19th st january 2018 - s20889.pcdn.co · allies from the warp to fight the imperial crusade in a...
TRANSCRIPT
A Campaign Weekend at Warhammer World is a unique experience like no other. Each game you play is set in the rich
narrative of the Warhammer 40,000 universe allowing players to embrace the lore and immerse themselves in a vivid
story. What’s more, the outcome of your games shapes the tale being told, so your actions on the battlefield have a direct
impact on where the campaign goes. If you want to play fun games of Warhammer 40,000, but forge a narrative with
your army and fight for your faction in the Dark Imperium, then a Campaign Weekend is a one-of-a-kind experience not
to be missed.
This event is the first of a new venture for Warhammer 40,000 campaigns at Warhammer World. Set in our brand new
setting The Tenebris System, this is part one of a long-term campaign setting we plan to explore. This means the events
that take place during the weekend will shape the future of Tenebris and have a direct impact on the campaigns that
follow. The details of the Tenebris system and how the tale begins can be found later on in this pack.
EVENT ESSENTIALS Date: 19th-21st January 2018
Rules: Warhammer 40,000 Matched Play
Army Size: 100 Power Level
Missions: Narrative
Number of games: Eight
Army Selection: Battle Forged with a maximum of three detachments. You are free to change your army roster between games. See
‘Friday Combat Patrol’ at the end of the pack for rules regarding the Friday games.
Publications in use: All current and in-print Warhammer 40,000 Index books and Codexes from Games Workshop and Forge
World, unless their release falls on the weekend of the event. We expect you to use the most current datasheets for your models—e.g.
those found in a Codex rather than in an Index if a Codex if available for your army. This means that you may use Faction-
appropriate Index datasheets that might not appear in your Codex (such as Chaplain on Bike).
Meals: Lunch is provided on Saturday and Sunday.
Dossier: Each player will receive an event exclusive dossier when they arrive. See page 9 for more details.
Other activities: Painting competitions and free entry to the Warhammer World miniatures exhibition.
MODEL REQUIREMENTS Playing exciting, atmospheric games with fully painted miniatures is a big part of our events at Warhammer World. Therefore all
miniatures in your collection must be 100% Games Workshop miniatures and be fully assembled, painted and based. Each model
must fully represent what you have presented on your army roster (including all weapons and equipment).
Furthermore, you need to contact us to let us know about any conversions or proxies you are planning on using, and provide us
with photos of the models in question where possible. Don’t worry, we fully appreciate awesome hobby skills and cool models, but
we just want to make sure everything is super clear for your opponent and no confusion can arise during games.
We will politely ask you to remove any models that don’t meet these above standards to protect everyone’s experience. If you would
like more information on Warhammer World’s model requirements then read our guide here: https://warhammerworld.games-
workshop.com/wp-content/uploads/Model-Requirements.pdf
A HISTORY OF BORALIS Our tale cannot begin without first re-telling the events that took place in Boralis
during the Campaign Weekend known as The Boralis Schism. With Boralis being a
series of shrine worlds dedicated to the fervent worship of the God-Emperor, it did
not take long for a wayward sect of the Ecclesiarchy to stray too far from the
Emperor’s grace. Heresy took root, and through this, a vast civil war erupted. Under
the banner of ‘The Pious’, an Imperial crusade arrived to put down the rebellion and
reclaim Boralis. However, the grip of Heresy was strong. ‘The Heretical’ called forth
allies from the warp to fight the Imperial crusade in a bitter, bloody struggle. Many
sacrifices were made, but in the end, the loyal forces of the Imperium prevailed.
Buoyed by their noble victory, The Pious continued their crusade onwards, and the
Inquisition was left to deal with the last remnants of rebellion. To do this, they
fought fire with fire.
Those cities not fully free from taint were
bombarded from orbit. Ordinance and
lance weaponry pounded vast sections of
the Boralis worlds into oblivion. Once
great cities were brought to a flattened
wreckage of dust and bone as existence
was erased. The Inquisition paid no heed
to the pleas of the Boralis rulers – any
survivors from the rebellious cities were
guilty through association. Each and every
city the Inquisition targeted was reduced to
naught but a tomb, its inhabitants either
buried beneath the rubble or with little
means for survival in the fallout.
The remaining cities that the civil war did not reach were then further garrisoned and watched with a critical eye, and any
misdemeanour or radical behaviour was dealt with brutally and swiftly. The iron fist rule of the Imperium had returned.
LIFE AND DEATH Many moons passed since the Boralis Schism was suppressed. Its citizens looked back on those dark days with sorrow and anguish,
but the enemy within was no more. Out in the wreckage of Boralis’ shame, in the wasteland of the fallen cities, the Tenebris system’s
next great threat began anew. With the Imperium’s watchful eye facing inward, outside forces returned.
The survivors of the Inquisitorial bombardment were nought
but dishevelled wretches scraping out a pitiful existence in
the ruins. If any were innocent of heresy, their faith was soon
cast aside. Forced to fight for food, shelter and survival in the
wreckage, their dignity and pure purpose was lost forever.
The inhabitants of the fallen cities soon invited in a far worse
fate—whether they wished it or not—for their withered souls
became infected in a mass outbreak of The Walking Pox.
They were born again as Poxwalkers.
Furthermore, entombed in the ruins, millions of rotting
cadavers stirred. With the winds of Chaos blowing through
the wreckage, Nurgle’s blessing took root in the corpses of
the dead breathing a new life of undeath. Plague Zombies
rose from their slumber. The shambling, groaning undead
amassed and joined with the Death Guard Chaos Space
Marines and the hordes of Poxwalkers.
Striking without warning, they fell upon an Imperial city like an unholy tide against an unsuspecting shore. Within a matter of hours
the city fell before reinforcements could arrive to save them. Wasting no time to savour the victory, Nurgle’s chosen Legion
bolstered their ranks with the former civilians – more shambling Poxwalkers of mutated flesh dancing to the Plaguefather’s tune. An
army of decay and death had risen from Boralis’ sin.
And so our campaign begins. Now in shocked
realisation, the Imperium is responding with
immediate quarantine. Vast defense lines, walls and
checkpoints are hastily being erected at the borders
of Imperial territory. All citizens are forbidden from
travelling between cities and a curfew is in effect.
Distress calls are sent out all across Tenebris and
beyond calling for immediate aid. The Imperium will
defend until relief can arrive, but will it be enough?
What’s more, with the Imperium once again having
to divert its effort to Boralis, the outer reaches of the
Tenebris system are ripe for the taking. Various
elements of renegade, rebel and raider make their
way into the cluster seeking to fulfil their own
objectives and establish a presence that will take root
for many years to come. With the Imperium under
attack from all angles, Tenebris will never be the
same.
TENEBRIS LUMINA With the events on Boralis spiralling out of control, the Tenebris system holds a power that
attracts all. A vital conduit to the strength of the Imperium and the reason Tenebris is so heavily
fortified, this strange power has been called the Tenebris Lumina.
The Tenebris Lumina is regarded differently by all races, but to the Imperium it acts as an
Astropathic relay. Astropathic communication—psychic communication across interstellar
space—is vital to Imperial rule, but is inherently dangerous, costly and slow. The Tenebris
Lumina is an unidentified conduit that allows Astropaths in Tenebris to communicate with the
Imperium at a much faster and safer rate. In such a dangerous location as the Eastern fringe, the
Lumina is vital to the defence of the sub-sector. The Imperium must maintain control of the relay
lest the encroaching darkness take hold.
To the other races the Tenebris Lumina is worth so much more, for the Imperium uses but a fraction of its true power. It is whispered
that only the Eldar and Necrons know of its ancient secrets, but nonetheless many a warlord has grand ideas for its use should they
wrestle it from the Imperium. In certain hands the Tenebris Lumina could be put to nefarious tasks and the results would be
devastating. The events on Boralis are the immediate threat, but the real prize is the Lumina.
THE TENEBRIS SYSTEM Tenebris is a vital populated system in a sub-sector of the Ultima Segmentum on the borders of the Eastern Fringe. Being on
the very edges of Imperial space, the system is a last bastion and stronghold for Imperial forces. Its optimal location and
features make it vital in defense against encroaching enemies and a common mustering point for crusades and invasions.
PLANETS
The Imperium’s heart in the Tenebris system is the hive world of Spyral. A
vast planet teeming with Imperial citizens, its cities are huge urban conglomera-
tions that stretch across continents and reach miles into the sky. Spyral Prime is
the largest city, and the planet itself wields immense power over all.
The Imperium’s military might in the Tenebris system comes from the fortress
world of J’Migan. Being the gateway to Tenebris, J’Migan is a heavily
fortified world packed with bunker complexes, orbital guns, artillery and
martial strength. J’Migan has never fallen, and so long as Imperial soldiers
garrison its battlements, Tenebris shall be for the Emperor.
Boralis is a series of Shrine and Cardinal Worlds further into the Tenebris
system away from the frontline of the Eastern Fringe. Each planet is dedicated
solely to the Adeptus Ministorum (The Ecclesiarchy), and by extension the God
-Emperor. Countless billions bask in the light of the Imperial Creed and
fervently worship the Master of Mankind amongst towering cathedrals, colossal
statues and offices of the faith.
Empyrea 7 is where all trade and travel through the Tenebris system passes. The
planet and its atmosphere is filled with docking bays, space ports, hangars and storage
facilities meaning the world is dedicated solely to re-supplying and stockpiling the
Imperium’s needs. Vast quantities of ammunition, provisions and trade goods pass
through every day to maintain the needs of Tenebris and beyond.
Fringe planets such as Mining Worlds rich in resources and natural
materials occupy the edges of the Tenebris system. Workers toil to harvest
these planets often under challenging environmental conditions. The planets
themselves offer great value to the Imperium but their otherwise
inconspicuous nature means that nefarious elements may find a home here in
secret. One such presence has infiltrated the workforce of Mining Facility
42. There they patiently await the arrival of a hunger that looms in the deep.
Death Worlds can be found immediately outside of the borders of the
Tenebris system in the area known as the Eastern Fringe. Very few
Imperial citizens can be found here, only those hardy enough to eke
out an existence in the arduous environment. These planets are largely
unexplored, thus the presence of a T’au Research Station on the planet
of Vigos goes undetected.
EVENT ALLIANCES
Each player is split up into one of three alliances determined by which ticket you purchase. This means you will already know which
side you will be fighting for and what your overall goal for the campaign is. These three alliances are Imperium, Chaos and Invaders.
Below is some basic information about the alliances, who makes up their ranks and why they are here. The detail is then up to you!
Players are encouraged to forge their own narratives for their army – where they’ve come from, where they’re going, individual
motivations and overall objectives.
Each alliance will have an event staff member assigned to it. This means you will get regular updates, will receive orders and
objectives, and be given important choices to make during the weekend. Can the Chaos players keep their focus on the overall
objective? Will the Invaders establish some unity, or will there be infighting? As well as the results of your games, your briefs with
your alliance staff member is a chance for players to have a direct impact on the story being told, and to make important decisions on
the overall strategy of your alliance.
IMPERIUM Players belonging to this alliance make up the inhabitants of the Tenebris system and those coming to its aid. The primary objective
for this alliance initially is to defend Boralis from the encroaching hordes of Chaos, and then turn their sights on the rest of Tenebris
to maintain Imperial rule.
Players are encouraged to think about why their army is in the Tenebris system. Perhaps they are a regiment of the Astra Militarum
sent to reinforce Boralis, a chapter of the Adeptus Astartes arriving to fight, or even an Adeptus Mechanicus force lending aid but
also pursuing their own agenda.
Players belonging to this alliance MUST use an army that has the IMPERIUM faction keyword.
CHAOS Players belonging to this alliance make up the Chaos invaders resurgent. The forces of the Death Guard lead the charge on Boralis,
however various elements of Chaos have joined them to fight the Imperium. Their objective is to crush the Imperial presence on
Boralis, then with the planet under their control, invade the rest of Tenebris.
Players are encouraged to think about why their army is in the Tenebris system. Perhaps they are an army of Death Guard with newly
corrupted Poxwalkers to answer Nurgle’s call, a warband of Iron Warriors called in as specialists to lay siege to the reinforced cities
of Boralis, or a mixed warband of Daemons and Renegade Chapters seeking to join the pillage and plunder.
Players belonging to this alliance MUST use an army that has the CHAOS faction keyword.
INVADERS Players belonging to this alliance make up the raiders, renegades and rebels moving in to the Tenebris system to achieve their own
objectives and establish a foothold for years to come. Players are encouraged to think about why their army is in the Tenebris system,
what they want to achieve, and where their loyalties lie should the need to make bargains arise.
Each player from this alliance will be given secret objectives to complete over
the weekend. This will be their primary objective, and should they achieve it,
will have some major decisions to make regarding the future of Tenebris, both at
this event and beyond!
Players belonging to this alliance must choose an army a little differently. Any
army that DOES NOT have the CHAOS or IMPERIUM keyword is permitted
e.g. any Xenos army. Or, an army that DOES have the CHAOS or IMPERIUM
keyword MAY be taken, however they must fully embrace the rebellious and
renegade nature of their alliance. For example, they could take a chapter of
Space Marines or Astra Militarum, but narratively they have gone rogue and are
thus pursuing their own agenda.
To further support this, any players that choose this alliance and use a CHAOS
or IMPERIUM army may NOT take any unique characters without checking
with the events team first (contact details are at the end of this pack). A unique
character is any model that has a rule in its description which reads ‘only one of
this model may be included in your army’. The reason for this is very simple –
certain characters are staunchly loyal to their faction and wouldn’t turn their
back on them! For example, Roboute Guilliman is a famous hero of the Imperi-
um, and it wouldn’t be appropriate for him to fight as a renegade (and would
detract from the narrative experience if he did). However, Ahriman of the
Thousand Sons is often pursuing his own agenda, thus he would have a place as
a renegade away from the main invading Chaos force.
CHOOSING ARMIES This event will use elements from both Narrative Play and Matched Play from the Warhammer 40,000 rulebook. When building your
army for the event, follow the Matched Play (pg 214) and Battle-Forged (pg 240) rules in the Warhammer 40,000 rulebook, and
make sure you have at least a 100 Power Level army.
As the missions are revealed on the day, you may want to bring a selection of units to use over the weekend. This is so players can
build their armies to embrace the narrative of the weekend and the mission at hand. Therefore feel free to change your army roster
between games. For example, your forces might be tasked with assaulting an enemy position and capturing it from them. Thus you
might replace your fortifications and artillery positions with transports and fast attack. Power Levels make this process quick and
easy, so give it a try!
We do expect players to follow a certain code of conduct if they do change their army roster. For instance it’s not acceptable to see
what army your opponent has, then change your roster to deliberately counter them. This goes against the spirit of the weekend.
Sometimes no matter how hard you try, you can’t quite squeeze it all in to 100 Power Level. Therefore players are allowed to take an
army of up to 102 Power Level, but for every Power Level you go over 100, your opponent gains one additional Command Point.
MISSIONS
We will be using the Matched Play mission rules (pg 215) of the Warhammer 40,000 rulebook. These are Psychic Focus, Strategic
Discipline and Tactical Reserves respectively.
The missions themselves will then be based on Narrative Play. Each mission will reflect the story being told and will require you to
adapt to the changing circumstances of the tale. You will find out what missions you will be playing before each round begins. This
is an exciting part of Campaign Weekends as each mission is carefully selected to further immerse players in the event. The outcome
of these missions will then impact those that follow it, so your victories will count for you and your faction.
All missions and their specific rules will either be from the Warhammer 40,000 rulebook or provided for you on the day. You will
have two hours and thirty minutes to play your game and record the result on your scorecard.
ORDER OF BATTLE As Campaign Weekends are fully set in the narrative and lore of the Warhammer 40,000 universe, we would ask players to approach
their games in kind. There are many ways to do this:
Consider theme and narrative for the mission at hand when selecting your army. For example, a defensive mission would see
gun lines and fortifications, whilst a rescue mission would be better suited to fast moving units, flyers and teleporting
reserves. An appropriate selection of units really helps set the scene of a battle.
Think about the ‘rule of cool’ and how the events of your games can forge a narrative. Could your Space Marine Sergeant
make an epic charge and defeat an enemy in single combat against the odds? Could your last few Guardsman hold the line
against an incoming horde of enemies? At the end of the event these tales of heroism will go down in the annals of history
forging a narrative of fame (or infamy) to share with other hobbyists.
Think about the tempo of the game and how the missions objectives can be achieved cinematically. A rising crescendo of
events where there’s back and forth between both players, vital combats taking place and a finale that’s close up until the final
dice roll will create a thematic and fulfilling game for all. If one player is blasted off the table in turn one, this wouldn’t be the
most satisfying narrative game.
Embrace the flexibility of narrative play to better suit the personality of your army. An Ork Warboss might not be so
concerned with holding ground and takes greater pride in defeating enemy warlords in one-on-one combat. Therefore the
Warboss would make every effort to meet the enemy commander in battle to achieve Slay The Warlord personally.
Play to the very end. Some of us will remember a time where we’ve snatched victory from the jaws of defeat, and it’s a
mighty tale to be told! Even if things are looking grim early into the game, sometimes some savvy decisions and lucky dice
rolls will achieve the unexpected, be it a defiant last stand or even a crafty victory.
Have a chat with your opponent beforehand such as when talking through their army. What inspired them to create their army
and choose those particular units? Why is their army in the Tenebris system and what are they looking to achieve? These are just a few methods of embracing the spirit of Narrative Play and we would encourage all players to consider them. We
may do spot prizes for any heroic feats that take place during the weekend, so if it happens, come let us know!
PAINTING COMPETITIONS During this event we will hold two painting competitions. These competitions are there to celebrate hobbyists who have gone the
extra mile in their hobby to create some truly special models. You are eligible to enter each category once. To enter you must have
done the building and painting yourself and the models must be from the army you are using that weekend.
The first painting competition is the Legends Painting Competition. This is perfect for any particular models in your army you are
most proud of. Its open entry for anyone taking part in the event, and the winners are determined by player vote. The winning models
from each category will win a Legend award. The categories are as follows:
Hero of Legend includes any 1 model that doesn’t have the VEHICLE or MONSTER keyword.
Company of Legend includes any unit of 2-5 models, or 2-3 models on larger bases.
Icon of Legend includes any model with the VEHICLE or MONSTER keyword, or any model that doesn’t fit into the above
categories.
The second competition is the Best Army Competition. This is a prestigious award for hobbyists who take the time and put in the
effort to achieve a truly excellent standard of hobby consistently across their whole army. The Events Team will nominate a shortlist
of armies, and then the winner will be determined by player vote.
The Events Team may specify additional requirements during the event for any unusual or particularly large entries. If you have any
queries regarding these competitions, feel free to contact us before the event.
LOREMASTER OF LEGEND Campaign Weekends at Warhammer World allow players to experience Warhammer 40,000 in a unique way by embracing the rich
narrative of the universe and play their games in a story-drive setting. This can be done in a variety of ways, from simply turning up
to play narrative-driven missions with unique victory conditions and mission structure, all the way through to collecting and painting
an army to specifically fit with the narrative being told. In short, it’s entirely up to you how much you want to dive in to the storyline
of the weekend.
That being said, we hope everyone embraces the spirit of a Campaign Weekend in some part, and would like to reward those that do
with a unique award called the Loremaster of Legend. This award will be given out at the events staff discretion for players that go
the extra mile with their narrative. The sky is the limit as to what you do so there’s plenty of room to be creative. Nonetheless, here
are a few examples:
Writing an A4 page of unique background for your army that fits with the story of Tenebris, and then making it visually
exceptional such as printing it on a scroll (or whatever works as
paper for your faction!)
Converting and painting unique model(s) that tells a story about
the campaign. For example, combining Warhammer: Age of
Sigmar Flagellants and Zombies would create an excellent
alternative to Poxwalkers to represent the former occupants of
Boralis now re-animated for Nurgle.
Some objective tokens that contain aquilas, golden statues and
other icons of faith to represent relics from the fallen cities of
Boralis.
A thematic army that contains elements of the Inquisition and
Adeptus Ministorum, the high command and veterans of the wars
on Boralis, or even a fallen demagogue that’s risen in the ranks of
the Chaos invaders after surviving the first rebellion.
Creating unique elements in your army are brilliant ways of embracing the
event and having a memento to forever signify your heroic battles in the
campaign. This is a great hobby project to embark upon, but remember it
isn’t a requirement for players, it’s entirely optional.
The event staff will award the Loremasters of Legend at the end of the
weekend. If you have taken the extra time to create something unique,
come and let us know during day one. We take an active role in the
campaign and will be on the lookout for interesting things, but if you have
put the effort in to create something unique, make sure you come and
show us in case we don’t spot it ourselves.
DOSSIER When you arrive at Warhammer World we will register you in the event hall on Friday
or Bugmans Bar on Saturday morning. Bring a copy of your ticket with you (a digital
one on a mobile phone is fine) and we will get you signed up for the weekend. We will
then give you a faction specific dossier to have a read through.
This dossier is a bespoke, exclusive collection for those attending the event. Not only
does it serve as a unique piece of memorabilia to commemorate the event, but it will
also contain everything you need to indulge in the lore of the Tenebris system and be
ready for the campaign ahead. Contents will include narrative detailing the Tenebris
system and its history, art prints, campaign specific rules and more.
AWARDS At the end of the event we will hold an award ceremony to celebrate particular feats of
achievement over the weekend. The awards available are:
CONSUL - for the player from the Imperium alliance with the most Favourite
Game votes, with best results from the games as a secondary sorter.
MARSHAL - for the player from the Imperium alliance with the best results from
their games.
DEMAGOGUE - for the player from the Chaos alliance with the most Favourite
Game votes, with best results from the games as a secondary sorter.
EXALTED CHAMPION - for the player from the Chaos alliance with the best results from their games.
RAIDER - for the player from the Invaders alliance with the most Favourite Game votes, with best results from the games as a
secondary sorter.
REAVER - for the player from the Invaders alliance with the best results from their games.
BEST ARMY NOMINEE - for all those nominated by the event staff for the Best Army competition.
BEST ARMY - as voted by you, for the most impressive looking army.
HERO OF LEGEND - as voted by you, for the winner of the Hero category.
COMPANY OF LEGEND- as voted by you, for the winner of the Company category.
ICON OF LEGEND - as voted by you, for the winner of the Icon category.
BEST COMBAT PATROL - at the event staff discretion for any impressive looking Combat Patrol armies.
LOREMASTER OF LEGEND - at event staff discretion for any players that embrace the narrative of the weekend.
HEROIC FEAT - at event staff discretion for any mighty moments on the battlefield.
SCHEDULE
FRIDAY 19TH JANUARY 2018 (OPTIONAL)
10.00am Warhammer World opens. Feel
free to have a look around the exhibition,
play some games with friends and grab
some food in Bugman’s before the event
starts
5.00pm-6.00pm Early registration
6.00pm-6.50pm Combat Patrol game 1
6.50pm-7.00pm Break
7.00pm-7.50pm Combat Patrol game 2
7.50pm-8.00pm Break
8.00pm-8.50pm Combat Patrol game 3
10.00pm Warhammer World closes
SATURDAY 20TH JANUARY 2018
9.00am-10.00am Registration in Bugman’s
10.00am Event hall and stores open
10.20am Event brief
10.30am-1.00pm Game 1
1.00pm-2.00pm Lunch and the Legends
painting competitions
2.00pm-4.30pm Game 2
4.30pm-5.00pm Break
5.00pm-7.30pm Game 3
8.00pm Evening entertainment
10.00pm Warhammer World closes
SUNDAY 21ST JANUARY 2018
10.00am Warhammer World opens
10.30am-1.00pm Game 4
1.00pm-2.00pm Lunch and the Best Army
painting competition
2.00pm-4.30pm Game 5
4.30pm-5.15pm Break
5.15pm Award ceremony
6.00pm Warhammer World closes
CONTACT US If you wish to ask any questions, discuss any conversions or to find out more about our events, please feel free to get in touch with us:
Phone: 0115 900 4994 Email: [email protected]
Write: Warhammer World Events Team , Games Workshop, Willow Road, Nottingham, NG7 2WS
Catch up on all the latest Warhammer World news by finding us on at Games Workshop: Warhammer World
FRIDAY COMBAT PATROL With Tenebris on the verge of open warfare and immense turmoil, some warlords have sent forth
their scouts to gather intelligence, secure early objectives and seize vital ground before the full war
begins. On the Friday we will host a Combat Patrol tournament. This is an entirely optional
addition to the weekend for all that have tickets to the Campaign Weekend. You can register for
the event on Friday then play 500 point games of Warhammer 40,000 in the evening.
The Combat Patrol tournament is a relaxed, light-hearted tournament for players to take part in. As
this is an optional addition, you are not required to attend. Don’t worry, you can still join the event
on Saturday morning and take part as normal if you can’t make the Friday gaming. That being said,
the Combat Patrol Tournament is a great chance to meet other attendees, get stuck in to the
campaign and play more games of Warhammer 40,000, so we hope to see you all there!
COMBAT PATROL GAMES The tournament will consist of three games of Warhammer 40,000 Matched Play with ran-
domly generated opponents.
You will need an army of no more than 500 points using our unique ‘Combat Patrol
Detachment’ detailed below. You may take this detachment once.
Each mission will be the Retrieval Mission found on page 218 of the Warhammer 40,000
Rulebook using the Dawn Of War deployment map (page 216).
You must still select a Warlord as normal, but do not select any relics/artefacts.
You may not use any units with a wounds profile of more than 10. Combat Patrols are your
army’s scouts and sentries; the heavy weapons are for the main battles!
BUILDING YOUR COMBAT PATROL When building your 500 point Combat Patrol, use following Detachment:
BEST PATROL COMPETITION During the tournament the event staff will judge our ‘Best Patrol’ painting competition. This is a
hobby award for players that have put in the extra effort to create some truly unique Combat Patrol
armies. This might be for an exceptional standard of painting and converting, or for a truly themed
spec-ops style force with recon equipment, camo cloaks, special wargear, the works. Overall we will
be looking for some real personality in your force.