take it
in turns to place units on the table using the ‘alternating unit’ method of
deployment as described in the Warhammer Fantasy Battles Rulebook.
FIRST TURN & GAME LENGTH
Roll off after deployment to see which player receives the first turn. The player that finished deploying their army first adds +1 to their dice roll. The battle will last for six
turns or until the time limit for the end of the round is reached, whichever comes first.
VICTORY CONDITIONS
The player that has scored the most victory points at the end of the battle is the winner. If there is less than 100 victory points difference between the two players the game is
a draw.
SPECIAL RULES
Bottleneck: The battle is fought in a narrow pass enclosed by high cliffs or dunes. Because of this the long table edges are considered impassable terrain and units may not
leave or enter from those edges unless the have the Fly or Ethereal special rules. Pursuing units stop 1” from the table edge.
In addition, at the start of their turn, each player must roll a D6 for each enemy unit that is within 6” of a long table edge. On a roll of a 2+ nothing happens, but on the roll of
a 1 a bolder or sand slide crashes down into the unit inflicting D6 S4 hits distributed in the same manner as shooting attacks.
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DEATH OF
LEGENDS
+++ to be revealed+++
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Trading Post
Greasus Goldtooth, the "Overtyrant of the Ogre Kingdoms", is leader of many
Using the Trading Post
Between each game the Task Force Quartermaster
may spend the Task Forces hard earned gold on
assassins, saboteurs, reinforcements and other more
unusual benefits for their task force. Greasus’ vendors
tribes all of which pay him tribute. He was the Ogre who started the incursions
are not the most kind hearted of people to deal with
outside The Mountains of Mourn, and he was the one who "persuaded" the Orcs
and you may find yourself offered bargains that turn
of the Dark Lands to pay him tribute. When he was a teenage Ogre, he ate his
out to be far from it, or even threatened if you do not
father.
purchase his ‘special’ of the day. Be warned!
His full name and title is Tradelord Greasus Tribestealer Drakecrush
Hoardmaster Goldtooth the Shockingly Obese. He is so fat that he has to be
carried around on a throne by Gnoblars. As his name implies, Greasus has
replaced all his teeth with new ones made of the one thing that he loves more
than anything else in the world: gold. He's also unbelievably fat, easily the size of
two Tyrants.
There is some controversy over why other Ogre Tyrants do not try to overthrow
Greasus: is it because he has become too powerful (his magical weapon, the
Sceptre of the Titans, apparently grants him more than enough magical strength
to wield it properly, even though he has become too fat to wield ordinary Ogre
weapons), or is it because he has bribed so many other Tyrants into allegiance
with himself? It may be, however, that because in Ogre society a large gut is a
sign of nobility and grandness, Greasus has earned his reputation thanks to his
enormous gut (or, perhaps, fear it, as Greasus once broke the neck of another
tyrant, in his youth, by diving and landing belly‐first on the tyrant).
Income ‐ Gold
If the Task Force has selected a balanced Battle Stance, a win in each game gains
5 gold pieces, a draw 3 and a loss earns 1 gold. On a defensive Battle Stance, a
win or draw in each game gains 6 gold pieces and a loss earns 1 gold. Aggressive
Battle Stance leaves no margin for trade and so no income can be generated.
During the weekend you can use gold to purchase ‘interesting things’ or horde
the gold. The Gold used in the campaign will be represented by chocolate coins.
You may eat these coins if you wish, but any so devoured count as being spent
on the upkeep of the army.
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Army Selection
You must have enough models in your army to field any of these three forces.
War Party
War Parties are small forces sent ahead of the main army to scout out enemy
You must use the same models in each force and many players will find it easiest positions and disrupt lines of communication and supplies.
to plan their War Party and Hammerblow forces and combine them to make
their Main Battalion. War Party forces are selected using the rules found in your Warhammer Army
Book with the following additional restrictions:
In addition to your fully painted army and this campaign pack you will ? May be no more than 1250 points
need the following:
? The English language version of the Warhammer 7th Edition rulebook ? Must contain at least one hero.
? Dice, Templates and a Tape measure ? Usually play the Sabre Rattle scenario.
? Superglue and poly cement
? The appropriate English language version of your Warhammer Armies
book. No photocopies!
Hammerblow
Once a crucial enemy position has been located or a weak point in their lines
has been identified, a Hammerblow is often thought to be the best way to
? At least two copies of your army roster (one to be handed in during bring a prolonged campaign to a short and brutal climax. Sending your best
registration) warriors into battle is not without its risk as similarly designed forces are often
? A Tray to carry your models held in reserve ready to respond to such a threat.
? Pen and paper Hammerblow forces are selected using the rules found in your Warhammer
Army Book with the following additional restrictions:
? Is selected as a 1000 points add on to bring the War Party to a legal 2250
Main Battalion
The main bulk of any fighting forces, Main Battalions are created
point force. As such it must include any core units still required to meet a
2250 point army’s minimum.
? A Hammerblow when used on its own should be heavily weighted towards
from your War Party and Hammerblow forces combined.
characters (which may include a lord), special and rare units.
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Beasts of the Worlds Edge Special Rules
Army Selection: Chosen from the Beastmen army book. The Beasts of the Worlds Edge
may include any of the units listed in Warhammer Armies Beastmen as normal.
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Views on the other factions
Beasts of the Worlds Edge “Beast‐things work‐work mines well.” Southlands “Hateful cold‐bloods. Kill‐kill them all.”
Corsairs of Hag Greif “Elf‐things cause destruction on Man‐things... good.” Grand Army of Jaffar “May he choke on our precious warpstone!”
Cripple Peak “Fear‐musk keeps us away... for now.” Sudenberg Militia “Man‐things allied to Dwarf‐things. Kill‐kill!”
Crusaders “Man things kill other Man‐things... useful” Tomb Kings “Avoid the Dead‐things if we can. Stab them if not”
Savage Greenskins “Trap the Green‐things and wait for the poison to act...” Under Empire of Azgal “Clan Vechaire is quiet of late... We should investigate”
Sisterhood of Lahmia “Dead‐things have nothing we need.” Watchers of Medes “Kill‐kill the Elf‐things and send a message to their kin.”
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Children of the Horned Rat Special Rules
Skaven Technology: Still a fevered dream of Clan Skryre, many of the inventions the Skaven will come to rely on in battle have yet to be invented. Skaven armies may not
include Ratling Guns or Doom Wheels. Jezzails suffer from a reduced range of 30”.
Army Selection: Chosen from the Skaven army book. No named Skaven characters are permitted with the exception of Lord Skrolk, Throt the Unclean and Skweel
Gnawtooth. Throt and Skweel represent similar characters from an earlier age where as Skrolk is so ancient that he was by no means young even in 1451! The Children of
the Horned Rat may include any of the units listed in Warhammer Armies Skaven as normal (with the exceptions listed under Skaven Technology).
MEEK GNAWDOOM
LORD CHOICE CHILDREN OF THE HORNED RAT ARMIES ONLY 275 POINTS
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In the years since he grasped control of the Tower of Blessed Dread, Lokhir's infamy has spread far and wide.
From the Temple of Gilgadresh in farthest Ind, where Lokhir butchered the priests of that distant god to the
coastline of Ulthuan where the crew of the Blessed Dread have reived and plundered without restraint or
remorse the name Fellheart is one that evokes dread and wary respect in equal measure. With Estalia now
under attack by Sultan Jaffa’s daemonic hordes, Lokhir seizes his opportunity and brings the Tower of Blessed
Dread to the Estalian coast. Plundering the coastal towns, Lokhir will not stop his raids until either his vast
holds are full of wealth and slaves or until he finds a worth adversary amongst the warring nations around
him.
Tower of Blessed Dread: This Black Ark is a mighty floating sea‐fortress. Created and maintained by dark
sorcery, the vessel acts as a mobile stronghold for Lokhir and his warriors when they go to war. The sheer
scale of the Black Ark is hard to conceive. Externally it resembles a fortified town, bristling with scores of
dark menacing parapets. The Tower of Blessed Dread is capable of barracking an entire army of Dark Elf
corsairs, along with all the auxiliary war machines, mounts, enchanted creatures and slaves that
accompany them. The tallest sections act as homes for harpies, manticores and other flying beasts, while
below the waterline gigantic sea monsters such as kraken and leviathans are harnessed. Like others of her
kind, the Tower of Blessed Dread is usually accompanied by a fleet of small, swift, ships which prowl the
surrounding seas for opportunities to raid for plunder and fresh slaves.
Views on the other factions
Beasts of the Worlds Edge “Primitive slave creatures” Mercenaries “A loyal slave learns to love the lash more than gold”
Children of the Horned Rat “Vermin, but their covetous warpstone could be of use” Savage Greenskins “How good of these slaves save us a task and to come to us.”
Sisterhood of Lahmia “Like us their grace should not be confused for weakness” Sudenberg Militia “Outcasts and eccentrics a long way from home and safety”
Cripple Peak “Stealing the Dark Art does not make them masters of it” Tomb Kings “We prefer our slaves to still have a pulse”
Crusaders “A strong warrior makes for a strong slave” Under Empire of Azgal “Our lord broke the will of Dragons, so what is there to fear?”
Grand Army of Jaffar “Their souls are forfeit, let us take their bodies.” Watchers of Medes “Only our hated cousins would spend centuries watching sand.”
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Corsairs of Hag Greif Special Rules
Opening Salvo: After both sides have deployed, but before the first turn has begun, the Dark Elf player may fire any Bolt Throwers they have deployed. This preliminary
salvo suffers an additional ‐1 penalty as the crew rush to get their warmachines deployed. Once casualties have been determined and any panic checks made and any
Corsair units have made their free move, the dice is rolled to determine first turn.
Daring Raid: Once the Opening Salvo has been fired, any Corsair or Reaver units in the army may make a free move to represent them darting forward under the cover of
the Bolt Throwers. Once the units have made their free move, the dice is rolled to determine first turn.
Army Selection: Chosen from the Dark Elf army book. No named Dark Elf characters are permitted except for Lokhir Fellheart who must be taken in the War Party. The
Corsairs of Hag Grief may include any of the units listed below:
1 Lokhir Fellheart (See WA: Dark Elves)
Characters: Sorceress (has a Sea Dragon Cloak for free ‐ See WA: Dark Elves); Master (has a Sea Dragon Cloak for free ‐ See WA: Dark Elves)
Black Ark Corsairs (all models in the unit may exchange both hand weapons for a repeater crossbow for 1pt per model ‐ See WA: Dark Elves);
Core: Slaves*; Harpies (See WA: Dark Elves)
Reavers*; Shades (equipped with Sea Dragon Cloaks for free ‐ See WA: Dark Elves); Dark Riders (equipped with Sea Dragon Cloaks for free ‐ See WA:
Special: Dark Elves); 0‐1 Cold One Knights (equipped with Sea Dragon Cloaks for free ‐ See WA: Dark Elves)
Rare: Reaper Bolt Thrower (crew equipped with Sea Dragon Cloaks for free ‐ See WA: Dark Elves);; Kraken*
REAVERS
SPECIAL CHOICE CORSAIRS OF HAG GRIEF ARMIES ONLY 15 POINTS / MODEL
M WS BS S T W I A LD
Options Reavers are veteran Corsairs, hardened fighters
Reaver 5 4 4 3 3 1 5 2 8 ? Upgrade one Reaver to a Musician +6pts who have spent their whole lives plundering the
Reaver Captain 5 5 5 3 3 1 5 2 8 ? Upgrade one Reaver to a Standard Bearer +6pts lands of others. Lauded amongst Dark Elf society
May take a Magic Standard worth up to 50 pts for their daring and bravery, Reavers embody the
Unit Size Equipment
? Upgrade one Reaver to a Reaver Captain +12pts drive for a Dark Elf to earn riches and glory. They
• 10+ Reavers ? Hand weapon
May take a Magic item worth up to 25 pts are armed with a wide variety of vicious
? Hand Bow
cutlasses, serrated blades and handbows. An
Unit Type ? Heavy Armour
Hand Bows: The unit may swap their hand weapon inspiration to Corsair bands and highly sought
• Infantry on 20mm bases ? Sea Dragon Cloak
for a second hand bow at +2pts per model. Such is after by Captains and Dread Lords alike, it is a
Special Rules the Reavers’ skill that hand bows count as hand powerful Druchi who can command the services
? Eternal Hatred weapons in combat. of more than a dozen of these bloody pirates.
? Slavers
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SLAVES
CORE CHOICE CORSAIRS OF HAG GRIEF ARMIES ONLY 3 POINTS / MODEL (10 POINTS FOR THE SLAVE MASTER)
M WS BS S T W I A LD
Special Rules Masses of slaves that are too weak to be
Slave Master 5 4 4 3 3 1 5 1 8 ? Eternal Hatred (Slave Master only) of any other practical use are often
Slave 5 2 2 3 3 1 3 1 2 ? Immune to Psychology pushed at the head of a Corsair raiding
? Mixed unit (Slave Masters are always placed at the force as a missile screen or to test the
Unit Size Equipment (Slave Master) back of the unit where possible. Missile hits are strength of the enemy.
always resolved against Slaves)
• 1 Slavemaster and 19+ Slaves. ? Beastmaster’s Scourge
? Light Armour Expendable: Slaves do not count towards
Meat Shield: Should a friendly unit be targeted by a your minimum number of Core choices in
Unit Type
missile weapon attack (including magic missiles) the Dark the army and do not cause panic checks in
• Infantry on 20mm bases Equipment (Slaves)
? None Elf player may instead nominate a Slave unit within 6” of other friendly units.
the targeted unit to take the hit in their place.
Enslaved: Should the Slave Master be
Revenge!: Should the Slave unit fail a rally attempt, the killed for whatever reason, the unit counts
slaves use the confusion to turn on the Slave Master and as destroyed. Slave Masters always refuse
tear him apart. The unit scatters and counts as destroyed. a challenge if possible.
KRAKEN
RARE CHOICE CORSAIRS OF HAG GRIEF ARMIES ONLY 190 POINTS
M WS BS S T W I A LD
Special Rules The Tower of Blessed Dread is accompanied on
Kraken 6 3 0 5 5 6 2 2d6 6 ? 4+ Scaly Skin her slave raids by a dozen or more sea
? Large Target monsters tamed by the Beastmasters and used
Unit Size Equipment ? Causes Terror as weapons of war as well as for transporting
• 1 ? Claws and teeth ? Poisoned Attacks raiding parties on their backs. Kraken are large
? Flammable terrifying squid‐like creatures from the dark
Unit Type Petrifying Ink Spray: When threatened a Kraken has a noxious inky spray which acts recesses of the Sea of Claws. Its rubber‐like
Monster on a Chariot exactly like a breath weapon attack. If one or more Models are hit then the unit must body is scaled like a great Wyrm. Its giant
base take a Leadership test with a ‐2 penalty. A failed test causes the unit to be paralysed. clawed tentacles are wickedly sharp and drip in
The models in the unit cannot move or be moved in the Movement phase and cannot the same venom which coats the vicious beak
shoot, attack in close combat or cast or maintain spells. They are hit automatically in at its centre. But its greatest weapon is a
close combat. The target unit is Unbreakable. The effects last until the affected unit noxious inky spray that it emits which causes
passes a leadership test or if the Kraken uses its Petrifying Ink Spray again. paralysis in its victims and makers them easy
prey to the Kraken’s savagery.
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Cripple Peak
Vampire Counts: Cripple Peak is a giant mountain at the shore of the Sour Sea which has been split
in two after a piece of warpstone plummeted from the sky into the peak. To the east lie the Broken
Teeth and the Plain of Bones, to the west the Sour Sea, to the north and south the Worlds Edge
Mountains. Nagashizzar, the fortress city, was sculpted and excavated from the mountain. It highest
spire, the mountain top, rises nearly half a mile over the surrounding desert, the Desolation of Nagash.
Nagashizzar is a fortified mountain, within countless leagues of corridors, a multitude of chambers and
the most horrifying Undead things which dwell within. Alchemical laboratories, barracks, foundries and
armouries and the largest library of necromantic lore. Hundreds of great towers bristle from the
mountain side and four black gates guard the city's entrances, protected by flesh golems, bolt throwers
and catapults.
There is a great throne room where upon a pile of skulls is placed Nagash's throne. The Great
Necromancer's husk is said to be seated there, brooding for more than a millennium. From here he is
conscious of all what happens within the city and steers the puppets that are its undead inhabitants if
necessary. There are also living beings within Nagashizzar: disciples of Nagash who sought him to learn
more about Necromancy and cultist who worship him as a god and await his arising. Their activity can
be seen as green witchlights flicker behind windows at night. Below Nagashizzar, the mines are called
the "Cursed Pit" a honeycomb which extend almost twice as deep as the mountain is high. They were
excavated by Undead and Skaven alike to mine for warpstone, which is by now almost exhausted.
The lack of warpstone to fuel his experiments and the need to reclaim his legacy and the artefacts which
will fuel his resurrection has brought about the Wrath of Nagash. Now his army of ghouls and flesh
constructs assails all around them drawing the night of his victory ever closer.
Views on the other factions
Beasts of the Worlds Edge “I know your true origin, man‐beast” Mercenaries “Nagashizzar was built from slaves like these…”
Children of the Horned Rat “Their lust for warpstone is stronger than their hatred of me.” Savage Greenskins “A useful distraction from the main event.”
Sisterhood of Lahmia “I see this breed of traitor does not fall far from my tree”. Sudenberg Militia “Where is your god Sigmar now?”
Corsairs of Hag Greif “I have all I need from your faded race.” Tomb Kings “An echo of my former life – soon forgotten.”
Crusaders “As I predicted.” Under Empire of Azgal “Proof that the lesser races are soon dominated.”
Grand Army of Jaffar “Merely pawns that have now served their purpose.” Watchers of Medes “Watch and learn.”
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Cripple Peak Special Rules
Undead Marching: A Cripple Peak army follows all the rules for Undead as laid out in the Vampire Counts army book. However, Undead in the Cripple Peak army may not
march unless within 6” of a Necromancer or 12” of a Necromancer Lord or Wight King.
Necromancer Lords and Necromancers: Supremely confident under the tutelage of Nagash, though Necromancers learn to command greater forces of darkness, it can lead
to them being consumed by those forces. When casting a spell, a ‘free’ power dice is added to the casting attempt. The extra dice causes a Miscast or Irresistible Force result
as normal and can cause the caster to use more dice than normally allowed. Necromancers and Necromancer Lords count as having the Summon Ghouls Bloodline Power
and only when all Necromancers or Lords have been slain does the army count as having lost its General.
Zombies: References to Zombies instead apply to Ravening Zombies. As they are skirmishers ignore any reference to rank. As they are more complex to raise than their
slower kindred found in other armies, Ravening Zombies cannot be increased above their maximum unit size in a Cripple Peak army.
Visitation of Nagash: Casts on a 12+ Necromancy spell. A particularly devout or desperate practitioner of Necromancy can invoke the Visitation of Nagash. To
complete this ritual, the Necromancer must have a fetch or other token from the Great Necromancer himself. Once invoked, the Visitation of Nagash cannot be
stropped until it has run its course. The Necromancer’s soul is used as fuel for this ghastly apparition and for a brief moment Nagash is once again whole and present
on the field of battle. Once the soul’s fire has been spent, the Visitation disappears leaving the summoner’s withered husk as the only residue of its passing.
If this spell is successfully cast it transforms the target into the Spirit of Nagash as described below until the Spirit of Nagash is destroyed. The spell may not be cast
again while it is in play. The targeted Necromancer or Necromancer Lord is immediately moved out of any unit it is within or if it is mounted its mount is destroyed.
The Necromancer or Necromancer Lord is removed from play, all magic items are lost and the model counts as slain. It is replaced by a model representing the Spirit
of Nagash and has the profile as detailed below. The Spirit of Nagash receives +d3 wounds if it replaces a Necromancer or an additional d3+2 wounds if it replaces a
Necromancer Lord. The Spirit of Nagash is not a Remains in Play effect. The Spirit of Nagash has a Unit Strength of 6 and may never gain more than eight wounds.
This spell may be purchased by a Necromancer as normal.
SPIRIT OF NAGASH
Special Rules Magic: Nagash is a Level 4 Wizard. He knows all the Spells from the Lore of
M WS BS S T W I A LD
? Undead the Vampires, the Lore of Death and Dark Magic (see Warhammer Armies:
Spirit of Nagash 6 6 4 6 5 3 4 4 10 ? Ethereal Dark Elves). All successful spells cast on a roll which includes any double
? Terror (except a miscast) count as irresistible force. Miscasts do not roll on the
Unit Type Equipment ? Large Target miscast chart; instead the Spirit of Nagash suffers d6 wounds.
• Unit Strength 6 Character on a 50mm base ? Hand Weapon ? 5+ Ward Save
Army Selection: Chosen from the Vampire Counts army book. No named Vampire Count characters are permitted. The Cripple Peak army may include any of the units
listed overleaf:
Characters: Necromancer Lord*; Necromancer; Wight King ‐ may not be the army general (WA: Vampire Counts);
Core: 1+ Crypt Ghouls; Dire Wolves; Bat Swarm; Corpse Cart (WA: Vampire Counts); Ravening Zombies*
Special: Spirit Host (WA: Vampire Counts); Ghoulgoyles*; Flesh Golems*; Ghoul Guard*
Rare: Screaming Skull Catapult – has three Ghoul Guard as crew (WA: Tomb Kings); Flesh Titan*; Warpstone Trolls*
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NECROMANCER LORD
LORD CHOICE CRIPPLE PEAK ARMIES ONLY 110 POINTS
M WS BS S T W I A LD
Mount (may choose one only) Out of the shadow of a capricious Vampiric master some
Necromancer Lord 4 3 3 3 4 3 3 2 8
? Nightmare +15 points Necromancer’s make their way to Nagashizzar and strive to
? Corpse Cart + 55 points learn the ultimate secrets from the Great Necromancer
Unit Type Equipment
? Abyssal Terror + 135 points himself. Most perish on this journey or once they enter Cripple
• Single Character on a 20mm base ? Hand Weapon
? Zombie Dragon +275 points Peak find themselves bound by a lesser duty on the dark path
of Necromancy. For a rare few, Nagash senses potential in
Magic Magic Items
Special Rules their twisted minds and allows them a position of seniority
A Necromancer Lord is a Level 3 ? Common / Vampire Counts items up to a total
? Undead within his halls. As the Necromancer Lord becomes deeply
Wizard. He knows all the of 100 points.
steeped in the black art they stand betwixt the living and the
Necromancy spells including the
dead, neither wholly alive nor one of the Undead.
Visitation of Nagash.
RAVENING ZOMBIES NON‐COMPULSORY CORE CHOICE CRIPPLE PEAK ARMIES ONLY 8 POINTS / MODEL
M WS BS S T W I A LD
Zombie Rampage: Unlike other forms of Undead, the The Zombies created by the highest levels of
Zombie 4 1 0 2 2 1 1 1 2 Zombies found in the army of Cripple Peak are both fast Necromancy are far more active than the
and focussed on tearing open the skulls and gorging on shambling masses created by second or third
Unit Size Equipment the brains of their victims. Ravening Zombies may always hand copies of the forbidden texts. The secrets
• 10‐20 Zombies ? Hand Weapon make a March Move unless in combat or other wise of the true corpse reanimation are closely
Special Rules unable to move. guarded within the halls of Nagashizzar, but
Unit Type ? Undead as the ravenous packs of zombies that race
• Infantry on 20mm bases ? The Newly Dead Insatiable Hunger: So keen are the Zombies to feast on down the slopes of Cripple Peak attest, the
? Skirmishers brains that they will chew on each other if there are no results are for all to receive…
? Scouts fresher sources to hand. At the start of each turn
(including the first) that the unit is not in close combat
with the enemy, the unit suffers d3+1 wounds.
FLESH GOLEMS
SPECIAL CHOICE CRIPPLE PEAK ARMIES ONLY 55 POINTS / MODEL
M WS BS S T W I A LD
Zombie‐Rig: Much of the damage to a Flesh Golem can be Created from the corpses of recently slain
Flesh Golem 5 2 0 5 5 3 1 3 5 countered by resurrecting the corpses of their victims and larger creatures and stitched together to form
grafting it to the damaged areas. Any spell which can raise a patchwork of skins and limbs, the Flesh
Unit Size Equipment Zombies may instead be cast on the Flesh Golems. Each Golems are the shock troops of Nagash’s
• 3+ Flesh Golems ? Hand Weapon Zombies raised in this manner is then immediately applied army. Capable of absorbing a great deal of
Special Rules to the unit to repair a Golem and restore a lost wound. damage and in turn able to smash down their
Unit Type ? Undead The unit cannot regain more wounds than it started the foes with a meaty slap, the Flesh Golems are
• Monsters on 40mm bases game with, but Flesh Golems that have been previously formidable foes indeed.
destroyed may be returned to the unit.
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GHOUL GUARD SPECIAL CHOICE CRIPPLE PEAK ARMIES ONLY 12 POINTS / MODEL
M WS BS S T W I A LD
Options The battlements and inner levels of
Ghoul Guard 4 4 0 4 4 1 3 2 6 ? Upgrade one Ghoul Guard to a Ghast Seneschal +12pts Nagashizzar are patrolled by heavily
Ghast Seneschal 4 4 0 4 4 1 3 3 6 armoured ghouls. Trained in battle and
bred for strength and aggression, these
Unit Size Equipment
dank creatures receive their wages in
• 10+ Ghoul Guard ? Heavy Armour
flesh and are found in great numbers in
? Filth Encrusted Claws (hand weapon)
the armies of Cripple Peak.
Unit Type Special Rules
• Infantry on 20mm bases ? Undead
? Poisoned Attacks
GHOULGOYLES SPECIAL CHOICE CRIPPLE PEAK ARMIES ONLY 12 POINTS / MODEL
M WS BS S T W I A LD
Options The experimentation on the ghouls of
Ghoulgoyle 4 3 0 3 4 1 3 2 5 ? Upgrade one Ghoulgoyle to a Ghoulgoyle Ghast +12pts Nagashizzar bore early fruit in the form of
Ghoulgoyle Ghast 4 3 0 3 4 1 3 3 5 the Ghoulgoyle. Combining the already
Flight from the Light: Uncomfortable in daylight, the fearsome traits of the Crypt dwelling
Unit Size Equipment
Ghoulgoyles have a particular aversion to light from magic ghouls with the winged range of the large
• 5+ Ghoulgoyles ? Filth Encrusted Claws (hand weapon)
– particularly Light and Fire. Any spell from the Lore of bats that dwell in the caverns of the
Special Rules Light or Fire cast within 12” of the unit causes it to take an Cursed Pit, Nagash has created a
Unit Type ? Undead immediate panic test even though not normally affected fearsome aerial attacker for his armies.
• Infantry on 20mm bases ? Poisoned Attacks by such tests. The unit must test to rally as normal.
? Flying unit
WARPSTONE TROLL
RARE CHOICE CRIPPLE PEAK ARMIES ONLY 75 POINTS / MODEL
M WS BS S T W I A LD
Special Rules When Cripple Peak was struck by a warpstone meteor it was not entirely
Warpstone Troll 6 3 1 5 4 3 1 3 5
? Undead uninhabited. The Trolls that had lived in the area survived the impact of
? 5+ Scaly Skin the rock but its malign influence soon worked a terrible transformation
Unit Size Equipment ? Magic Resistance (2) on their bodies. Although still suffering from the slow‐witted nature that
• 3+ Warpstone Trolls ? Warpstone spines ? Stupidity affects all their kind, the bodies of these Trolls had fused with the
(hand weapon that cause enemy to re‐ ? Regenerate Warpstone to create bizarre shards of the cursed rock that jutted from
Unit Type roll successful ward saves against ? Troll Vomit their skin in razor sharp outgrowths. Furthermore their very flesh had
• Monsters on 40mm bases wounds caused) become as Undead as the creatures that they fed off As Nagash’s army
dominated the land, so too did he come to command the malformed
Warpstone Trolls of Cripple Peak and their terrible abilities.
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FLESH TITAN RARE CHOICE CRIPPLE PEAK ARMIES ONLY 300 POINTS
M WS BS S T W I A LD Special Rules If there was ever a doubt that Nagash was deserving of the
Flesh Titan 6 2 0 6 5 8 1 * 5 ? Large Target title of the Great Necromancer, the Flesh Titan smashes it
? Undead aside in an instant. An immense construction, so large that it
Unit Strength Equipment ? Causes Terror barely fits through the mighty gates of Nagashizzar, the Flesh
• 12 ? Balefire (see Vampire Counts pg 43) ? Giant Stride (ignore man sized Titan is comprised of the corpses of literally thousands of
? Unholy Lodestone (see Vampire Counts pg 43) obstacles such as walls and hedges) Nagash’s victims. Raised up on at least four mighty limbs
Unit Type ? Miasma of Deathly Vigour ? Regenerate created from hundreds of bodies grafted together and
• Monster mounted on (see Vampire Counts pg 43) ? Titanic Attacks imbued with the Black Art, the Flesh Titan is both an
a 150mm base ? D6+1 Impact Hits on the charge awesome assault engine as well as a key focal point for
Nagash’s Will beyond the walls of his throne room.
Titanic Attacks: The Flesh Titan does not attack in the same way as other creatures, though he may select his targets as normal. After resolving any impact hits if the Flesh Titan charged,
roll a D6 and consult the following table at the start of each Combat Phase.
1 Dark Wail. The hundreds of faces studding the limbs and torso of the Flesh Titan begin to wail and moan simultaneously, dreadful energies from the words of the Books of Nagash
coursing through the air. Neither the Flesh Titan nor models in contact with it fight if they have not already done so this round. Additionally, the Flesh Titan’s side automatically wins the
combat by 2.
2 ‐ 4 Trample. The Flesh Titan mashes an enemy unit in base contact beneath its mighty limbs. The enemy unit sustains 2D6 Strength 6 hits allocated as shooting hits.
5 Absorption. The Flesh Titan’s skin parts to attack a man‐sized model (including cavalry but excluding models on monstrous mounts or chariots) that is within base contact or touching a
model in base contact. The target may make a single attack to try to fend off the Flesh Titan. If this attack hits and wounds, then the Absorption attempt fails. Otherwise, it grabs the model
and melds its flesh and bone with its own. The model is removed from the game. The Flesh Titan regains d3 wounds. If the enemy model is larger than man‐sized then treat the roll as a
Trample attack instead.
6 Pick Up and… The Flesh Titan’s limbs swing down towards a man‐sized model (including cavalry but excluding models on monstrous mounts or chariots) that is within base contact or
touching a model in base contact. The target may make a single attack to try to fend off the Flesh Titan. If this attack hits and wounds, then the Titan’s attack fails. Otherwise, it grabs the
model. Roll a D6 to see what he does next. If the enemy model is larger than man‐sized then treat the roll as a Trample attack instead.
D6 Result:
1 ‐ 2 Throw Back into Combat. The victim is hurled back into his own unit like a living missile. This causes d3 Wounds on the victim with no saves of any kind allowed and D6 Strength 3 hits
(saves as normal) on the unit.
3 ‐ 4 Hurl. The victim is hurled into any enemy unit within 12" of the Flesh Titan – randomly determine which. This attack causes d3 Wounds on the victim with no armour saves allowed and
D6 Strength 3 hits (saves as normal) on the unit. If no enemy units are in range, treat this roll as a Throw Back into Combat result instead.
5 Absorption. The Flesh Titan grabs the model and melds its flesh and bone with its own. The model is removed from the game. The Flesh Titan regains d3 wounds.
6 Pick Another. The Flesh Titan Absorbs its victim as described above and attempts to pick up another. The second victim makes a single attack (as above) to avoid being picked up. If the
victim fails to avoid the Titan’s grasp roll again on the Pick Up And… chart.
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Crusaders
Bretonnians and Empire: The actions of Sultan Jaffar have caused the knightly
orders of the Empire and Bretonnian to declare a Crusade against his perceived
warmongering. What began as a movement within the knightly Orders of the Empire
soon caught the passions of the Questing young nobles from Bretonnia. As Nagash
conceived, one of the largest assemblies of knights now rides south to save the lands
of Araby and their neighbours. They bring with them all manner of retainers and
artefacts to aid their sacred crusade. Is one of these the key to Nagash’s resurrection?
Such a quest has drawn many followers from every walk of life. Convinced of the
sacrifice needed the path of the Flagellant seems an obvious one. The Lady is said to
have blessed these pilgrims from Bretonnia and the Empire and a small portion of her
protection now lies over them.
A Crusader army has at its core many units of knights from two of the most powerful
nations in the Old World. The Crusader’s lack of magical power is compensated by a
contingent of Warrior Priests and Arch Lector Joseph Maximilian from the Church of
Sigmar. The skies are not sanctuary for the carpet riders of Jaffar as the Crusaders
have brought with them faithful knights mounted on Pegasi and even the hardiest of
daemon‐spawn will think twice before facing the charge of the Knights of Origo or the
Knights of the Gold Lion.
Views on the other factions
Beasts of the Worlds Edge “Hunt down the beast‐kin wherever we find them” Mercenaries “We despise those who fight for wealth rather than glory.”
Children of the Horned Rat “These rat‐like Beastmen are just as deserving of the blade” Savage Greenskins “Our steeds can trample them rather than soil our blades…”
Corsairs of Hag Greif “We defend the victims and cast down the pirates.” Sudenberg Militia “Worthy peasants and scum ‐ we should annex them.”
Sisterhood of Lahmia “These cursed maidens must be freed from their torment.” Tomb Kings “Something shifts beneath the sands… Charge!”
Cripple Peak “There must be evil in those mountains – let’s go hunt it!” Under Empire of Azgal “Look! Dragons!”
Grand Army of Jaffar “Our enemy hungers for war, we will bring it to his door!” Watchers of Medes “Why just watch when you can charge into glorious battle!”
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Crusaders Special Rules
Blessing of the Crusade: Such is the righteousness and fervour that the Crusaders have that all models with the Questing Vow receives +1 to their Ward Saves from the
Lady’s Blessing. Questing Pilgrims gain a 6+ Ward save.
Army Selection: Chosen from the Bretonnian and Empire army book. No named Bretonnian or Empire characters are permitted. The Crusaders may include any of the
units listed below:
1+ Paladins – Must take Questing Vow (See WA: Bretonnia)
Characters: 0‐1 Arch Lector of Sigmar (Joseph Maximilian); Templar Grand Master; Warrior Priests (See WA: Empire)
Core: Knightly Orders (WA: Empire), Hardened Men At Arms (+1 WS for no additional cost ‐ See WA: Bretonnia), Hawkers,*
Special: Questing Knights (See WA: Bretonnia), Knights of the Inner Circle (See WA: Empire)
Rare: Knights of the Gold Lion*, Knights of Origo*; Questing Pilgrims (count as Flagellants ‐ See WA: Empire), Pegasus Knights (See WA: Bretonnia)
HAWKERS
CORE CHOICE CRUSADER ARMIES ONLY 8 POINTS / MODEL
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THE KNIGHTS OF ORIGO RARE CHOICE CRUSADER ARMIES ONLY 190 POINTS
M WS BS S T W I A LD
Options The Questing Knights led by Jon of Tyrweld,
Knight of Origo 4 4 3 4 3 1 4 1 8 ? Upgrade one Knight to a Musician +9pts journeyed far beyond the realm of Bretonnia
Jon of Tyrweld 4 5 3 4 3 2 4 2 8 until their quest brought them to the shores of
Warhorse 8 3 0 3 3 1 3 1 5 ? Any number of Knights may be added to the unit Araby. They met with the monks of Origo, and
at +29 points each. spent several months with them in quiet
Unit Size (Unique) Equipment contemplation. This peace was disturbed when a
• Jon of Tyrweld, Standard ? Great weapons marauding Norse warparty came across the
The Standard Bearer carries the Standard of Origo.
Bearer and 2+ Knights of Origo ? Hand weapon monastery. What followed was a bloodbath with
? Shield the Norse being routed but with many of the
The Standard of Origo: The Blazing Eye of Origo is
Unit Type ? Heavy Armour set against the deserts of Araby. This image incenses
knights and all of the monks slaughtered.
• Cavalry on Cavalry base ? Barded Warhorse the Knights to furious retribution
From then on the newly dubbed Knights of Origo
The unit cannot lose the Hatred special rule for any
Special Rules set out across the Lands of the Dead, a hatred
reason while the banner is present. The Hatred rule
? Questing Vow burning deep in their hearts.
applies to each round of combat.
? Blessing of the Crusade (See WA: Bretonnia)
? Purebreed Warhorse
? Hatred
THE KNIGHTS OF THE GOLD LION
RARE CHOICE CRUSADER ARMIES ONLY 170 POINTS
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The Sultans are proud of their troops and especially of their cavalry so that no expense is spared either on their equipment or maintenance. It is popularly supposed that
the horses of Araby are descended from Elven horses brought over from the west many centuries ago. They are graceful and swift creatures and very highly valued. The
very best of the Arabian foot‐solders are also well equipped, with steel armour, keen tulwar, gleaming helmets, and fine silk clothing. These household troops or guards
accompany the Sultans when they travel beyond the grounds of their magnificent palaces. The loyalty of these troops is famous. They are amply rewarded with riches,
luxuries, and prestige as a result. The ordinary foot soldiers are more plainly equipped and usually carry simple iron‐hafted spears or bows. As well as these regular and
garrison troops there are the irregular fighters from the desert tribes, including camel mounted warriors from the lands to the south and east.
Views on the other factions
Beasts of the Worlds Edge “These creatures must be driven from our land.” Mercenaries “We have far more gold in our coffers to tempt them.”
Children of the Horned Rat “The stories we tell our children. Rat‐men indeed!” Savage Greenskins “Vile savages who will taste the silver of our blades.”
Corsairs of Hag Greif “We must stop these thieves before they steal our Estalian prize.” Sudenberg Militia “Imperialist nonsense a long way from help.”
Sisterhood of Lahmia “The haunted city stirs once more.” Tomb Kings “Not everything in the desert stays dead…”
Cripple Peak “We must remain strong. Weakness invites our doom” Under Empire of Azgal “The old Dwarf hold now has a new master it would seem.”
Crusaders “Who do they think they are to bring war to our land?” Watchers of Medes “Ghosts and mirages beyond the dunes.”
Grand Army of Jaffar Special Rules
Touched by Chaos: Thanks to the attacks from Cripple Peak, the pressure placed on Jaffar’s army has brought them close to service to the Chaos Gods. Though this taint
still masquerades as the elemental forces commanded by the sorcerers of Araby, a daemon is still daemon. Units in the Grand Army of Jaffar may not take marks of Chaos
but daemonic units such as Daemon Princes may still choose Gifts of Chaos. The army still benefits from the Eye of the Gods where noted.
Artefacts of the Dark Gods: Magic Items and Gifts of Chaos which contain the name of Khorne, Slaanesh, Nurgle or Tzeentch may not be selected.
Cult of the Scorpion: Sultan Jaffar’s aggressive Cult of the Scorpion has claimed many of the warriors of Araby to its tenets. Any Caliph, Arabian Sorcerer, Sheik or unit
of Arabian Warriors, Desert Raiders, Tangu Carpets or War Elephants may be inducted into the Cult of the Scorpion for +20 pts per unit. The unit is Immune to Psychology
and all shooting and close combat attacks count as Poisoned.
Army Selection: Chosen from the Warriors of Chaos army book. No named Warriors of Chaos characters are permitted. The Grand Army of Jaffar may include any of
the units listed below:
Sultan Jaffar*; Emir Wasr the Cruel*; Caliph*; Djinn (Daemon Prince, may not be the army General – see Warriors of Chaos); Arabian Sorcerer*;
Characters: Sheik*
Core: Arabian Warriors*; Desert Riders*
Special: Alhakan Executioners*; Dread Daughters of Tariq*; Elementals*; Lashiek Slavers*, Tangu Carpet*
Rare: War Elephant* Silent Guard of Jaffar*; Arabian Knights*
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SULTAN JAFFAR
LORD CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 255 POINTS
M WS BS S T W I A LD
Puppet/Master: Jaffar has become increasingly Few Sultans would be so bold as to
Sultan Jaffar 4 5 5 4 4 3 5 3 9 paranoid as the Crusades press his forces in Araby. take to the field personally but
Even his closest advisors fear that his violent mood throughout history there have
Unit Type (Unique)
TULWAR OF ALHAKA swings. At the start of each turn roll a D6. On a roll of been notable exceptions such as
• Single Character on a A mighty weapon with a blade crafted from precious star metal
a 1 Jaffar and any unit he is with suffers from the mighty Sultan Jaffar who led a
20mm base from the heart of Araby itself.
Stupidity as his issues confusing orders. On a roll of a powerful army into Estalia and
Equipment 2‐3 Jaffar acts as normal. On a roll of a 4+ Jaffar and besieged the Tilean city of Tobaro.
Adds +1 Strength to the wielder. Any models who suffers one or
? Hand Weapon his unit gains Hatred and Frenzy. Jaffar was not originally a warlike
more wounds (after saving throws, etc) must take an immediate
? Tulwar of Alhaka ruler, but after tasting the power
Toughness test. If this test is failed, they suffer an additional wound
? Scorpion Cult Armour Dark Patronage: Jaffar already benefits from the given to him by his daemonic allies
with no saves possible.
Divine Greatness and one other randomly rolled gift. it became clear that only through
Special Rules Re‐roll Insanity results. conquest would he achieve a
SCORPION CULT ARMOUR
Eye of the Gods legacy for himself and his people.
This highly polished suit of armour was worn by mighty rulers of a
Puppet/Master Mount (may choose one only)
dynasty long since passed from memory.
Dark Patronage ? Araby Steed +10 points
4+ armour save which may be re‐rolled. Wearer is immune to ? Barded Camel + 15 points
Killing Blow and Poison. ? War Elephant + 250 points
EMIR WASR THE CRUEL
HERO CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 165 POINTS
M WS BS S T W I A LD
BRONZE THRONE Wasr the Cruel is the Emir of
Emir Wasr the Cruel 4 5 5 4 4 2 5 2 8 Alhaka and the right hand of
Literally the seat of Wasr’s power. This finely
Bronze Throne 4 5 ‐ 4 ‐ ‐ 3 2 ‐ wrought sedan is carried into battle by the Sultan Jaffar. At the head of his
fearsome Black Scimitar Guard. dreaded Black Scimitar Guard, it
Unit Type (Unique)
BLACK SCIMITAR was Wasr the Cruel who Jaffar
• Single Character on a Cavalry Base The symbol of Wasr the Cruel’s authority, this blade of razor trusted to oversee the occupation
Wasr the Cruel and the Bronze Throne moves
(his Throne is carried by two Black sharp onyx has decapitated countless infidels. of Estalia while he returned to
and fight as a single model (even in challenges).
Scimitar Guard) the homelands to meet the
The Bronze Throne has two Attacks at WS 5,
Great Weapon. Killing Blow. Crusaders head on. Wasr is a true
Equipment Strength 4 and Initiative 5. The Attacks count as
and faithful son of Araby and
? Hand Weapon being armed with a magical hand weapon but
Black Scimitar Guard although prone to indulge his
? Black Scimitar may not receive any other benefit (the Black
One unit of Alhakan Executioners must be upgraded to the darker passions on his prisoners,
? Bronze Throne Scimitar Guard Carrying it already have their
Black Scimitar Guard. The unit has +1 WS and the Stubborn he truly believes that Jaffar’s rule
hands full). Wasr the Cruel has a 3+ Armour Save
special rule. Emir Wasr the Cruel must be placed in the unit will bring his people to a place of
Special Rules which includes his own armour as well as that
and may never leave it for any reason. prosperity and greater influence
Eye of the Gods given by the throne. Wasr may still use the ‘Look
Black Scimitar Guard Out, Sir!’ Rule. in the Old World.
Stubborn
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CHARACTER MOUNTS
M WS BS S T W I A LD Special
Araby Steed 8 3 0 3 3 1 3 1 5 Fast Cavalry
Barded Camel 7 3 0 4 3 1 3 1 5 Barded
Magic Carpet 1 3 0 3 3 2 3 0 7 Fly
War Elephant 4 3 3 3 3 1 3 2 7 See unit entry
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ARABIAN WARRIORS
CORE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 6 POINTS / MODEL
M WS BS S T W I A LD
Options
Arabian Warrior 4 3 3 3 3 1 3 1 7 ? Upgrade one Arabian Warrior to a Musician +4pts
Champion 4 3 3 3 3 1 3 2 7 ? Upgrade one Arabian Warrior to a Standard Bearer +4pts
? Upgrade one Arabian Warrior to a Champion +8pts
Unit Size Equipment
? Upgrade one Arabian Warrior to an Organ Grinder+5pts
• 10+ Arabian Warriors ? Hand Weapon
? Unit may upgrade spears to additional hand weapons or bows for +1pt per model
? Light Armour
? May be equipped with a bunch of monkeys for +30 pts
Unit Type ? Spear
• Infantry on 20mm bases Special Rules Arabian armies are based upon regiments of infantry. They garrison the cities and towns and enforce
? Eye of the Gods law and order throughout Araby as well as forming its standing army. The majority of these warriors
carry tall spears and fight in well disciplined ranks. Amongst these troops are some distinctive regiments
which, traditionally, fight with curved swords, poisoned bows or wear uniforms peculiar to their culture.
DESERT RIDERS
CORE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY
11 POINTS / MODEL
containing monkeys is automatically ‘helped’ by their furry friends. Roll a D6. If the unit contains an Organ Grinder, the result may be re‐rolled.
3+: Monkey See, Monkey Do. The Monkeys cause a chosen enemy unit in base contact to suffer ‐1 Initiative and ‐1 Weapon Skill
2: Stupid Monkey. The Monkeys cause their owning unit to suffer ‐1 Initiative and ‐1 Weapon Skill
1: Bad Dates. The Monkeys have no effect and are removed from play. Perhaps it was something they ate.
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ALHAKAN EXECUTIONERS SPECIAL CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 10 POINTS / MODEL
M WS BS S T W I A LD
Options
Alhakan Executioner 4 4 3 4 3 1 3 1 8 ? Upgrade one Alhakan Executioner to a Musician +5pts
Champion 4 4 3 4 3 1 3 2 8 ? Upgrade one Alhakan Executioner to a Standard Bearer +5pts
May take a Magic Standard worth up to 50 pts
Unit Size Equipment
? Upgrade one Alhakan Executioner to a Champion +10pts
• 5+ Alhakan Executioners ? Great weapon
? Hand Weapon
The city of Alhaka is the domain of the Grand Sultan Jaffar and is a dangerous place indeed. Known as
Unit Type ? Light Armour
the City of Thieves, crime is commonplace from petty larceny to murder. Such a city would have long
• Infantry on 20mm bases Special Rules ago fallen into anarchy if it were not for the Alhakan Executioners, burly wardens of judgement who
? Killing Blow roam the city taking their pick of the best wines and tastiest foodstuffs the market vendors have to
? Magical Attacks offer. Should anyone attempt to breach the Sultan’s law within sight of one of these portly warriors will
? Eye of the Gods instantly feel the kiss on their neck of the Executioner’s enchanted tulwars.
DREAD DAUGHTERS OF TARIQ
SPECIAL CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 10 POINTS / MODEL
M WS BS S T W I A LD Options
Dread Daughter 4 4 3 3 3 1 3 1 8 ? Upgrade one Dread Daughter to a Musician +5pts
Champion 4 4 3 3 3 1 3 2 8 ? Upgrade one Dread Daughter to a Standard Bearer +5pts
May take a Magic Standard worth up to 50 pts
Unit Size Equipment ? Upgrade one Dread Daughter to a Champion +10pts
• 5+ Dread Daughters ? Two Hand Weapons ? Upgrade one Dread Daughter to an Organ Grinder+5pts
? Light Armour ? May be equipped with a bunch of monkeys for +30 pts
Unit Type Special Rules Hailing from the Land of Assassins, the Dread Daughters of Tariq are deadly warriors indeed in the
• Infantry on 20mm bases ? Frenzy service of the Sultans of Araby. They carry curved daggers of silver each dipped in the venom of the
? Poison Tomb Scorpions of Khemri. Deceptive in their appearance, they wear brightly coloured clothes of silk
? Eye of the Gods brocade and their style of fighting has more in common with an exotic dance, sweeping their scarves in
languid arcs as they approach. Once they have closed to striking distance their true purpose becomes
clear in a flurry of lethal, well placed blows.
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ELEMENTAL SPECIAL CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 115 POINTS / MODEL
M WS BS S T W I A LD
Special Rules (Earth) The Army must include a Sorcerer of Araby to have any units of
Elemental of Earth 4 5 0 6 4 3 2 3 8 ? Killing Blow Elementals.
Elemental of Fire 5 4 1 4 4 3 4 3 8 ? Hatred
Elemental of Water 7 5 0 4 4 3 5 4 8 The four elemental forces that the sorcerers of Araby draw on for
Elemental of Wind 5 5 0 4 3 3 4 3 8 Special Rules (Fire) their power are distant aspects for the Chaos Gods. It is only since
? Str 4 Breath Attack Jaffar’s aggressive attacks on Estalia that these forces have been
Unit Size Equipment ? Attacks count as Flaming sought after for greater aid and brought with them the taint of
• 1‐3 of the same type of Elemental ? Elementals can create all manner of their distant masters. Whether it is the Earthen fury of Akhar, the
hand weapons from their bodies. Special Rules (Water)
shifting and searing Fire of Chen, the seeping Water of Lanshor or
(count as magical hand weapon) ? Acid Ichor (WoC pg 111)
Unit Type the foul, choking Wind of Onogal these Elementals are daemons of
? Attacks are Armour Piercing
• Monsters on 40mm bases the desert and formidable opponents for the enemies of the
Special Rules (All)
? 5+ Ward Save Special Rules (Wind) sorcerers that summoned them.
? Immune to Psychology ? Ethereal
? Cause Fear ? Poisoned Attacks
LASHIEK SLAVERS SPECIAL CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 3 POINTS / MODEL (10 POINTS PER SLAVER)
M WS BS S T W I A LD
Special Rules Lashiek, City of Slaves is a place of
Slaver of Lashiek 4 3 3 3 3 1 4 2 8 ? Immune to Psychology both indulgence and opulence for the
Slave 4 2 2 3 3 1 3 1 2 ? Mixed unit (Slavers of Lashiek are always placed at the privileged or a den of misery, slavery
back of the unit where possible. Missile hits are always and death for everyone else. The
Unit Size Equipment (Slaver of Lashiek) resolved against Slaves) slavers of Lashiek use slaves that are
too weak to be of any other practical
• 1 – 3 Slaver of Lashiek ? Whip of Subversion (see WoC pg 113)
Meat Shield: Should a friendly unit be targeted by a missile use as a missile screen or to test the
• 17+ Slaves ? Light Armour
weapon attack (including magic missiles) the Grand Army of strength of the enemy.
Equipment (Slaves) Jaffar player may instead nominate a Slave unit within 6” of
Unit Type
? None the targeted unit to take the hit in their place. Enslaved: Should all the Slavers of
• Infantry on 20mm bases
Lashiek be killed for whatever
Revenge!: Should the Slave unit fail a rally attempt, the slaves reason, the unit counts as destroyed.
use the confusion to turn on the Slavers and tear them apart. Slavers may accept challenges.
The unit scatters and counts as destroyed.
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TANGU CARPETS SPECIAL CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 40 POINTS / MODEL
Options
M WS BS S T W I A LD
? Upgrade one Tangu Carpet to carry an Organ Grinder+5pts The sorcerers of Tangu have
Tangu Carpet 1 3 0 3 3 2 3 2 7 ? May be equipped with a bunch of monkeys for +30 pts perfected the art of binding aerial
spirits into physical forms ‐ not least
Unit Size Equipment Aerial Attack of which is the famous flying carpet.
• 3+ Tangu Carpets ? Great weapon If a unit of Tangu Carpets moves over an unengaged enemy Tangu Carpets usually carry two or
? Hand Weapon unit In the Remaining Move phase, that enemy unit suffers an sometimes three riders, who arm
Unit Type ? Light Armour automatic Strength 5 hit per Tangu Carpet that has passed themselves with great scimitars as
• Flying Cavalry mounted on Special Rules over the unit. These hits are treated as missile hits. More than well as various missiles. These are
40mm bases ? Aerial Attack one unit can be affected in this way each turn, but each unit thrown into the enemy's ranks as the
? Flying Unit can only be affected once by the same unit of Tangu Carpets. carpet passes overhead and include
Units in buildings or woods are not affected by this attack. such unpleasant surprises as pots of
Note that the Tangu Carpets can change direction or zigzag as scorpions, serpents, fire‐ants, hornets
they move, potentially passing over several enemies. and venomous spiders.
ARABIAN KNIGHTS RARE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 25 POINTS / MODEL
M WS BS S T W I A LD Options
Arabian Knight 4 4 3 4 3 1 3 2 8 ? Upgrade one Arabian Knight to a Musician +8pts
Araby Steed 8 3 0 3 3 1 3 1 5 ? Upgrade one Arabian Knight to a Standard Bearer +16pts
May take a Magic Standard worth up to 50 pts
Unit Size Equipment
• 5+ Arabian Knights ? Two Hand Weapons Bladewind
? Shield Arabian Knights are famed for their ability to enter the fray twirling their razor sharp blades. On the
Unit Type ? Heavy Armour turn that they charge, they may declare they are using the Bladewind and are making use of both hand
• Cavalry on Cavalry bases ? Barding for Araby Steed weapons to gain an additional attack. On subsequent turns they switch to using their shield.
Special Rules
Horses are highly prized in Araby amongst both the sultans of the coast and the sheiks of the inland
? Eye of the Gods
deserts. The Arabians royalty are rightfully proud of their cavalry and many of their sons find glory
? All Arabian Knights are Champions
amongst their number. They are ornately equipped with long curved blades, shimmering helms, and
glittering armour.
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SILENT GUARD OF JAFFAR RARE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 12 POINTS / MODEL
M WS BS S T W I A LD Options
Silent Guard 4 5 3 4 3 1 3 1 8 ? Upgrade one Silent Guard to a Musician +6pts
Champion 4 5 3 4 3 1 3 2 8 ? Upgrade one Silent Guard to a Standard Bearer +12pts
May take a Magic Standard worth up to 50 pts
Unit Size Equipment ? Upgrade one Silent Guard to a Champion +12pts
• 10+ Silent Guard ? Two Hand Weapons ? Unit may upgrade a hand weapon to spears for +1pt per model
? Heavy Armour ? Unit may upgrade a hand weapon to shields for +1pt per model
Unit Type
Special Rules The Silent Guard originally hailed from Eunuch Mountain. Once word of their prowess had reached the
• Infantry on 20mm bases ? Eye of the Gods court of Alhaka it became clear that Jaffar had found the elite troops his invasion of Estalia required.
? Unbreakable These heavily armoured warriors are bedecked in polished armour and the finest silks. Utterly fearless,
each has taken a vow of silence and made great personal sacrifice before receiving the garb of the
Silent Guard.
WAR ELEPHANT RARE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 250 POINTS
M WS BS S T W I A LD
Special Rules
War Elephant 6 3 0 5 6 5 2 4 6 ? Large Target
Arabian Warrior 4 3 3 3 3 1 3 1 7 ? Stubborn
? Immune to Psychology
Unit Size Arabian Crew: War Elephants have a crew of eight Warriors. If taken as a character mount then one of the crew is
? Tough Hide (4+ Armour Save)
• 12 displaced by the character. War Elephants are treated as monstrous mounts with more than one rider, with the ? Causes Terror
following additional rules. ? D6+1 Impact Hits
Unit Type
The crew carry a variety of weapons. For the purposes of the game count these as bows and javelins. ? Unit Strength 12
• Monster
mounted on a Missile hits and impact hits are randomised as follows: roll a D6. If a character is riding the beast, 1‐4 hits the beast, Elephants are an exotic creature even in Araby for
at least a 5 hits the crew, 6 hits the character. If there Is no character, 1‐4 hits the beast, 5+ hits the crew. they come from the lush bushlands that lie
Chariot base
between Araby and the jungles of the Southlands.
Arabian crew and characters riding a War Elephant have a 3+ armour save. This cannot be improved in any way
The Sultans like to collect all kinds of wild and
When fighting in close combat, attacking models may choose to direct attacks at either a character if one is present, monstrous beasts, and they eagerly compete
the mount, or the Arabian crew. When fighting in a challenge, the character and the mount may fight, while the against each other when it comes to maintaining
crew cannot attack at all until the challenge is over. the largest and most impressive herd of Elephants.
These are ferocious and dangerous creatures, all
If the mount is killed, then the Arabian crew are killed too as they are crushed beneath the falling body. However, the more so because each carries a wooden
any character may continue to fight on foot if you have a model to represent him. If all the riders are killed, the War platform upon its back, upon which ride Arabian
Elephant is treated like any other ridden monster that loses its rider. For victory point purposes, only the beast itself warriors armed with long spears and bows that
counts, unless it is ridden by a character. The crew are ignored. they use against their enemies below.
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Mercenaries
Dogs of War or Ogre Kingdoms: Many of the armies battling in the Land of the Dead and beyond are professional mercenaries who fight for wealth, power or for
their own more personal reasons. These Dogs of War or sell swords have no qualms about who they ally with provided there is payment at the end.
Army Selection: Chosen as normal from the most recent edition of the Ogre Kingdoms army book or Dogs of War armylist with the latest FAQ from Games Workshop’s
website. Ogre Kingdoms units that may be taken as Dogs of War may be included in a Dogs of War army. Dogs of War units from the armylist may not be included in an Ogre
Kingdoms army. Please contact us at the Tempus Fugitives if you do not understand this point. They may not be taken in any other army as allies.
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BRAUGH SLAVELORD
LORD CHOICE OGRE KINGDOM ARMIES ONLY 340 POINTS
M WS BS S T W I A LD
Soul‐Binder Chains Braugh Slavelord is a legend even amongst his
Braugh Slavelord 6 6 3 6 5 5 3 5 9
These chains twist and writhe with necromantic magic, own merciless peers. Ogre slavers are a
Slave 4 2 2 3 3 1 3 1 2
flailing out and entangling those who seek to harm common enough sight in the markets of
Unit Size Equipment Braugh while he throttles them to death. Araby, but only one amongst them can claim
• Braugh and 12 Slaves ? Soul‐Binder Chains (two magical hand to enslave his prey in death as well as life.
weapons) At the beginning of each combat phase Braugh may
Unit Type nominate an enemy model in base contact with him, Back when he was a Man‐eater travailing
• 40mm Monster Base Special Rules that model loses D3 attacks for that phase. beyond the Desolation, Braugh was caught
(Braugh) ? Stubborn and imprisoned by a powerful necromancer.
• 20mm Infantry Base (Slaves) ? Cause Fear The Great Bullplate But Braugh was strong even for an Ogre, and
Braugh Slavelord’s gut‐plate is chained directly into his eventually broke free of the Necromancer's
flesh. Bearing the skull of a sacred cave beast and dungeons. He found his captor asleep and
enchanted by the Slaughtermaster of Braugh’s former beat him to death with a chair, skinning the
tribe this artefact bestows speed and ferocity to those remains as a trophy. Braugh then ate half of
around it. the Necromancer's prisoners and dragged the
rest away as slaves, tying them to his gut‐
The Great Bullplate’s enchantment grants Braugh a 6+ plate with the enchanted chains he had ripped
armour save and allows Braugh and his minions to from the dungeon wall.
charge 12” rather than the normal 8” allowed by a
movement of 4. Despite not being in a unit of 3 or more Were it not for the trophy Braugh took, his
ogres, Braugh may still make a Bull Charge if the other legend would end there. But the
criteria are met. Braugh counts as Unit strength 5. Necromancer's magic was strong and when
saturated by the malignant air surrounding
Slavelord the Land of the Dead when one of Braugh's
Braugh is surrounded by those who he has enslaved, slaves died of exhaustion; it remained bound
many of them still attached to him by the chains he took to his servitude. So it is that Braugh Slavelord
from the necromancer’s dungeon. Braugh begins the deals not only in flesh but in spirits, trading
game with 12 slaves. These must form up with Braugh in the services of the quick and the dead to
the centre of the unit. This acts as a normal unit. whoever pays the right price, an army of
unquiet ghosts and walking corpses
Extra slaves can be purchased at +2 points per model. shambling meekly in his wake.
These can be represented by any humanoid model that
can be mounted on a 20mm base. If Braugh dies they
immediately crumble and the unit is destroyed.
Braugh benefits from a Look Out, Sir! Roll as long as
there are 5 or more slaves in his unit. He may not
voluntarily leave the unit under any circumstances
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BULL RHINOX RIDERS RARE CHOICE OGRE KINGDOM ARMIES ONLY 145 POINTS / MODEL
Options Bad Tempered: Even those Rhinox that have been
M WS BS S T W I A LD
? Any model may upgrade their light armour broken by their Ogre riders have a temper shorter than a
Rhinox Rider 6 3 2 4 5 5 2 4 7
to heavy armour for +6 pts per model. Gnoblar’s thumb. If there is an enemy model that is an
Thunderlord 6 3 2 4 5 5 2 5 7
eligible target for the Rhinox Riders to charge during the
Bull Rhinox 7 4 0 6 ‐ ‐ 2 3 5
? Any model may be given an ironfist for +10 Declare Charges part of the movement phase, it must
points per model. immediately pass a Leadership test or declare a charge –
Unit Size Equipment if there is a choice of models to charge, then the
• 1‐3 ? Light Armour ? Upgrade one Rhinox Rider to a Musician controlling player may choose freely between them.
? Ogre Club +12pts
Unit Type Thunderous Charge: On any turn when all models in a
• Cavalry on a Chariot base Special Rules ? Upgrade one Rhinox Rider to a Thunderlord Rhinox Rider unit charge more than 7”, each model
? Thick Skinned +24pts causes D3 impact hits.
(+2 to armour save for being mounted)
? Unit Strength 6 ? Upgrade one Rhinox Rider to a Standard Single‐Minded: Once a Rhinox has started to move it is
? Cause Terror Bearer +24pts quite difficult to get it to stop. A unit of Rhinox Riders
? Large Targets may not change formation at all unless they spend their
The Standard Bearer may carry a Magic Banner entire movement phase reforming. They may not wheel
worth up to +50 points. more than once in any given turn with the exception of
their free wheel to align a combat.
TILEAN PIKEMEN
CORE CHOICE DOGS OF WAR ARMIES ONLY 10 POINTS / MODEL
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Views on the other factions
Beasts of the Worlds Edge “We hates da Beastie‐boyz.” Southlands “Da frogs and lizards is more primitive den us!”
Children of the Horned Rat “Stamp on da vermin and squish ‘em good!” Grand Army of Jaffar “He looks nuffink like a sultana!”
Corsairs of Hag Greif “Spiky elves snap as easy as black sticks.” Sudenberg Militia “Humies living wif da stunties – bit like orcs an’ gobos.”
Cripple Peak “Spooky fings in da mountains…” Tomb Kings “Dry bones make fer good toof‐picks”
Crusaders “Look boyz – canned food!” Under Empire of Azgal “Dragons are fer riding on not fer bein’ warbosses.”
Sisterhood of Lahmia “My teef are bigger and pointier.” Watchers of Medes “Pansies like da watchas iz no bovva fer ‘ard boyz like us!”
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The Savage Greenskins Special Rules
Warpaint: The Savage tribes of the south are fierce breeds who take heart from others who have kept to the old ways and not embraced the ways of metal. For each unit
within 8” with warpaint and a unit strength of at least 10, a unit with warpaint increases its ward save by +1 (up to a maximum of 3+)
Army Selection: Chosen from the Orcs and Goblins army book. No named Orc or Goblin characters are permitted.
WURRZAG UD URA ZAHUBU
LORD CHOICE THE SAVAGE GREENSKINS ARMIES ONLY 450 POINTS
M WS BS S T W I A LD BALEFUL MASK Wurrzag is the chosen emissary of
Wurrzag 4 3 3 4 5 3 2 2 8 Bound Spell Power Level 3 Mork (and perhaps even Gork) and
Spleenrippa 7 Through the Baleful Mask Wurrzag can see things as they will be in is seeking the Once And Future Git.
3 0 4 4 1 3 1 3
the future, or possibly as they were in the past. But it is a glorious He travelled the Badlands mostly,
Gutsplitta 4 5 0 6 5 5 3 3 6 age, whenever it is, and this is the promise that The Once And joining the larger Waaaghs in
Unit Type (Unique) Bring out the Git Future Git brings ‐ a return to this great time when Ores rule the search of the future leader of all the
world and there is always a good fight in the offing. The mask also Orcs. Now his quest has led him to
• Single Character on a 25mm base Some say that the Git's asleep under
the hills, but Wurrzag's still looking has the useful ability to launch lethal green bolts of energy at the Desolation of Nagash and many
Magic people who annoy him. savage tribes have clamoured to the
anyway. Because of this he cannot be
Wurrzag is a Level 4 Wizard and may great totem he struck in the Plain of
the army General unless he is the
generate his spells from the Little The Mask contains the Gaze of Mork spell. This may be cast once Bones .Though he refuses to lead
only character. How can he judge
Waaagh! and the Big Waaagh!, just like per Magic phase like an ordinary spell. The spell requires no Power the Waaagh, he watches the
their qualities of leadership if he
any other Level 4 Shaman. Being Mork’s dice to cast; all the power required is provided by the Mask itself. various tribal leaders hoping that
doesn't let them lead?
current favourite, Wurrzag adds +1 to the Once And Future Git will finally
the casting total of each spell he BONEWOOD STAFF reveal himself.
attempts. Also he cannot Miscast. If he Wizzbang The Power Squig
Bound Spell Power Level 4
rolls a double 1 the spell fails and he A Squig sits on the top of the
This was carved many centuries ago from rare and precious
loses any remaining power dice Bonewood Staff, glaring hatefully at
bonewood.
(including any stored in his Squig), but is everyone. It is small and furry with
otherwise unharmed. long hair that stands on end when it's
The staff contains a spell which turns Wurrzag's foes into Squigs.
full of Waaagh! energy, which is most
This may be cast once per Magic phase like an ordinary spell. The
Equipment of the time.
spell requires no Power dice to cast; all the power required is
? Bonewood staff
provided by the Staff itself.
? Baleful Mask At the end of the player’s own Magic
? Wizzbang the Power Squig phase Wurrzag may store any unused
A whirling green mist surrounds one enemy model that is in base
power dice from his pool in
contact. The victim, his mount (unless a monster) and all his
Special Rules Wizzbang. At any time during either
equipment are immediately turned into Squigs. Replace the enemy
? Frenzy player’s Magic phase, all these stored
model with a loose Squig and immediately bounce him away as per
? Warpaint (5+ Ward) dice may be released and used by
the normal rules (see pages 18‐19) ‐ If the enemy model was
Wurrzag in addition to those he
mounted on a steed that only has 1 Wound then replace it with
Mount (may choose one only) would normally have. Any unused
two Squigs and bounce them of separately As usual, the Squigs
? Spleenrippa (boar) +30 points power dice may be stored gain at the
don't attack units when they start bouncing, just where they land.
? Gutsplitta (wyvern) +200 points end of the phase.
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RED GOBLINS CORE CHOICE SAVAGE GREENSKINS ARMIES ONLY 5 POINTS / MODEL
M WS BS S T W I A LD
Options The savage goblins from the
Red Goblin 4 2 3 3 3 1 2 1 6 ? Upgrade one Red Goblin to a Musician +6pts south are known as Red
Red Goblin Boss 4 2 3 3 3 1 2 2 6 ? Upgrade one Red Goblin to a Standard Bearer +12pts Goblins owing to the bright
? Upgrade one Red Goblin to a Boss +12pts warpaint the daub their little
Unit Size Equipment ? Unit may replace their hand weapon with spears for +1pt per model naked bodies with.
? Unit may be given shields for +1pt per model
• 20+ Red Goblins ? Hand weapon
Unit Type Special Rules
• Infantry on 20mm bases ? Frenzy
? Warpaint (6+ Ward save)
? Fear Elves
THE MOTHER CRUSHERS
RARE CHOICE SAVAGE GREENSKINS ARMIES ONLY 37 POINTS / MODEL
Of all the Orcish raiders to have plundered the Old World and Araby from
M WS BS S T W I A LD
Options the World's Edge Mountains, none have been so feared, or so hated as the
Mother Crusher 4 4 3 4 4 1 2 2 8
? Upgrade one Crusher to a Great Black Orcs of the Mother Crusher tribe. Their Great Raids of Hunger
Eeza Ugezod 4 6 3 4 5 2 3 3 8
Musician +10pts continued almost completely unchecked for nearly forty two years, leaving
Boar 7 3 0 3 4 1 3 1 3
in their wake a trail of butchery seldom equalled In Orcish history.
? Upgrade one Crusher to
Unit Size (Unique) Hogs of Waaagh! Eeza Ugezod +56pts Their success was due mainly to the inspired leadership of one Orc. Known
• 5+ The huge boars’ ridden by the Mother ? Upgrade one Crusher to a throughout the tribes as Eeza Ugezod, Orcish legend abounds with stories
Crushers are accustomed to the Black Orcs Standard Bearer +20pts of this huge and cunning Orc, particularly his frequent clashes with the
Unit Type style of fighting which basically consists of armies of Graug the Terrible near Karak Azgal.
Cavalry on a Cavalry base swinging their weapons madly at anything The Standard Bearer may
in range. Knowing this they plough their Despite many efforts to capture and destroy them, the Mother Crushers
carry a Magic Standard
Equipment riders forward to cause the maximum close always managed to avoid traps set for them. On the few occasions they
worth up to +50 points.
Heavy Armour range carnage. were brought to battle the outcome invariably favoured the Orcs ‐ using
Shield their famous juggernaut columns to push aside any resistance.
When making a Tusker Charge, the Mother
Special Rules Crushers may declare they are making use
? Armed to Da Teef (O&G: pg 20) of both hand weapons to gain an additional
? Quell Animosity (O&G: pg 20) attack. On subsequent turns they switch to
? Thick Skinned (O&G: pg19) using a hand weapon and shield or a great
? Tusker Charge (O&G: pg 19) weapon.
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Sisterhood of Lahmia
Vampire Counts: The haven of Neferata is situated on the highest peaks of the Worlds Edge
Mountains, and is called the Silver Pinnacle. At the heart of the maze of the Silver Pinnacle are
situated the quarters of Neferata. Her opulent chambers are an echo of the splendour of her
royal palace in Lahmia. Forgotten treasure of old golden masks and rare gemstones glitter in
the dark, illuminated only by the dim light of the silver coated skulls that serve as her lamps.
Here Neferata lies on a divan, drinking the blood of handsome youths from golden cups and
listening as her undead courtiers play harps, pipes and lutes to amuse her. Vampires of the
Lahmian Sisterhood are her eyes and ears in the outside world and using the information from
their reports she plots and weaves a web of intrigue. For the Queen dreams of enslaving all the
Vampires in the known world and returning to ancient Lahmia at the head of an undead army,
reclaiming her throne and rebuilding the great Temple of Blood.
When news of the turmoil engulfing the Lands of the Dead reached Neferata, she immediately
suspected the hand of the Great Necromancer or the Skaven in such matters. Neferata realised
that the situation might be played to her advantage and immediately dispatched members of
her Sisterhood to the ruins of Lahmia. Sure enough, her agents confirmed that the normally
watchful eyes of the Tomb Kings were now otherwise engaged to the West. Under cover of
darkness Neferata moved a sizeable portion of her loyal forces to reclaim her palace in Lahmia.
Once she arrived, she did not permit herself the sentimentality of restoring the ruin to its
former beauty. Instead she now uses the dead city as a staging point to aggressively define the
boarders of her new domain for she knows that it can only be a matter of moments before her
hand is revealed and her many enemies clamour to drive her out once more.
Views on the other factions
Children of the Horned Rat “Their forces are massing, near my lands. Too bad for them.”
Cripple Peak “Nagash may yet prove a force to be reckoned with…”
Crusaders “A welcome distraction from the actions of the Sisterhood.”
Grand Army of Jaffar “A three‐fold pawn. Your harem will feed mine.”
Sudenberg Militia “Kind of the Empire to have placed some livestock so close to my home.”
Tomb Kings of Khemri “While Khalida sleeps, I will slaughter her arrogant kin.”
Watchers of Medes “Fools who think they are vigilant. Let me show you what you have missed.”
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Sisterhood of Lahmia Special Rules
Army of the Queen: A Sisterhood of Lahmia army must contain at least one unit of Skeleton Warriors armed with bows. Any unit of Skeleton Warriors may replace their
shield and hand weapon for a bow for no additional cost. Skeleton Warriors armed with bows can never hit on worse than a 5+ with their shooting attacks.
Army Selection: Chosen from the Vampire Counts army book. No named Vampire Count characters are permitted. The Sisterhood of Lahmia army may include any of
the units listed below:
Characters: Neferata – Queen of Mysteries*; Lahmian Vampire Lord*; Lahmian Vampire*; Wight King ‐ may not be the army general (WA: Vampire Counts);
Core: 1+ Skeleton Warriors; Jackal Pack*
Special: Grave Guard; Black Knights; Spirit Host (WA: Vampire Counts), Lahmian Chariot*
Rare: Cairn Wraiths; Sisters of Balefire (Blood Knights which must take the Balefire Spike for their Kastelan ‐ WA: Vampire Counts)
NEFERATA ‐ QUEEN OF MYSTERIES
LORD CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 300 POINTS
M WS BS S T W I A LD Physically, Neferata is said to be divinely
Neferata 6 7 5 5 5 3 7 4 10 beautiful. Her plaited black tresses flow
around her lovely face and she is as
Unit Type DAGGER OF JET enchanting now as she was in her youth,
? Single Character on a 20mm This dagger took countless lives on the altars of Lahmia when Neferata was the high priestess of death. It though her skin is as white as alabaster, and
base was used to cut the throats of those who were condemned to feed the Vampire aristocracy of that cursed the long years of evil have washed all trace of
city. pity and compassion from her face. She has
Equipment the appearance of a young maiden and only
Attacks are +1 Strength and Poisoned.
? Hand Weapon in her yellow eyes can one read her ageless
and corrupt wisdom and cruelty, for her
RUBY OF LAHMIA
Magic memories reach back to ancient times when
The mark of her dominion over the City of Vampires, Neferata’s diadem is a golden snake which rests over
Neferata is a Level 4 Wizard and Quatar and Numas were still sprawling
her cruel and beautiful face, and carries a huge ruby in its jaw. This unique jewel pulses with the power of
knows spells from the Lore of metropolises and the people of Khemri still
eternal life and feeds Neferata with almost unlimited energy.
the Vampires. built pyramids. Neferata finds few equals in
At the end of each turn of the game the Ruby of Lahmia automatically restores a Wound that Neferata has combat for she is the Queen of Mysteries of
Special Rules suffered in that turn (own or enemy). The Jewel stops working if Neferata is killed. Additionally the Jewel old and is terrifying in her wrath. She holds
? Undead provides Neferata with a 4+ ward save. much of the magical knowledge that was lost
? Vampire during the destruction of Lahmia, ancient
BASTET rituals and mysteries that only she will ever
Mount (may choose one only) This black furred feline is anything but fortunate for a wizard whose path she crosses. know.
? Nightmare +35 points
Neferata may opt to modify any rolls on the Miscast table made by any Wizard on the battlefield by up to
? Hellsteed +50 points
D3. For instance, an enemy Wizard miscasts, and Neferata rolls a 2 on her D3, allowing the Sisterhood of
? Blood Bath +130 points
Lahmia player to add or subtract up to 2 from the miscast result the enemy Wizard rolled.
? Lahmian Chariot +130 points
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LAHMIAN VAMPIRE LORD
LORD CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 205 POINTS
M WS BS S T W I A LD
Mount (may choose one only) All Lahmian vampires are descended from Neferata, who is said to
Lahmian Vampire Lord 6 7 5 5 5 3 7 ? Nightmare +20 points
4 10 despise men, and consequently very few Lahmians are male. The
? Hellsteed +30 points presence of the Lahmians is seldom noticed, but their hand is
Unit Type Equipment ? Blood Bath +130 points certainly felt. They may lack the brute strength and martial skill of,
• Single Character on a 20mm base ? Hand Weapon ? Lahmian Chariot +130 points say, the von Carsteins, but in subtlety they are un‐matched. They can
achieve their aims with politics and planning, and are hedonistic,
Magic Magic Items Special Rules self‐indulgent creatures who love splendour, wealthy and luxury, and
A Lahmian Vampire Lord is a Level 2 ? Common / Vampire Counts items up to a ? Undead will stop at nothing to get what they desire ‐ but they cannot taste
Wizard and knows spells from the total of 100 points. ? Vampire food or enjoy the warmth of the sun. Their cold hearts can feel no
Lore of the Vampires. deep emotion, for their lovers rarely last a night, and though their
Vampiric Powers youth and beauty is eternal, they are abhorred by people once
May be upgraded to a Level 3 Wizard ? May choose from the Courtly and the discovered. Their joys are hollow, and material, and for most, that is
for +50 points. Master powers up to a total of 100 points. all for which they wish.
LAHMIAN VAMPIRE
HERO CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 100 POINTS
M WS BS S T W I A LD
Mount (may choose one only) Lahmian vampires are as fast as quicksilver, even more so than their
Lahmian Vampire 6 6 4 5 4 2 6 ? Nightmare +10 points
3 7 cousins of other bloodlines. They can move so quickly that they are but
? Hellsteed +30 points a blur to the mortal eye, and only the sharp‐eyed and quick‐witted can
Unit Type Equipment ? Blood Bath +130 points follow their actions, though their martial skill is inadequate compared
• Single Character on a 20mm base ? Hand Weapon ? Lahmian Chariot +130 points to their Blood Dragon counterparts. Their talons reach to all levels of
human society, and the Lahmians take an active interest in state
Magic Magic Items Special Rules affairs, and, as a result, many eccentric noblewomen, widows of
A Lahmian Vampire is a Level 1 ? Common / Vampire Counts items up to a ? Undead princes and dukes, and high‐born ladies who shun the light of day and
Wizard and knows spells from the total of 50 points. ? Vampire lock themselves away in tall towers and opulent palaces, are in truth
Lore of the Vampires. undead. They have a great talent for art and diplomacy, and their
Vampiric Powers May Carry the Battle Standard powerful personalities hold an irresistible charm for mortals, for hot‐
May be upgraded to a Level 2 Wizard ? May choose from the Courtly and the See Warhammer Armies: blooded males and gullible women alike. However, a Lahmian’s temper
for +50 points. Master powers up to a total of 50 points. Vampire Counts for details. matches her bodily quickness, and is very easy to anger, and hard to
appease.
JACKAL PACK CORE CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 10 POINTS / MODEL
M WS BS S T W I A LD Jackals are renowned as vile carrion feeders, but under
Note: Jackal packs do not count towards your
Jackal 10 3 0 3 3 1 4 1 3 the influence of the Lahmian Sisterhood the creatures
minimum core unit requirements.
are fed on the corrupted flesh of ghouls and other
Unit Size: 5 – 20 Jackals Equipment
unliving wretches. The resultant transformation provides
? Slavering Jaws (hand weapon) Special Rules
fast moving guards for the dusty borders of Lahmia.
Unit Type ? Undead
Cavalry on Cavalry bases ? Fast Cavalry
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LAHMIAN CHARIOT SPECIAL CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 130 POINTS
M WS BS S T W I A LD Special Rules: Of the original vampiric bloodlines of the Warhammer
Chariot ‐ ‐ ‐ 5 5 4 ‐ ‐ ‐ ? Undead World, the one which to this day remains closest to its
Lahmian Charioteer ‐ 5 3 5 ‐ ‐ 4 2 7 ? Vampire ancient roots is Neferata's own. Having fled with her
? Chariot sisters of the Cult of Blood she was already far to the north
Nightmare 8 3 0 4 ‐ ‐ 2 1 ‐
and safe from the purging wrath of the Nehekharan armies
Unit Size Equipment (Crew) Character Mount when their attack struck the city of Lahmia. As a result of
1 Scythed Chariot ridden by 2 Lahmian ? Spear If the Chariot is used as a mount for a this her armies include chariots, a form of warfare lost by
Charioteers and drawn by 2 Nightmares ? Hand weapon Lahmian Vampire then the Vampire the rest of the Vampire bloodlines. Manned by lesser
replaces one of the crew. members of the Sisterhood, these chariots combine the
Unit Type Options (one choice only): fearsome power of the Vampires with speed and range.
Chariot on Chariot base ? Balefire +25 points The chariot has a 5+ armour save.
? Unholy Lodestone +25 points.
BLOOD BATH
CHARACTER MOUNT SISTERHOOD OF LAHMIA ARMIES ONLY 130 POINTS
Power in Vitae: The attendants, even if engaged in The Blood Baths of Lahmia were
M WS BS S T W I A LD
combat, may invoke the power of the Blood Bath in infamous in the lands of Nehekhara.
Hand Maiden 6 5 3 4 4 1 5 2 7 The sanguine fluids they contained in
their Start of Turn phase. Pick a single friendly unit
containing at least one model with the Vampire their large marble or golden basins
Unit Size were of such power that Neferata
Equipment (Hand Maidens) special rule to be affected by the chosen power. The
1 Character, 2 Hand Maidens. and the Sisterhood would immerse
? Hand weapon chosen effect is applied to the entire unit and lasts
themselves in them to cool their
until the start of the unit's next turn. This is not a spell
If a Lahmian Vampire or Lahmian passions.
Special Rules (Hand Maidens): and cannot be dispelled or otherwise stopped. A unit
Vampire Lord chooses a Blood
? Undead may only be affected by a single power per turn, even
Bath she becomes part of the unit The richness of the blood allows a
? Vampire if you have more than one Blood Bath.
and cannot leave it. skilled member of the Sisterhood to
Attendants: The Character and the two Hand invigorate their members to greater
Unit Type Celerity: All models in the unit gain + 1 Attack.
War Machine on Chariot base Maidens are treated as a war machine crew, though acts on the battlefield.
they are deployed at the same time as characters. Potency: All models in the unit gain killing blow.
The Blood Bath gives its attendants a 4+ ward save.
The attendants never pursue. The Blood Bath Fortitude: All models in the unit gain a 5+ ward save.
cannot be damaged ‐ ignore any hits allocated
against it. If its attendants are killed it is removed
immediately.
MAGIC WEAPON: Asp Bow ‐ 40pts
Range 24". The bearer can pick any target it can see including specific models in units. The targeted model may not use the "Look out sir" special rule. Hits are resolved at Strength 4
and have the killing blow and poisoned special rules. Penalties for range and shooting at single models apply as normal.
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Southlands
Lizardmen: Far to the south of the Old World, beyond the mysterious realm of Araby and the
Land of the Dead, lies the continent known as the Southlands. Its northern landmass is a barren
wasteland of deserts, studded with dusty and deserted tomb cities, while further south, it is a land
of unspoilt jungle and swamp, isolated from the realm of Man, Elf and Dwarf for uncounted
centuries. Many braver or foolish explorers and treasure hunters – though the two are often
indistinguishable ‐ have attempted to penetrate the thick jungles that make up the majority of the
southern region of this land, but almost all have never been seen or heard of again.
Cut off from the wisdom of the most venerable of the Slann Mage‐Priests of Lustria, the Lizardmen
of the Southlands have fallen prey to their baser, animal instincts and only the younger (in relative
terms) Slann, those of the fourth and fifth generations, remain in the Southlands to provide any
guidance to the Lizardmen. Over the centuries, the Slann on Lustria have attempted to re‐establish
contact with their lost spawn, but such communication is sporadic and erratic at best. In addition to
the loss of their masters' ancient guidance, the few spawning pools in existence spawn less and less
frequently and many of the warrior lizards such as Saurus do not arise in any meaningful numbers.
As a result, Lizardman society has begun to devolve. The spawning pools in the caverns below their
cities simply do not spawn as regularly as the Slann feel they should, but they accept that this is the
will of the Old Ones. Without great numbers of Saurus to fight their battles, the Slann of the
Southlands are forced to rely on Skinks to defend them and use the few Saurus which have
spawned to train the Skinks in the ways of war that came so naturally to them. The small number of
Saurus who were spawned were primarily those destined to become Temple Guard and this has
been seen as a sign that the designs of the Old Ones are unfolding as they had planned.
Views on the other factions
Beasts of the Worlds Edge “Chaos touches these abominations.” Mercenaries “Many are their transgressions.”
Children of the Horned Rat “The rat‐men fear the power of the Old Ones.” Savage Greenskins “Savages with no sense of purpose.”
Corsairs of Hag Greif “They travel beyond the lands designed for them.” Sudenberg Militia “They do not dwell where they should.”
Sisterhood of Lahmia “Their time has passed.” Tomb Kings “Their time has passed.”
Cripple Peak “His presence is against all the laws of the Old Ones.” Under Empire of Azgal “The intermingling of species is against the Great Plan.”
Crusaders “They travel beyond the lands designed for them.” Watchers of Medes “They do not dwell where they should.”
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Southlands Special Rules
Blessing of Quetzl: The Skinks that serve the armies of the Southlands are commonly blessed by Quetzl and have especially thick, toughened scales covering their bodies
and bony spurs that often protrude from their forearms. All Skinks have a 6+ Scaly Skin save.
Diminished Stegadon Herds: The plagues of the Skaven Clan Pestilens and the avarice of the Sultans of Araby have brought down many of the slower and more aged
Stegadon and have drawn these majestic elder creatures to near extinction in the Southlands. A Southlands army may not contain more than two Ancient Stegadon
(including Engine of the Gods).
Army Selection: Chosen from the latest version of the Lizardmen army book. The army may not include any named characters other than those indicated below. A
Southlands may include any of the units listed below:
Characters: Tehenhauin; Skink Priest; Skink Chief; Proxi (counts as Tiktaq’to ‐ WA: Lizardmen); Nakai the Wanderer*
Core: Skinks; Skink Skirmishers; Jungle Swarm (WA: Lizardmen)
Special: Chameleon Skinks; Terradon Riders; Kroxigor; Stegadon; 0 – 2 Temple Guard (WA: Lizardmen); Horned One Riders*
Rare: Ancient Stegadon; Salamander Hunting Pack; Razordon Hunting Pack (WA: Lizardmen); Coatl*; Krokadilosaur*
NAKAI THE WANDERER
HERO CHOICE SOUTHLANDS ARMIES ONLY 300 POINTS
M WS BS S T W I A LD Great White Hope Nakai is an albino Kroxigor with unusually
Nakai the Wanderer 6 6 0 5 5 4 2 5 8 Nakai must always issue a challenge and can never
thick skin, even for a Kroxigor. In the siege of
refuse one. When fighting in a challenge, Nakai must one of the temple cities, Nakai held off five
Unit Type (Unique) Special Rules re‐roll any failed to hit rolls. Nakai gains a 4+ Ward
legions of daemons by himself until the arrival
• Single Character on a 40mm base ? Cold Blooded save in a challenge of reinforcements. He disappeared after the
? Aquatic battle and was believed dead, but has
Equipment When leading a unit the unit becomes Unbreakable. reappeared numerous times since then, often
? Light Armour ? 3+ Scaly Skin Save
Should Nakai perish then the unit immediately loses arriving at a temple‐city shortly before it is
? Great Weapon ? Fear
this ability and instead gains Frenzy. attacked. Many Skink priest implies that he
? Spawn‐kin
may actually be an avatar of Quetzl and will
? Great Reach
The Wanderer one day return to fight for Lustria once again.
Nakai and a unit he leads may be deployed using the
Scout rules.
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HORNED ONE RIDERS
SPECIAL CHOICE SOUTHLANDS ARMIES ONLY
20 POINTS / MODEL
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KROKADILOSAUR RARE CHOICE SOUTHLANDS ARMIES ONLY 235 POINTS
M WS BS S T W I A LD
Grapple Attack: The Krokadilosaur will attempt to drag its prey Dreadful monsters that prey on
Krokadilosaur 6 2 0 6 5 5 1 2D6 5 back to the water and drown it rather than fight it on land. skinks, men and Skaven with equal
Unit Strength 5 Should the Krokadilosaur win the combat it may immediately ferocity, the Krokadilosaur are not
Aquatic Assault: Before rolling for deployment,
select a single man‐sized (including cavalry) model swallow it normally part of the Southland’s
the Lizardmen player may place D3+1 aquatic
Unit Type whole! The Krokadilosaur will then immediately flees from the pantheon of war. However, skink
terrain features (such as pools, oasis or swamps)
Monster mounted on a fight and attempt to return to its water feature. The enemy braves (or brace skinks) have been
on the battlefield. These terrain features should
Chariot base may pursue as normal. If the distance fled is equal to or greater known to lure the creatures near
not be larger than 5” in diameter and may not
than the distance to the water feature, the Krokadilosaur enemy positions shortly before battle
be deployed within 12” of each other. The
Equipment submerges with its hapless victim (the model is slain regardless in the hope that the general or some
Krokadilosaur is not deployed but is instead
? Vast jaws of wounds or saves of any kind). Roll a d6 and on a 2+ the other tasty figure might end up a
lurking in these pools and marshes. At the start
Krokadilosaur stuffs the corpse under a rock or sunken log and bloated corpse under a rock long
of each Lizardman turn roll a dice for each
Special Rules then is ready to hunt again next turn. On a roll of a 1 the before they cause too much of a
enemy unit within 12” of an aquatic feature. On
? Cold Blooded Krokadilosaur decides to devour it now and does not return. threat to the Southlanders.
a roll of a 4 or more the pool contains the
? Aquatic Either way the captured model is removed from play.
Krokadilosaur and it immediately charges the
? 4+ Scaly Skin Save
unit (as a compulsory move). The enemy unit is
? Terror If the Krokadilosaur fails to reach the water feature then it will
so surprised by the attack that it may only hold
? Grapple Attack attempt to get to the water feature as soon as possible (and
as a charge reaction. Once all Krokadilosaurs are
? D3 Impact Hits on the will always try to flee there if charged or panicked). Should the
in play do not roll for further Krokadilosaurs
charge Krokadilosaur be caught while fleeing, the swallowed model is
unless one returns to the pool and is ready to
? Aquatic Assault released and is immediately returned to the unit it was taken
hunt again (see: Grapple Attack).
from. If the unit has been destroyed then the model may be
freely placed anywhere within 6” of the slain Krokadilosaur.
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Sudenberg Militia
Empire and Dwarfs:
Sudenberg Militia Special Rules
Magic: A Sudenberg Militia generates two power dice and two dispel dice as
normal. If the unit has at least three units of Dwarfs it generates two
additional dispel dice each turn.
Detachments: Only Free Company may be taken as detachments.
Heraldry: As the Outpost of Sudenberg sees a great deal of trade with
Araby, many of the states and provinces of the Empire send companies of
their soldiers to protect their interests abroad. Regiments in a Sudenberg
Militia army may wear the heraldry of many different regions.
Army Selection: Chosen from the Empire and Dwarfs army books. No
named Empire or Dwarf characters are permitted. The Sudenberg Militia may
include any of the units listed below:
Empire Captain; Empire Master Engineer (See WA: Empire) Hedge Wizards*
Characters: Dwarf Master Engineer, Dragon Slayer (see WA: Dwarfs)
Core: 1+ Free Company; Archers; 0‐1 Crossbowmen; 0‐1 Swordsmen; 0‐1 Spearmen (WA: Empire); Dwarf Rangers (See WA: Dwarfs)
Special: Gyrocopter Squadrons*; Slayers (See WA: Dwarfs); Empire Handgunners; Empire Halberdiers; Empire Outriders; Empire Pistoliers (See WA: Empire)
Rare: Empire Great Cannon; (See WA: Empire) Flame Cannon; Organ Gun (See WA: Dwarfs)
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DOOMSEEKERS UNIT UPGRADE SUDENBERG MILITIA ARMIES ONLY 40 POINTS / MODEL
Doomseekers march in to battle alongside their
M WS BS S T W I A LD
The Doomseeker moves moving 2D6" in a brothers in the Slayer Cult until the enemy is close
Doomseeker 2D6 ‐ ‐ 4 4 1 3 D6 10 random direction (determined by the scatter at hand. Then, before combat begins, the
dice) in the compulsory part of the movement Doomseekers plow recklessly into the enemy,
phase. whirling their weapons madly around their heads.
Upgrade: Each Slayer unit in a Brotherhood of Grimnir: Doomseekers are not They are armed with axes on the end of chains,
Dwarf army may include up to placed on the table at the start of the game as Whirling Death! When a Doomseeker moves which they spin about themselves, slicing through
3 Doomseekers at +40 points are other troops. Instead you must make a through an enemy unit it immediately inflicts D6 their foes with surprising speed.
per model. written note of any Slayer units that include hits from his Slayer Axes (at Strength 6) on the
Doomseekers. These are referred to as unit, distributed as for shooting. Units may move The Slayer axes carried by the Doomseeker are just
Unit Type concealing units. Doomseekers remain inside and flee through Doomseekers, but any as lethal to the Doomseeker himself. Not every
• Infantry on 20mm bases concealing units, marching along with their foolhardy enough to do so will take hits as Slayer chooses to be a Doomseeker because there
fellows, until they are ready to be unleashed described above. A unit that suffers 25% is no guarantee that you will die at the hands of a
Equipment on the enemy. casualties from Doomseekers must immediately great enemy. Almost as likely the Doomseeker will
? Slayer Axes (always count take a Panic test. Units failing this test flee realise his whirling axes are going to bring him into
as great weapons) Force of Destruction. Doomseekers cannot be directly towards toe closest table edge contact with a friendly unit or a clump of trees.
charged. They may, however, be targeted with (potentially moving through the same Instinctively a Doomseeker will try and avoid this
Special Rules missile fire (following the usual ‐1 penalty for Doomseeker that triggered the test, suffering a trajectory but by fighting momentum he will
? Unbreakable – but still shooting models with a unit strength of 1) or further set of hits). invariably end up mortally wounded by his own
hate Greenskins spells. spinning axes.
? Slayer Glorious Death: The life of a Doomseeker is
? Brotherhood of Grimnir Get stuck in! Doomseekers are always guaranteed to be a short and violent one – in
? Force of Destruction released when the concealing unit comes to other words, an ideal end for a Slayer. A
? Get Stuck In! within 6" of the enemy or vice versa. The Doomseeker is immediately removed as a
? Whirling Death moving unit stops immediately (fliers land). casualty when:
? Glorious Death Once Doomseeker movement has been
resolved, the unit can continue moving if the He comes into contact with a friendly unit, a
controlling player wishes, although chargers terrain feature of any kind or a table edge.
must complete their charge unless panicked
(the laws of momentum are particularly harsh). An enemy unit finishes its move over the
Doomseekers can be released in any direction, Doomseeker. The unit takes D6 Strength 6 hits
from any point on the concealing unit and from the Slayer axes for moving into the
move 2D6". They do not have to be aimed in Doomseeker, and a further D6 hits before the
the direction of the enemy that activated Doomseeker is brought down and slain.
them. If ever a Doomseeker's move would end
in the middle of a unit, then he automatically
bounces through it place the Doomseeker
model 1" beyond the unit, in the direction he
was moving.
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HEDGE WIZARD HERO CHOICE SUDENBERG MILITIA ARMIES ONLY 50 POINTS
M WS BS S T W I A LD
Magic The Colleges of Magic are far away from Sudenberg
Hedge Wizard 4 3 3 3 3 2 3 1 7 Hedge Wizards are Level 1 Wizards. and in times of crisis the Militia must call on the
talents of the healers and mystics who otherwise
Unit Size Equipment Mount peddle their wares and services at the Festag Morning
• 1 Hand weapon ? Warhorse +10 points Market.
Unit Type Options In battle they provide much needed, though
• Single Character on a 20mm base ? Upgrade to a Level 2 Wizard +30 pts. unpredictable, magical support much to the disgust of
? May choose magic items in total up to +50 pts. their Dwarven neighbours.
Hedge Magic
Untrained and undisciplined, Hedge Wizards are unpredictable in their use of magic. Once both sides have finished deployment, roll 2D6 to see what Lores the Hedge Wizard knows. Level 1
Hedge Wizards only know the first spell in one randomly determined Lore. If the Hedge Wizard is Level 2 then the second spell is generated from a random Lore but the spell is determined as
normal.
2 Life 3 Light 4 ‐ 5 Heavens 6 ‐ 7 Fire 8 – 9 Beasts 10 Metal 11 Shadow 12 Death
Example: After deployment a Level 2 Hedge Wizard rolls a 6 and so receives Fireball (the first spell) from the Lore of Fire. As he is a Level 2 Wizard he rolls again and gets a 11, the Lore of
Shadow. He then rolls a dice on the Lore of Shadow and gets a 6 – Pit of Shades (which he could swap for the first spell in that Lore as usual). The Hedge Wizard knows Fireball and Pit of
Shades for that battle.
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Views on the other factions
Beasts of the Worlds Edge “These primitive creatures will be destroyed” Grand Army of Jaffar “A servant who mistakes his place and thinks himself master.”
Children of the Horned Rat “Vermin will learn our dominion extends to under our lands” Mercenaries “Gold dulls with age. Our wrath is eternal”
Corsairs of Hag Grief “An attack on our servants is an attack on our kingdom” Savage Greenskins “These greenskin savages will be driven beyond the mountains”
Sisterhood of Lahmia “Our hatred for the vampire is greater only for one other ” Sudenberg Militia “Thieves who steal our lands will be cast down”
Cripple Peak “Our vengeance is at hand…” Under Empire of Azgal “The bones of such beasts now obey our Lord.”
Crusaders “These ferengi will perish” Watchers of Medes “We will put out their spying eyes...”
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Tomb Kings of Khemri Special Rules
My Will is All: Settra’s command of his undying court is such that his very will sustains them from forces which would annihilate the legions of the lesser kings. All units in
the Tomb Kings of Khemri army have a 6+ regeneration save.
Grand Army of Settra: Settra counts as a single Lord choice in the Tomb Kings of Khemri army. Tomb Princes (and Settra himself) in a Tomb Kings of Khemri army cast
their incantations from ‘My Will Is Done!’ on 2d6.
Army Selection: Chosen from the Tomb Kings army book. The army may not include any named characters other than Settra. The Tomb Kings of Khemri may include
any of the units listed below:
Characters: Settra Tomb King of Khemri; Tomb Prince; Icon Bearer (WA: Tomb Kings)
Skeleton Warriors (WA: Tomb Kings); Skeleton Light Cavalry (WA: Tomb Kings); 0‐1 Scarab Swarm (WA: Tomb Kings); Skeleton Chariot (WA: Tomb
Core: Kings)
Special: Tomb Guard (WA: Tomb Kings); Skeleton Heavy Cavalry (WA: Tomb Kings)
Rare: Screaming Skull Catapult (WA: Tomb Kings); Sphynx*
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Views on the other factions
Beasts of the Worlds Edge “They will pay for defiling my creations” Grand Army of Jaffar “A servant who mistakes his place and thinks himself master.”
Children of the Horned Rat “Their talent for creation is a mockery of our own.” Mercenaries “Loyal soldiers are made, not paid.”
Corsairs of Hag Grief “We drag you beneath the waves that bear you to our land.” Savage Greenskins “These greenskin savages will be driven beyond the mountains”
Sisterhood of Lahmia “Our hatred for the vampire is greater only for one other ” Sudenberg Militia “Thieves who steal our lands will be cast down”
Cripple Peak “Our vengeance is at hand…” Under Empire of Azgal “The Dragon’s skull will make for a centrepiece.”
Crusaders “Their charge will break against my immovable battle line.” Watchers of Medes “Behold my grand designs”
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Tomb Kings of Quatar Special Rules
Master Crafted: Sehenesmet’s creations are highly resilient to damage. As a result they count as actually being
within 12” of the army battle standard at all times with means that they take two less wounds than they should
from lost combats (this ability does not stack with Sehenesmet).
Army Selection: Chosen from the Tomb Kings army book. The army may not include any named characters found there.
The Tomb Kings of Quatar may include any of the units listed below:
Characters: Sehenesmet Vizier of Quatar*; Shawabti*
Core: Ushabti; 0‐1 Scarab Swarm (WA: Tomb Kings)
Special: Tomb Scorpions (WA: Tomb Kings); Bone Giant (WA: Tomb Kings); Carrion (WA: Tomb Kings)
Rare: Screaming Skull Catapult (WA: Tomb Kings); Nakku*
NAKKU
RARE CHOICE TOMB KINGS OF QUATAR ARMIES ONLY 210 POINTS
M WS BS S T W I A LD
Nakku 6 3 2 6 5 6 1 4 9
Unit Type Greatest of all Sehenesmet’s creations are the Nakku Bone Giants. These
? Monster on a towering warriors stride the battlefield spreading terror and death. Few are
50mm base the foes that can face these unnatural monsters, for they do not feel pain,
they do not know fatigue or fear. Able to feed on the escaping life force of
Equipment those they slay, the Nakku can carve through enemy regiments with a
? Hand Weapon single devastating charge.
? Heavy Armour
Options (May be given one of the following):
Special Rules ? Additional hand weapon +10 pts
Undead Construct ? Giant bow +30 pts
Large Target ? Great weapon +15 pts
Terror ? Shield +30 pts
Unstoppable Assault
Giant Bow: A giant bow shoots and penetrates ranks like a bolt thrower with the following
exceptions: Giant bows are Strength 5 (they still inflict D3 wounds). A model may move & fire with
a giant bow. The rules for Arrows of the Asp (WA: Tomb Kings) also apply to a Bone Giant.
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SEHENESMET, VIZIER OF QUATAR LORD CHOICE TOMB KINGS OF QUATAR ARMIES ONLY 525 POINTS
M WS BS S T W I A LD
Now Quatar is known as the Palace of Corpses, and only
Sehenesmet 6 4 2 6 5 6 2 4 10 a single creature lives within its boundaries. He is
Sehenesmet, the last and greatest of the Viziers of
Unit Type (Unique) Liche Giant: Sehenesmet combines the physical power of a Bone Giant with the Quatar, and master of magic and artifice. He alone of the
? Monster on a 50mm base mystical arts of a Liche Priest. All of the rules for both Bone Giants and Liche High priests survived the onslaught of Nagash and has spent
Priests apply to Sehenesmet. the long millennia since the fall of the old kingdoms
Equipment rebuilding the might of Quatar. Since the priests did not
? Sacred Crook of Shapesh The Sacred Crook of Shapesh. have whole armies entombed with them when they died,
? Heavy Armour Sehenesmet took all of the religious symbols and statues from the great temple of as the Tomb Kings did, there are few soldiers for
Shapesh, god of the underworld, and melted them down to make this staff. It is shaped Sehenesmet to command. Instead, he has constructed a
Special Rules in the image of the crook Shapesh uses to herd the souls of the dead to their resting vast legion of Ushabti, Bone Giants and Tomb Scorpions
? Undead Construct places and holds the power of life and death. to serve him. With this unnatural force he continues to
? Large Target guard the passage across the mountains, long since
? Terror The Sacred Crook of Shapesh can be wielded in combat like a great weapon. Keep track renamed the Charnel Valley. Now at the pinnacle of his
? Unstoppable Assault of the number of unsaved wounds inflicted by the Sacred Crook in each Close Combat power, Sehenesmet has perfected his arcane art and
? Magic Resistance (2) phase. In each Tomb Kings Magic phase, the power of the Crook may be unleashed as a melded his own body with that of a Bone Giant. He
? Liche Giant magic missile that cannot be dispelled (before Sehenesmet’s incantations). Pick a strides the world on massive legs, and unbelievable
? Generates 3 Dispel Dice single enemy unit within 24" as the target. The unit suffers a number of Strength 4 hits strength flows through his immortal body. Combined with
equal to the number of wounds currently ‘stored’ in the Crook. Once unleashed, the his powerful incantations, there are few who can stand
Vizier of Quatar: Sehenesmet counts number of wounds stored in the staff is returned to 0 until Sehenesmet inflicts more
against the ancient Vizier and live to tell the tale.
as the army Battle Standard Bearer and wounds. In addition, it doubles the range of Sehenesmet’s incantations.
the army general.
SHAWABTI
HERO CHOICE TOMB KINGS OF QUATAR ARMIES ONLY 140 POINTS
M WS BS S T W I A LD
These masterwork Ushabti are capable
Shawabti 5 4 0 6 4 4 3 4 10 lieutenants in the field imbued with the power to
marshal the ranks of bone constructs and compel
Unit Type Special Rules them to march to their enemies’ doom.
? Character on a 40mm base ? Undead Construct
? Magic Resistance (1)
Equipment ? Generates 1 Dispel Dice
? Great Weapon ? Magical Attacks
? Heavy Armour
My Will Be Done
Shawabti may issue incantations in the same way as
a Tomb Prince. They count as the army Hierophant
and General if Sehenesmet is not present.
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Tomb Kings of Numas Special Rules
The Living and the Undead: Because several of the units in a Tomb Kings of Numas army are not Undead, it is important to make a clear distinction between the two
types of unit. Incantations and Tomb Kings magic items that provide benefit for Tomb Kings units do not apply to Scythan units.
Scythan: Units with this special rule may act as normal and are not affected by any of the restrictions that apply to Undead units. Scythan units are Stubborn and immune
to Fear.
Army Selection: Chosen from the Tomb Kings army book. The army may not include any named characters found there except for Prince Tutankhanut who must be
taken in the War Party (even though he is a lord choice). Additionally, Prince Tutankhanut is always included alongside the Hammerblow force as well. This will mean that
your Hammerblow list is effectively 1285 points. The Tomb Kings of Numas may include any of the units listed below:
Prince Tutankhanut – The Golden God*
Characters: Liche Priest; Tomb Prince; Icon Bearer (WA: Tomb Kings)
Core: 0‐1 Scarab Swarm (WA: Tomb Kings); Scythan Warriors*; Scythan Cavalry*
Special: Tomb Guard; Skeleton Heavy Cavalry; Carrion; Skeleton Chariot (WA: Tomb Kings)
Rare: Screaming Skull Catapult; Bone Giant (WA: Tomb Kings); Sphinx* (see Tomb Kings of Khemri)
PRINCE TUTANKHANUT – THE GOLDEN GOD
LORD CHOICE TOMB KINGS OF NUMAS ARMIES ONLY 285 POINTS
M WS BS S T W I A LD
King of Numas
Prince Tutankhanut 4 7 5 5 5 4 3 4 10
Tutankhanut must always be the general in a Tomb Kings of Numas army.
Unit Type (Unique)
Special Rules
• Single Character on a ? Flammable KHOPESH OF AHKEN
20mm base ? The Curse A mighty weapon composed of three main parts: the hilt, a straight and unsharpened section of blade
? My Will Be Done finishing in a curved crescent shape with the sharpened edge.
Equipment
? Unstoppable Assault +2 Strength. Killing Blow.
? Hand Weapon
(WA: Tomb Kings pg 31)
? Blade of Ahken
GOLDEN ARMOUR
? Golden Armour
Perfectly form fitted, this glorious suit of golden plate is polished to a brilliant sheen by the Scythans and
surrounds Tutankhanut with an unholy aura.
2+ armour save. Wearer is immune to Killing Blow and has a 4+ Ward save.
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SCYTHAN WARRIORS CORE CHOICE TOMB KINGS OF NUMAS ARMIES ONLY 7 POINTS / MODEL
M WS BS S T W I A LD
Options Fierce nomads, the Scythan people
Scythan Warrior 4 4 3 3 3 1 3 1 7 ? Upgrade one Scythan Warrior to a Musician +5pts finally found a home amongst the
Scythan Champion 4 4 3 3 3 1 3 2 7 ? Upgrade one Scythan Warrior to a Standard Bearer +5pts ruins of Numas. Upon the
? Upgrade one Scythan Warrior to a Scythan Champion +10pts resurrection of Tutankhanut, the
Unit Size Equipment ? The unit may replace their Shields for Bows for no extra cost. Scythans incorporated their forces
• 10+ Scythan Warrior ? Hand weapon into the elite army of their living
? Light Armour god.
Unit Type ? Shield Special Rules
• Infantry on 20mm bases ? Scythan
SCYTHAN CAVALRY
CORE CHOICE TOMB KINGS OF NUMAS ARMIES ONLY
12 POINTS / MODEL
Equipment The deep deserts are home to fierce nomads whose swift riders are the best light cavalry in all the land.
Unit Size
? Hand Weapon
• 5+ Scythan Cavalry
? Light Armour
Unit Type ? Spear
• Cavalry on Cavalry bases Special Rules
? Scythan
? Fast Cavalry
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Under-Empire of Azgal
Skaven and Night Goblins: The tale of Karak Azgal is listed in the Book of Grudges.
It began as a prosperous Dwarf hold named Karak Izril – the City of Jewels. Repeated
attacks by Night Goblins and Skaven eventually lost this wondrous place to the Dwarfs,
but not before all of its vast riches were sealed away in a deep vault. Thereafter it was
renamed Karak Azgal – Horde Peak. Though it drew many treasure hunters and
expeditions to try and reclaim the hold, the Yellow‐Eye Night Goblins and two Skaven
clans held on to the tunnels and corridors tightly.
The scent of so much gold drew the attention of the ancient Black Emperor Dragon
Graug the Terrible. He easily overcame the greenskins and ratmen and exerted his dark
will on their feeble minds. Soon Karak Azgal had a new master and Graug slept for
decades beneath the city in the massive treasure vault. The recent battles with
Nagash’s forces near Karak Azgal have roused Graug from his slumber. He senses the
Great Necromancer is regenerating his strength and knows full well what majiks Nagash
could perform with the precious lifeblood of a Black Emperor Dragon. Sending his
Skaven and Night Goblin armies out once more, Graug plans to stop whatever
machinations Nagash has planned, lest it threaten not only his precious treasure horde
but also his very existence.
The Will of Graug: The special army rules of Size Matters and Waaagh that usually apply to Night Goblin armies do not apply to Under Empire armies. Friendly Skaven
units cannot cause panic tests in friendly Night Goblin units and friendly Night Goblin units cannot cause panic tests in friendly Skaven units. Squigs and swarms cause
panic tests as normal.
Army Selection: Chosen from the Orc and Goblin and new Skaven army books. No named Orc and Goblin or Skaven characters are permitted. The Under‐Empire of
Azgal may include any of the units listed below:
Graug the Terrible*
Characters: Skreet ‐ Clan Skreet Warlock; Thrakk – Clan Vechaire Chieftan (WA: Skaven)
Snaggle – Yellow Eye Night Goblin Shaman (May ride a Gigantic Spider or Giant Cave Squig ‐ WA: Orcs & Goblins)
Core: Clan Rats; Giant Rats (WA: Skaven); Night Goblins (WA: Orcs & Goblins); Rat Squig Pack*; Spider Swarms*
Storm Vermin; Rat Ogres (WA: Skaven); Night Goblin Squig Hoppers (WA: Orcs & Goblins); Night Goblin Spider Riders (Forest Goblin Spider Riders
Special: with +1 I, ‐1 Ld and Hate Dwarves ‐ WA: Orcs & Goblins);
Rare: Trolls (WA: Orcs & Goblins );0‐1 Black Emperor Dragonling*
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GRAUG THE TERRIBLE LORD CHOICE UNDER‐EMPIRE OF AZGAL ARMIES ONLY 1000 POINTS
Breathe Fire. The fiery breath of Dragons is legendary and Graug the Terrible is a Black Emperor
M WS BS S T W I A LD
terribly destructive. In battle it is used as any other breath Dragon, many thousands of years old,
Graug the Terrible 6 8 0 8 7 10 2 9 10 weapon except that it uses the 16” Hellstorm flame template. powerful, strong, wise and cunning.
Any models touched by the template are automatically dealt a He is one of the rarest of his kind.
Unit Strength Special Rules Strength 4 hit. In addition any unit that suffers casualties from Centuries ago a Dwarf named Skalf
• Graug has a Unit Strength of 20 ? Large Target Graug’s breath must take an immediate Panic test. Dragonslayer claimed to have slain
? Fly the beast but his wounds only forced
Unit Type (Unique) ? Terror Mighty Wings: When Graug finishes a Fly move, the wind the mighty dragon to hibernate
• Monster on 300mm x 200mm base ? Magic Resistance (2) generated by his massive wings means that he may move any deeper in Karak Azgal, guarding his
? Immune to Panic units that would be within 1” of his base the minimum distance vast treasures horde. Like all Emperor
The Forgeworld Emperor Dragon would ? Scaly Skin 2+ required to allow him to land. Their facings must either remain Dragons, Graug loves gold and riches,
make an ideal Graug. ? Squig Munchies as they were or may be towards Graug (opponent’s choice). and his horde is wealth equal to the
? Iron Hard Constitution (Cannot Units cannot be moved into impassable terrain, other units or greatest King’s treasury. Because of
Equipment suffer multiple wounds from a off the table. Ultimately use some common sense in the this vast trove Graug does not like to
? Teeth, Claws and Bad Attitude! single hit, regardless of its source) placement of Graug. Opponents should accept some shuffling venture far from Karak Azgal, in case
(attacks count as magical) about of their battleline to allow Graug to land. After all – he is of theft. When his minions are unable
Squig Munchies: Graug has developed a giant dragon! to prevail against a threat to his lair
Lord of Azgal: Graug counts as the a taste for Squigs in all their many the great beast will unfurl its ancient
army Battle Standard Bearer. You may forms. Any units containing Squigs Fly High: Instead of making a normal move, Graug can opt to fly wings and fly out to feed and plunder.
not include a Battle Standard if Graug (including Rat Squigs) that end the turn high. Remove him from the table. You may then place him
Breathe Fire. The fiery breath of Dragons is In recent years Graug the Terrible has sired a
M WS BS S T W I A LD
legendary and terribly destructive. In battle it is number of young. It is unusual for such creatures to
Black Emperor Dragonling 6 6 0 6 6 6 3 5 9 used as any other breath weapon. Those hit by it have numerous offspring, but the network of
suffer a Strength 3 hit. In addition any unit that tunnels beneath the old Dwarven hold have
Unit Strength Equipment suffers casualties from the Dragonling’s breath enabled each of the adolescent Black Dragons to
• A Dragonling has a unit size of 6 ? Teeth, Claws and Bad Attitude! must take an immediate Panic test. mark out a territory without clashing fatally with
its siblings. As the Dragons grow their lairs increase
Unit Type Special Rules Territorial: Black Emperor Dragons are extremely also. It is common for raiding parties from Karak
? Large Target
• Monster on 50mm base. territorial. Should a Black Emperor Dragonling Azgal to be accompanied by one of these creatures
? Fly start the turn within 6” of Graug, it causes d6 as they search for new territories beyond the reach
? Terror Strength 6 hits on Graug. Unfortunately for the of their brothers and sisters.
? Breathe Fire Black Dragonling, Graug will then return the
? Immune to Panic favour with d6 Strength 8 hits.
? Scaly Skin 4+
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RAT SQUIG PACK CORE CHOICE UNDER‐EMPIRE OF AZGAL ARMIES ONLY 35 POINTS / PACK
M WS BS S T W I A LD
Special Rules Mixing the ferocity of the deadly Cave Squigs
Skaven Squigmoulder 5 3 3 3 3 1 4 1 5 ? Hates Dwarfs found in Karak Azgal with the speed and reflexes
Rat Squig 5 4 0 5 3 1 4 2 3 ? Immune to Psychology of the Rat‐kin has led to one of the more
? Mixed unit (Squigmoulders are always placed effective creations of Skaven‐science. These Rat
Unit Size Equipment (Squigmoulder) at the back of the unit where possible. Missile Squigs have a shorter life‐span than their less
hits are randomised 1‐4 Rat Squigs, 5‐6 the furred cousins, but that is of little concern to the
• A unit of Rat Squigs is made of ? Hand weapon (whip)
Squigmoulders) Squigmoulders who press them into battle in
one or more packs (a pack consists ? Light Armour
? Wild Squigs (see WA: Orcs & Goblins) vicious packs and watch them strip their prey to
of a Squigmoulder and three Rat
the bone in seconds.
Squigs). You may buy as many Equipment (Rat Squig)
Supporting unit: Rat Squig Packs do not count
packs as you wish and add them ? Teeth
towards your minimum number of Core choices in
together to form the unit.
the army.
Unit Type
• Infantry on 20mm bases
SPIDER SWARM
CORE CHOICE UNDER‐EMPIRE OF AZGAL ARMIES ONLY 50 POINTS / BASE
M WS BS S T W I A LD
Special Rules From the dark caverns below Karak Azgal, the
Spider Swarm 6 3 0 2 2 5 1 5 10 ? Poison dominating influence of Graug commands not
? Skirmishers only creatures such as the Skaven and the Night
Unit Size Equipment ? Swarm Goblins, but also marshals the venomous spiders
• 1 – 10 bases. ? Poisonous fangs ? Wall Crawlers (see WA: Orcs & Goblins) and swarms them like a tide against his foes.
Unit Type Supporting unit: Spider Swarms do not count
• Swarm on 40mm bases towards your minimum number of Core choices in
the army.
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Watchers of Medes
High Elves: It was during the reign of Caledor II that the High Elves founded the outpost of Athel
Medes in the south beyond the great deserts. The seers had predicted that a great evil would rise
amongst the dunes and Prince Mirillion of Yvresse accepted the responsibility of maintaining a vigil
against this future threat. But events were to overtake the Prince and his warriors as with the War
of the Beard and the death of Caledor II the Elves began to withdraw from the Old World. Soon
Mirillion had to make the choice of abandoning his vigil or becoming isolated from the rest of his
people. The elves of Yvresse have never accepted the easy path and since that fateful time Mirillion
and his Watchers have tried to thwart Nagash and his machinations at every turn.
Lacking many of the specialised warrior paths that the mainland armies can call upon, the kinsmen
of Athel Medes have instead refined their own fighting style to make the most of their available
resources. Their numbers are finite, however and each loss in battle is keenly felt as it is both
profoundly noble in sacrifice as well as irreplaceable. So with each skirmish the Watchers of Medes
find themselves facing an enemy who thrive on attrition. Mirillion is now faced with the very real
possibility that he will not have enough warriors at the time when they are finally needed the most.
Views on the other factions
Beasts of the Worlds Edge “These primitive herds must be driven from the land” Grand Army of Jaffar “Pawns of the dark gods. Show them no mercy.”
Children of the Horned Rat “Chaos come in many forms, even diminutive ones” Mercenaries “Warriors who fight for ignoble reasons are beneath contempt”
Corsairs of Hag Grief “Our dark cousins are true to their nature – so must we be.” Savage Greenskins “The greenskins are an ever‐present threat. Let us end them.”
Sisterhood of Lahmia “Dark corruption gives these creatures unnatural ” Sudenberg Militia “We sympathise with those stranded so far from home…”
Cripple Peak “Vigilance means our strike will catch our enemy unready” Tomb Kings “Ancient, certainly. But their nature has yet to be revealed.”
Crusaders “Trust the humans to complicate matters” Under Empire of Azgal “The creature that holds dominion is an abomination.”
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Watchers of Medes Special Rules
Opening Salvo: After both sides have deployed, but before the first turn has begun, the High Elf player may fire any Bolt Throwers they have deployed. This preliminary
salvo suffers an additional ‐1 penalty as the crew rush to get their warmachines into position. Once casualties have been determined and any panic checks made the dice
is rolled to determine first turn.
Sacred Fire: When Athel Medes was first established, a torch carrying a light from the Flames of Asuryan was placed at the top of its great tower. Though this provides a
magical ward that has protected the enclave from the ravages of time and the dark gaze of Nagash it has proven to have other, more martial, benefits. All models with
Longbows are armed with arrows infused with the flames from the Tower of Medes. All non‐magical shooting attacks are considered both flaming and magical. Repeater
Bolt Throwers may take bolts infused with the same Sacred Flame for +10 points. Such is the power of the flames that even units immune to magical or flaming attacks are
still affected.
Army Selection: Chosen from the High Elf army book. No named High Elf characters are permitted. The Watchers of Medes may include any of the units listed below:
Characters: Prince (Mirillion the Vigilant); Mage; Noble (WA: High Elves)
Core: Archers (WA: High Elves); Shadow Warriors (WA: High Elves)
Watchers of Medes*; Spearmen (WA: High Elves); Silver Helms (WA: High Elves).
Special: Note: One unit of either Silver Helms or Spearmen may take a magic standard worth up to 50 points.
Rare: Repeater Bolt Thrower (See WA: High Elves); Great Eagle (WA: High Elves)
WATCHERS OF MEDES
SPECIAL CHOICE WATCHERS OF MEDES ARMIES ONLY 21 POINTS / MODEL
M WS BS S T W I A LD Options
Watcher of Medes 5 4 5 3 3 1 5 1 8 ? Upgrade one Watcher of Medes to a Musician +6pts
Sentinel of Medes 5 4 6 3 3 1 5 1 8 ? Upgrade one Watcher of Medes to a Standard Bearer +12pts
May take a Magic Standard worth up to 50 pts
Unit Size Equipment ? Upgrade one Watcher of Medes to a Sentinel of Medes +12pts
• 5+ Watchers of Medes ? Hand weapon May take the Reaver Bow for +40 pts
? Longbow
Unit Type ? Heavy Armour Deadly Shot: All shooting from the Watchers of Medes with their Longbows (but not the Reaver Bow)
• Infantry on 20mm bases Special Rules have the Armour Piercing special rule. They may always stand and shoot as a charge reaction,
? Speed of Asuryan regardless of range (the Sentinel may Stand and Shoot the Reaver Bow).
? Valour of Ages
? Skirmish Far Sighted. If the Watchers of Medes are stationary that turn, they may fire their Longbows (but not
? Scout the Reaver Bow) with a short range of 20” and a long range of 40”.
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