the wrath of nagash - · pdf fileformer allies against each other in his quest to recover the...
TRANSCRIPT
The Wrath of Nagash Campaign Weekend . . .www tempusfugitives co uk
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It is the year 1450 and something terrible stirs in the Land of the Dead. For over a thousand years the Great Necromancer, Nagash, has been slowly rebuilding his strength. Now all that remains are for six artefacts of his former power to be restored to him and the world will tremble once more at his terrible wrath!
IMPORTANT!
THIS IS NOT A TOURNAMENT. YOU WILL GET MORE OUT OF THE WEEKEND IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON THE OUTCOME OF YOUR GAMES. TRY AND PLAY WITH YOUR OPPONENT RATHER THAN AGAINST THEM. The Tempus Fugitives have designed this campaign weekend to be (we hope) as enjoyable as possible. Once again (all together now) it is important to remember that the campaign weekend is not a tournament. If you are expecting anything other than to just have fun – turn back now! The games you play are all connected to part of a greater struggle as the Great Necromancer, Nagash, pits former allies against each other in his quest to recover the six artefacts which will allow him to unleash his Wrath! Games Workshop has a really fantastic Throne of Skulls Grand Tournament programme and should you want to get involved in a true test of your skill at Warhammer please contact Direct Sales on 0115 91 40000 or see the events page at www.games‐workshop.com
The Wrath of Nagash campaign weekend presents Games Workshop hobbyists with an opportunity to play in a different style than they may be used to. In short, Tempus Fugitives’ campaigns are all about trying out new ideas and contributing to an adventure.
In fact the story is almost as important as the actual games themselves and players should be prepared to get into the mindset of the army they have brought to battle with. If you and your opponent have a great game, the actual outcome of the battle becomes less important. Once more (with feeling), you are playing with your opponent – not against them. The team running the event is there to help describe the campaign story as it unfolds and they will work out what impact your games have upon it. Most importantly they are there to ensure everybody has a great time. Remember – it’s only toy soldiers! Games will be driven by the narrative of the campaign. This means that during the course of the event various games may appear a bit one‐sided when viewed from the usual gaming perspective. In any war, commanders have to deal with unfair and unbalanced situations, using cunning and skill to prevail against overwhelming odds, and the same may be true for you. However, whatever the scenario or battlefield conditions, your game and your story will always count in the big scheme of things; the Tempus Fugitives will always try to make sure that you are not asked to play a game you simply can't win before any dice are cast. There will always be critically important scenario objectives that you will need to strive to achieve. Most importantly remember that, as this is a team event, even if you lose your individual battle your taskforce or faction may still do well overall; don't worry about 'winning', just think about having a good time. 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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Weekend Schedule
Sunday 21st March 2010 09:30 – 09:45 Doors Open 09:45 – 10:00 Recap & Briefing 10:00 – 12:00 Game 4: War Party Doubles 12:00 – 13:00 Lunch & Army Judging 13:00 – 13:15 Game 5 Briefing 13:15 – 14:15 Game 5: Hammerblow 14:15 – 14:30 Afternoon Break 14:30 – 14:45 Game 6 Briefing 14:45 – 16:45 Game 6: Main Battalion 16:45 – 17:00 Final Break 17:00 – 17:30 Award Ceremony
Acknowledgments
This weighty tome you hold in your slightly clammy hands is the roadmap for the latest Tempus Fugitives Warhammer campaign weekend. We have not arrived at this point by mere chance or by some whim; instead we are here because of a number of important people helped us along the way. The bad news is that the list is quite lengthy – so we’ll group them together so as to hopefully not leave anyone out. Most important of all ‐ the Tempus Fugitives would like to thank Games Workshop for giving many of us jobs and all of us an old, yet familiar world to play with. Without their universe to run around in, we’d all be playing Risk or Sudoku… The wives, girlfriends, boyfriends and partners of the Tempus Fugitives – for letting their worse halves go and play with lead dollies ‘up north’ several times a year. The Tempus Fugitives are most serious about their work and no fun was had in the preparation of this weekend…. The UK Events team deserve mention here. The support received over the years from Brian Aderson and Andy Joyce has meant that we have had the confidence to try and pull these events off. And last but not least we’d like to thank all those who have visited our website and forums. The feedback and support given to our campaign weekends has encouraged us to try and put together the best Warhammer campaign weekend we possibly could.
IMPORTANT! This material is completely unofficial and in no way endorsed by Games Workshop Limited 2010. Games Workshop, the Games Workshop logo, Warhammer, Warhammer World and all associated marks, logos, names, races and race insignia, vehicles, locations, units, characters, illustrations and images from the Warhammer and Warhammer 40,000 universe are either (R), TM and/or © Games Workshop Ltd 2000‐2010, variably registered in the UK and other countries around the world, used without permission. No challenge to their status intended. All Rights Reserved.
Friday 19th March 2010 19:00 – 21:00 Pre‐Register in Bugmans Saturday 20th March 2010 08:30 – 09:30 Arrive & Check‐In 09:30 – 10:00 Welcome and Briefing 10:20 – 12:30 Game 1: War Party Doubles 12:30 – 13:30 Lunch & Army Nominations 13:15 – 13:30 Game 2 Briefing 13:30 – 16:00 Game 2: Main Battalion 16:00 – 16:15 Afternoon Break 16:15 – 16:30 Game 3: Briefing 16:30 – 21:00 Game 3: Battalion Doubles 19:00 – 20:00 Dinner 21:00 – 24:00 Quiz and relax in Bugmans
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The Rise of Nagash It is said that the mortal known as Nagash was born some two thousand years before the coming of Sigmar. The second son of the ruling king, Khetep, Nagash rose from the ranks of the ancient order of Mortuary Priests of Khemri. He was a man of great magical aptitude; obsessed with the search for immortality. Despite his rank of High Priest in the order of the Mortuary Priests and being well versed in the sorceries of Nehekara, he lacked the necessary knowledge to achieve eternal life. It is said that a group of Dark Elves, which washed up on the shores of Nehekara after a battle with the High Elves, changed this. One among their kind was a sorceress. She revealed everything she knew about Dark Magic to the High Priest of Khemri, and with this knowledge Nagash began to fashion his own twisted branch of magic.
Nagash started perfecting his branch of Dark Magic, which he called Necromancy. This magic gave him great power over death, allowing him to extend his lifespan and reanimate the bodies of the dead. Nagash ruled Khemri with fear, and forced countless slaves to labour for fifty years to build the greatest pyramid in Khemri from black stone, which would come to be known as the Black Pyramid of Nagash ‐ a beacon to attract the winds of black magic to Nehekhara. With his promises of immortality and great power, Nagash was able to lead many of the people of Nehekhara away from their old ways to follow him instead. Most notable among these was Arkhan the Black, Nagash's chief lieutenant, and nearly a third of the Priests of Khemri. The other Kings of Nehekhara however were aghast at the reign of terror which Nagash had begun. Enraged at the corruption which he had created, and in fear of the wrath of the gods, the kings from seven other lesser cities allied themselves in order to remove Nagash from his throne. A powerful army was raised to march on the legions of Khemri. As Arkhan, the greatest swordsman of his time gave his life to protect his master, Nagash fled to the northeast to plot his revenge against the lands of his birth in the Cursed Pit of Nagashizaar. It was generally decided at that time that all that Nagash had wrought during his accursed reign should be destroyed. Great fires consumed much of what Nagash had done and written and the legions of followers he had seduced to his evil practices were put to the sword. That all of his tomes were not destroyed would eventually come back to haunt Khemri and Nehekhara, just as the shadow of the Black Pyramid, which could not by any means be unmade, haunted it constantly. During his time of exile in the desert, it is thought Nagash came to the very point of death ‐ only to cheat it and emerge as a Liche, the greatest of his kind, greater than even the most ancient Liche Priests of the Mortuary Cult. He came to Cripple Peak and discovered there a secret deposit of warpstone. It was here that he began to truly perfect the art of Necromancy. Within the mountain, Nagash's Undead minions built his abode, a fortress‐city to inspire terror and awe the world over ‐ Nagashizzar. The mountain's highest peak was its tower. Nagash learned how to manipulate the warpstone, and forged many of his famed artefacts of power. Prolonged exposure to
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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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The Curse of Nagash
One of the also unforeseen effects of Nagash's spell was that the old, long dead kings of Nehekhara were brought back to life. However without the Great Necromancer's will to command them, they retained their free will, and were tended to by the Priests who it seems had finally reached their prophesied immortality. Thus, ironically through Nagash's attempt to destroy the lands of Nehekhara, he had given them a cruel mockery of life, creating the realms of the tomb kings. Though his body was broken and destroyed, Nagash's spirit endured. Drawn along with the winds of Dark Magic to his Black Pyramid, the remains of Nagash's body, speck by tiny speck was eventually recovered a thousand years later. When he rose, he found the lands of Nehekhara defended by jealous undead kings with armies of skeletons equal to anything he could muster. Nagash challenged the reigning king of Khemri, the first King Settra, for the rule of Nehekhara. Settra and the other Kings, furious at what Nagash had done, drove Nagash from his own country. They were no longer afraid of the skeletons which he could summon, for they had all become equally frightening.
Returning to his fortress, Nagash found the Skaven had mined most of the warpstone away. Nevertheless, in one night, he drove all the Skaven from Cripple Peak. The Skaven, realizing that they had mined nearly all the warpstone and now their ranging around the world had found more and richer sources of warpstone, decided they did not want another war with Nagash and to the most part, left Cripple Peak for good. Nagash, still weak from his death, realised he needed his old magical artefacts to reassert his power, including his stolen crown. So Nagash forged a new hand to replace his missing one out of a warpstone alloy. The crown had been taken north into the Badlands, where it fell into the hands of orcs who raided across the Black Mountains and seemingly disappeared. Nagash led a great army into the nascent Empire to reclaim it but was defeated and slain by Sigmar at the Battle of the River Reik. Nagash's defeat at the hands of Sigmar resulted in a curse laid upon all vampires: for their refusal to come to his aid, they would forever be driven back against the power of Sigmar – a curse which has saved countless Witch hunters in the course of their duty.
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The Wrath of Nagash In the year 1449, still reeling from his destruction at the hands of Sigmar and confined to an ethereal form, Nagash’s spirit returned to Cripple Peak to slowly regain his strength. Nagash knew that only with the six artefacts of power he created, including his Crown of Sorcery, his wretched sword Mortis, and his Black Armour, could he be truly restored to his power. Rather than lead a renewed attack on the empires of man, Nagash used the centuries to set in motion a plan that would bring his enemies to the Lands of the Dead and in doing so bring the artefacts he so dearly sought within his grasp. Slowly but inexorably, the presence of Nagash’s spirit corrupted the lands around Cripple Peak further and evil creatures once more flocked to his lair, drawn by his unwholesome presence. Such gatherings could not go unnoticed forever and soon tales came to the ears of the Sultan Jaffar that a great evil now dwelt once more in the Desolation around Cripple Peak. Shortly thereafter, the Sultan’s armies found themselves beset on all sides by roving bands of ghouls and skin‐changers. Drawing on the power of the jinn, Jaffar sought greater aid to save his country from the undead. That aid came from the four great elemental gods of Chaos. Jaffar knew full well that such dark pacts would have a heavy price, but faced with annihilation at the hands of what he saw as a greater evil, Jaffar had no choice. Soon his armies were flush with daemons of fire and razor winged creatures of the wind. The ghoulish raiders were soon repelled, and Jaffar used his newfound allies to annex vast areas of neighbouring Estalia. Word of Jaffar’s newfound power came north to the courts of the Old World. King Louis of Bretonnia ordered the young nobles to undertake a Quest to Araby to rid the lands of this evil Sultan. They were joined on the road south by a great host of knights from the Empire who also sought the destruction of the daemon consort. As Estalia burned at the hands of Jaffar, the Druchi raider Lokhir Fellheart saw the opportunity to enslave dozens of towns along the coast and brought one of the dreaded Black Arks full of his corsairs to plunder the beleaguered nation. The Watchers of Medes, having kept their vigil for centuries, see this involvement by their hated cousins as a clear sign that their aid is needed once more in the struggle against Nagash and his machinations. While hordes of rampaging greenskins were stirred up by the prospect of battle and the Beastmen of the plains respond to the scent of battle with guttural roars that can be heard across the dunes at night. Such brutal warmongering cannot go unchallenged and the skink priests of the Southlands respond to the portents of battle by readying their warriors and watching the spawning pools to see the will of the gods made manifest. Ancient eyes from the cursed kingdom of Lahmia watch the unfolding events with interest all the while the mighty Tomb Kings rise up at the command of Lord Settra to battle Nagash’s agents once more. Despite this, the Skaven boil forth from their subterranean domains as the Council of Thirteen commands them to strike now before the dead things act foolishly and bring about Nagash’s true resurrection.
The sands run red with blood and the din of battle fills the dry air as unrelenting enemies and savage hordes clash beneath the shadow of the Black Pyramid. And all the while the Great Necromancer smiles with a lipless rictus as his plans come to fruition. His Wrath shall be manifest this day!
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Outline of Play
How the Campaign Works Upon arrival each player will be assigned to a team, called a Task Force, containing up to ten players. You and the other players in your Task Force are allied field commanders fighting as armies loyal to one of the mighty empires of the Warhammer World.
The campaign will be fought in six rounds and take place on a number of Battlegrounds. Each round a series of battles will be fought using the 7th Edition Warhammer game rules. Each player within the campaign will take part in each round.
There are a number of Task Forces for each faction each with their own agendas, strengths and weaknesses. When you purchase your ticket you are assigned to a taskforce. Before the first game on Saturday you will be asked to gather at one of the task force muster points and nominate a Task Force Commander. The role of the Task Force Commander is of crucial importance to the team and it is the Commander's responsibility at the end of each game to collate results and hand those back to your Faction Marshal, who will be represented by a member of the event team. Do not elect an incompetent Taskforce Commander – you will regret it!
Initiative The initiative in the first round is determined by the narrative for each Battleground and is indicated under the Battleground description. Initiative in each subsequent round is determined by the results of the previous round.
At the beginning of each round Task Forces will receive a Scenario Briefing. The Taskforce Commander (taking advice from the Taskforce) must then decide upon the battle stance of the turn and may have the choice of which scenario you will play to achieve them. The scenario selected must be the same for the whole Task Force – you cannot change it depending on who your opponent is. Once they have made their joint decision the players in Task Force with the Initiative must select the tables on which the games will be played and sit at the table edge facing towards the stage wall. Players on the opposing side then come over to their assigned Battleground and pair up. Deployment is determined as normal unless specified in the scenario. Battle Stance Your campaign points determine the outcome of the campaign. Each round you may set how your taskforce intends to fight – Aggressive, Defensive or Balanced (which is the default setting of 3 campaign points for a win and 1 for a draw). Aggressive stance awards 4 campaign points for wins but nothing for draws or losses and your aggressive strategy does not allow you receive income. Defensively rewards wins and draws equally with 2 campaign points and your more patient strategy allows you to increase your income that turn. As
In addition to your fully painted army and this campaign pack you will need the following:
• The English language version of the Warhammer 7th Ed rulebook
• Dice, Templates and a Tape measure
• Superglue and poly cement
• The appropriate English language version of your Warhammer Armies book. No photocopies!
• At least two copies of your army roster (one to be handed in during registration)
• A Tray to carry your models
• Pen and paper
• Somewhere to sleep overnight. (For help contact Nottingham Information Centre on 0115 915 5330)
• Money for refreshments. Hot drinks and doughnuts are provided in the mornings as part of your ticket as are lunch on both days and dinner on Saturday.
Quartermaster The role of the Task Force Quartermaster is one of great responsibility. It is the Quartermaster who will parley with the Over‐Tyrant, Greasus Goldtooth in purchasing reinforcements and supplies for the Task Force in exchange for gold or other, more terrible, forms of currency… The Task Force Quartermaster should be shrewd and not easily fooled by the Over‐Tyrant and his associates.
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you must decide your Battle Stance before you play your games each round you have to rely on your judgement as to its outcome. Choose carefully as picking an aggressive stance makes your draws worthless, while defensive stance squanders any bonus from winning. If in doubt choose a balanced stance. Feint Once during the campaign, the Task Force Commander may declare his Task Force is making a feint at the point that Battle Stances are declared. At the end of the round, the Task Force Commander may then change the Task Forces Battle Stance to a different stance and receive Campaign Points accordingly.
As your games finish you must report the result (Win, Lose or Draw) to the stage along with your opponent. You cannot give your results in without your opponent present.
The Tempus Fugitives If you have any questions about rules, registration details or the event then either e‐mail us at: [email protected] or write to us at:
The Tempus Fugitives 24 Rowan Green East Brentwood Essex CM13 2ED
From the moment of entry into the event the decisions of all Tempus Fugitive event staff (who will be clearly identified at the commencement of the event) in all issues of fair play and health and safety are final. No discussion will be entered into once a
decision is made. Players are asked to participate in the Warhammer campaign weekends in a sporting and co‐operative manner. Players that fail to do so will be penalised in a simple Yellow and Red card system issued at the Tempus Fugitive event team’s discretion. A Yellow Card offence which is repeated will result in a Red Card being given which requires the player to be excluded from the event.
Campaign Rules of Engagement Each player will require an army selected from a single army list ‐ see the section entitled Permitted Armies.
All models within your armies should conform to "what you see is what you get" (WYSIWYG). In other words, all equipment that can be appropriately shown should be clearly modelled on each miniature.
With a few notable exceptions, you may not include Special Characters or allied units (such as Regiments of Renown) from any army book. Any named characters available to the armies participating in the Wrath of Nagash will be indicated on the relevant army selection page.
Hand of Nagash & Best Army Awards We would ask all players to choose painting schemes that reflect the Warhammer World. Doing this will greatly increase everyone's enjoyment of the campaign.
All models MUST be painted and representative of the appropriate type of troop. Models should be scratch built or at least be based on Citadel miniature components. You should not use a model that does not meet these criteria. If you are planning a conversion that you think may need clarification
please contact us before the event. You cannot represent units with models that are smaller than the Citadel equivalent. For example, a Warmaster scale hydra on a Warhammer chariot base is not acceptable.
At the Wrath of Nagash Campaign Weekend we will give awards for the Best Armies for each campaign army list. These are awarded to the player who participates in the weekend with a force that, in the opinion of both players and judges, is the best in terms of painting and character.
To qualify as the ‘Best Army’ particular attention will be paid to well themed armies which reflect the time of the Wrath of Nagash. Because we believe that due credit should go to players that have painted their own armies, only players who have painted their armies themselves may be eligible for the coveted award of Best Army. We ask all participants to be honest if shortlisted.
One army from each campaign army list will be shortlisted on the Saturday lunch break and then will be voted on by the players during the Sunday lunch break. The overall winner claims the coveted Hand of Nagash trophy and will be announced at the end of the Campaign Weekend.
Awards Ceremony The Wrath of Nagash was a time of heroism and treachery. The Awards Ceremony is an opportunity to give recognition to those who have made great sacrifice on the altar of war. As soon as possible after the conclusion of the final game we will begin the awards ceremony and we strongly recommend all players to stay for the ceremony to cheer (or commiserate) with those awarded!
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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. Once the player with the initiative and their opponent have arrived at the table roll once on the complications chart below.
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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LINE IN THE SAND
Amongst the bloodiest of all battlefield encounters. Two intractable foes 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 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 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
Deployment Area A
Deployment Area B
12” 12”
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MIDNIGHT AT THE OASIS
Night draws if rapidly in the desert with tempratures plummeting and 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 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 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.
Deployment Area A
Deployment Area B
18” 12” 18” 12”
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SABRE RATTLE
Amongst the bloodiest of all battlefield encounters. Two intractable foes 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!
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 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.
Deployment Area A
Deployment Area B
12” 12”
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SUPRISE ENCOUNTER
With such close proximity of oposing forces in the southern lands it is 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 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.
Deployment Area A
Deployment Area B
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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 importance for the narrow defiles that lie between them. These crossing 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.
Deployment Area A Deployment Area B
12” 12”
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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 tribes all of which pay him tribute. He was the Ogre who started the incursions outside The Mountains of Mourn, and he was the one who "persuaded" the Orcs of the Dark Lands to pay him tribute. When he was a teenage Ogre, he ate his father. 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.
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 are not the most kind hearted of people to deal with and you may find yourself offered bargains that turn out to be far from it, or even threatened if you do not purchase his ‘special’ of the day. Be warned!
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Army Selection You must have enough models in your army to field any of these three forces. You must use the same models in each force and many players will find it easiest to plan their War Party and Hammerblow forces and combine them to make their Main Battalion.
Main Battalion The main bulk of any fighting forces, Main Battalions are created from your War Party and Hammerblow forces combined.
War Party War Parties are small forces sent ahead of the main army to scout out enemy positions and disrupt lines of communication and supplies.
War Party forces are selected using the rules found in your Warhammer Army Book with the following additional restrictions:
May be no more than 1250 points
Must contain at least one hero.
Usually play the Sabre Rattle scenario.
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 bring a prolonged campaign to a short and brutal climax. Sending your best warriors into battle is not without its risk as similarly designed forces are often held in reserve ready to respond to such a threat.
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 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 characters (which may include a lord), special and rare units.
In addition to your fully painted army and this campaign pack you will need the following:
The English language version of the Warhammer 7th Edition rulebook
Dice, Templates and a Tape measure
Superglue and poly cement
The appropriate English language version of your Warhammer Armies book. No photocopies!
At least two copies of your army roster (one to be handed in during registration)
A Tray to carry your models
Pen and paper
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Beasts of the World’s Edge Beastmen:
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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Children of the Horned Rat Skaven: As a species the Skaven hold the same opinion of other races as do the Dark Elves: everyone is their inferior. However, the Skaven extend this belief to include each other, with each Skaven believing himself to be the epitome of Skaven superiority. As such, the Skaven usually see no need to ally with anyone, but believe that they are always intelligent enough to manipulate their inferiors into fighting their enemies for them. Those in higher rank view their lesser kin as completely worthless and have no problem sending thousands to their deaths ‐ many as a result to friendly fire. The Long War of Cripple Peak was a conflict of attrition that lasted for decades before the Council of Thirteen, rulers of the Skaven, entered into an uneasy pact with the Great Necromancer. The tales of this alliance and the Skaven’s subsequent betrayal of Nagash are recorded elsewhere but suffice it to say that henceforth there is no respite or quarter given between the Children of the Horned Rat and the armies of Cripple Peak. Nagash learned that there is only one rule for trusting a Skaven: don't. While virtually all races of the Old World loathe Skaven, the human populations of Estalia and Araby, for the most part, believe them to be a fairy tale or just another kind of chaos Beastman. As Sultan Jaffar began to carve out his new realm beyond the borders of Araby, his daemonic allies led him to a small cache of warpstone. It was suggested that he could use the material to gain an advantage over his neighbours. When word of this reached the Council of Thirteen the Sultan was offered the services of the assassins of Clan Eshin to neutralise difficult political opponents including his own brother. Murdering many rivals the Clan soon built up a sizable fee in warpstone, a fee which rapidly exceeded the meagre stocks Jaffar had at his disposal. Deciding to betray the Skaven (no doubt pre‐emptivly), Jaffar withheld further payment. The Skaven were outraged at his deception and were thwarted in taking immediate revenge by his powerful daemonic djinn. Now the Skaven see an opportunity in the coming conflict to eliminate the Arabian lord and lay claim to his precious warpstone.
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
FLENCH PACKLORD HERO CHOICE CHILDREN OF THE HORNED RAT ARMIES ONLY 190 POINTS
M WS BS S T W I A LD Meek Gnawdoom 5 3 3 3 4 3 5 1 7
Unit Type (Unique) • Single Character on a 20mm base Magic Meek Gnawdoom is Grey Seer and as such is a Level 4 Wizard. He only uses the Skaven spells of Ruin. Equipment
Hand Weapon Warlock Augmented Weapon (staff) D3 Warpstone Tokens
Mount
Screaming Bell +200 points
Special Rules Scurry Away! Strength in Numbers Verminous Valour Nervous Twitch Reality Bomb Prototype
Nervous Twitch If Gnawdoom is reduced to 1 wound make a Leadership test. If failed, Gnawdoom immediately primes the bomb. Place the marker as described in its rules but then immediately scatter it 3d6” to represent the bombers being caught unprepared.
Reality Bomb Prototype The Reality bomb will be the trump card of the Lords of Decay. Should Nagash regain his strength, the bomb will be detonated, tearing Cripple Peak and everything for miles around it out of existence. But such plans are not without their flaws and until that time the prototype is carried by agents loyal to Meek Gnawdoom and deployed in one of the many tunnel networks which crisscross the battlefields of Araby.
At the start of a Skaven turn the controlling player may place a suitable marker over the exact spot affected (which can be anywhere on the battlefield) ‐ a small coin is ideal for this. Once the marker is placed the bomb is primed. The owning player rolls a D6 at the start of each player's turn (ie, at the start of his turn and at the start of his opponent's turn). On a score of 1‐4 the bomb travels further down the tunnels and scatters 2D6”. Place another marker on the first. On the score of a 5‐6 the bomb detonates. All units from either side that are within D6" multiplied by the number of markers already placed are struck by the blast. Each unit hit takes 2D6 Strength 5 hits. The bomb may be detonated once per battle.
Taking an unhealthy interest in Clan Skryre’s Warlock Engineer District in their capital of Skavenblight, Gnawdoom has convinced the Lords of Decay that he can successfully field test this supposed ultimate weapon. Whether this permission implies real faith in his abilities, or whether Gnawdoom has proven himself the most expendable remains to be seen.
M WS BS S T W I A LD Flench Packlord 5 5 4 4 4 2 6 3 6 Rat Ogre Bonebreaker 6 4 3 5 5 4 3 5 5
Unit Type (Unique) • Single Character on a 40mm base
Equipment Two Hand Weapons Heavy Armour
Magic Items Foul Pendant (WA: S pg 108) Skavenbrew (WA: S pg 109) works on Rat Ogres!
Special Rules Scurry Away! Strength in Numbers Fear Verminous Valour Exceptional Pack (WA: S pg 71) Must join a unit of Rat Ogres
A powerful chieftain with the ear of the Lords of Clan Moulder, Flench is a Packmaster without peer. This high station is not due to any skill or aptitude in the ways of his Clan; rather it can be attributed to his talent at bullying, intimidation and extortion.
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Corsairs of Hag Grief Dark Elves: The scion of one of Naggaroth's greatest houses, Lokhir Fellheart has been marked for glory from his youth. Cunning and ruthless beyond the norm, even among a cruel and duplicitous race like the Dark Elves, Lokhir has wasted no time in cementing his position of power and influence ‐ dominating his family's prized Black Ark Tower of Blessed Dread within mere days of his father's untimely death and swiftly executing all of the senior officers aboard it. This simple act solidified his hold on the vessel and appeased the sinister Dark Elf gods to whom he dedicated their slaughter.
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.
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.”
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.
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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:
REAVERS SPECIAL CHOICE CORSAIRS OF HAG GRIEF ARMIES ONLY 15 POINTS / MODEL
Characters: 1 Lokhir Fellheart (See WA: Dark Elves) Sorceress (has a Sea Dragon Cloak for free ‐ See WA: Dark Elves); Master (has a Sea Dragon Cloak for free ‐ See WA: Dark Elves)
Core: 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); Slaves*; Harpies (See WA: Dark Elves)
Special: Reavers*; Shades (equipped with Sea Dragon Cloaks for free ‐ See WA: Dark Elves); Dark Riders (equipped with Sea Dragon Cloaks for free ‐ See WA: 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*
M WS BS S T W I A LD Reaver 5 4 4 3 3 1 5 2 8 Reaver Captain 5 5 5 3 3 1 5 2 8
Unit Size • 10+ Reavers Unit Type • Infantry on 20mm bases
Equipment Hand weapon Hand Bow Heavy Armour Sea Dragon Cloak
Special Rules Eternal Hatred Slavers
Options
Upgrade one Reaver to a Musician +6pts Upgrade one Reaver to a Standard Bearer +6pts
May take a Magic Standard worth up to 50 pts Upgrade one Reaver to a Reaver Captain +12pts
May take a Magic item worth up to 25 pts Hand Bows: The unit may swap their hand weapon for a second hand bow at +2pts per model. Such is the Reavers’ skill that hand bows count as hand weapons in combat.
Reavers are veteran Corsairs, hardened fighters who have spent their whole lives plundering the lands of others. Lauded amongst Dark Elf society for their daring and bravery, Reavers embody the drive for a Dark Elf to earn riches and glory. They are armed with a wide variety of vicious cutlasses, serrated blades and handbows. An inspiration to Corsair bands and highly sought after by Captains and Dread Lords alike, it is a powerful Druchi who can command the services of more than a dozen of these bloody pirates.
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SLAVES CORE CHOICE CORSAIRS OF HAG GRIEF ARMIES ONLY 3 POINTS / MODEL (10 POINTS FOR THE SLAVE MASTER)
KRAKEN RARE CHOICE CORSAIRS OF HAG GRIEF ARMIES ONLY 190 POINTS
M WS BS S T W I A LD Slave Master 5 4 4 3 3 1 5 1 8 Slave 5 2 2 3 3 1 3 1 2
Unit Size • 1 Slavemaster and 19+ Slaves. Unit Type • Infantry on 20mm bases
Equipment (Slave Master)
Beastmaster’s Scourge Light Armour
Equipment (Slaves)
None
Special Rules
Eternal Hatred (Slave Master only) Immune to Psychology Mixed unit (Slave Masters are always placed at the back of the unit where possible. Missile hits are always resolved against Slaves)
Meat Shield: Should a friendly unit be targeted by a missile weapon attack (including magic missiles) the Dark Elf player may instead nominate a Slave unit within 6” of the targeted unit to take the hit in their place. Revenge!: Should the Slave unit fail a rally attempt, the slaves use the confusion to turn on the Slave Master and tear him apart. The unit scatters and counts as destroyed.
Masses of slaves that are too weak to be of any other practical use are often pushed at the head of a Corsair raiding force as a missile screen or to test the strength of the enemy. Expendable: Slaves do not count towards your minimum number of Core choices in the army and do not cause panic checks in other friendly units. Enslaved: Should the Slave Master be killed for whatever reason, the unit counts as destroyed. Slave Masters always refuse a challenge if possible.
M WS BS S T W I A LD Kraken 6 3 0 5 5 6 2 2d6 6
Unit Size • 1 Unit Type Monster on a Chariot base
Equipment
Claws and teeth Petrifying Ink Spray: When threatened a Kraken has a noxious inky spray which acts exactly like a breath weapon attack. If one or more Models are hit then the unit must take a Leadership test with a ‐2 penalty. A failed test causes the unit to be paralysed. The models in the unit cannot move or be moved in the Movement phase and cannot shoot, attack in close combat or cast or maintain spells. They are hit automatically in close combat. The target unit is Unbreakable. The effects last until the affected unit passes a leadership test or if the Kraken uses its Petrifying Ink Spray again.
Special Rules
4+ Scaly Skin Large Target Causes Terror Poisoned Attacks Flammable
The Tower of Blessed Dread is accompanied on her slave raids by a dozen or more sea monsters tamed by the Beastmasters and used as weapons of war as well as for transporting raiding parties on their backs. Kraken are large terrifying squid‐like creatures from the dark recesses of the Sea of Claws. Its rubber‐like body is scaled like a great Wyrm. Its giant clawed tentacles are wickedly sharp and drip in the same venom which coats the vicious beak at its centre. But its greatest weapon is a noxious inky spray that it emits which causes 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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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.
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.
SPIRIT OF NAGASH
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:
M WS BS S T W I A LD Spirit of Nagash 6 6 4 6 5 3 4 4 10
Unit Type • Unit Strength 6 Character on a 50mm base
Equipment
Hand Weapon
Special Rules Undead Ethereal Terror Large Target 5+ Ward Save
Magic: Nagash is a Level 4 Wizard. He knows all the Spells from the Lore of the Vampires, the Lore of Death and Dark Magic (see Warhammer Armies: Dark Elves). All successful spells cast on a roll which includes any double (except a miscast) count as irresistible force. Miscasts do not roll on the miscast chart; instead the Spirit of Nagash suffers d6 wounds.
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
RAVENING ZOMBIES NON‐COMPULSORY CORE CHOICE CRIPPLE PEAK ARMIES ONLY 8 POINTS / MODEL
FLESH GOLEMS SPECIAL CHOICE CRIPPLE PEAK ARMIES ONLY 55 POINTS / MODEL
M WS BS S T W I A LD Necromancer Lord 4 3 3 3 4 3 3 2 8
Unit Type • Single Character on a 20mm base Magic A Necromancer Lord is a Level 3 Wizard. He knows all the Necromancy spells including the Visitation of Nagash.
Equipment Hand Weapon
Magic Items
Common / Vampire Counts items up to a total of 100 points.
Mount (may choose one only)
Nightmare +15 points Corpse Cart + 55 points Abyssal Terror + 135 points Zombie Dragon +275 points
Special Rules
Undead
Out of the shadow of a capricious Vampiric master some Necromancer’s make their way to Nagashizzar and strive to learn the ultimate secrets from the Great Necromancer himself. Most perish on this journey or once they enter Cripple Peak find themselves bound by a lesser duty on the dark path of Necromancy. For a rare few, Nagash senses potential in their twisted minds and allows them a position of seniority within his halls. As the Necromancer Lord becomes deeply steeped in the black art they stand betwixt the living and the dead, neither wholly alive nor one of the Undead.
M WS BS S T W I A LD Zombie 4 1 0 2 2 1 1 1 2
Unit Size • 10‐20 Zombies Unit Type • Infantry on 20mm bases
Equipment Hand Weapon
Special Rules Undead The Newly Dead Skirmishers Scouts
Zombie Rampage: Unlike other forms of Undead, the Zombies found in the army of Cripple Peak are both fast and focussed on tearing open the skulls and gorging on the brains of their victims. Ravening Zombies may always make a March Move unless in combat or other wise unable to move. Insatiable Hunger: So keen are the Zombies to feast on brains that they will chew on each other if there are no 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.
The Zombies created by the highest levels of Necromancy are far more active than the shambling masses created by second or third hand copies of the forbidden texts. The secrets of the true corpse reanimation are closely guarded within the halls of Nagashizzar, but as the ravenous packs of zombies that race down the slopes of Cripple Peak attest, the results are for all to receive…
M WS BS S T W I A LD Flesh Golem 5 2 0 5 5 3 1 3 5
Unit Size • 3+ Flesh Golems Unit Type • Monsters on 40mm bases
Equipment Hand Weapon
Special Rules Undead
Zombie‐Rig: Much of the damage to a Flesh Golem can be countered by resurrecting the corpses of their victims and grafting it to the damaged areas. Any spell which can raise Zombies may instead be cast on the Flesh Golems. Each Zombies raised in this manner is then immediately applied to the unit to repair a Golem and restore a lost wound. The unit cannot regain more wounds than it started the game with, but Flesh Golems that have been previously destroyed may be returned to the unit.
Created from the corpses of recently slain larger creatures and stitched together to form a patchwork of skins and limbs, the Flesh Golems are the shock troops of Nagash’s army. Capable of absorbing a great deal of damage and in turn able to smash down their foes with a meaty slap, the Flesh Golems are formidable foes indeed.
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GHOUL GUARD SPECIAL CHOICE CRIPPLE PEAK ARMIES ONLY 12 POINTS / MODEL
GHOULGOYLES SPECIAL CHOICE CRIPPLE PEAK ARMIES ONLY 12 POINTS / MODEL
WARPSTONE TROLL RARE CHOICE CRIPPLE PEAK ARMIES ONLY 75 POINTS / MODEL
M WS BS S T W I A LD Ghoul Guard 4 4 0 4 4 1 3 2 6 Ghast Seneschal 4 4 0 4 4 1 3 3 6
Unit Size • 10+ Ghoul Guard Unit Type • Infantry on 20mm bases
Equipment Heavy Armour Filth Encrusted Claws (hand weapon)
Special Rules Undead Poisoned Attacks
Options
Upgrade one Ghoul Guard to a Ghast Seneschal +12pts
The battlements and inner levels of Nagashizzar are patrolled by heavily armoured ghouls. Trained in battle and bred for strength and aggression, these dank creatures receive their wages in flesh and are found in great numbers in the armies of Cripple Peak.
M WS BS S T W I A LD Ghoulgoyle 4 3 0 3 4 1 3 2 5 Ghoulgoyle Ghast 4 3 0 3 4 1 3 3 5
Unit Size • 5+ Ghoulgoyles Unit Type • Infantry on 20mm bases
Equipment Filth Encrusted Claws (hand weapon)
Special Rules Undead Poisoned Attacks Flying unit
Options
Upgrade one Ghoulgoyle to a Ghoulgoyle Ghast +12pts Flight from the Light: Uncomfortable in daylight, the Ghoulgoyles have a particular aversion to light from magic – particularly Light and Fire. Any spell from the Lore of Light or Fire cast within 12” of the unit causes it to take an immediate panic test even though not normally affected by such tests. The unit must test to rally as normal.
The experimentation on the ghouls of Nagashizzar bore early fruit in the form of the Ghoulgoyle. Combining the already fearsome traits of the Crypt dwelling ghouls with the winged range of the large bats that dwell in the caverns of the Cursed Pit, Nagash has created a fearsome aerial attacker for his armies.
M WS BS S T W I A LD Warpstone Troll 6 3 1 5 4 3 1 3 5
Unit Size • 3+ Warpstone Trolls Unit Type • Monsters on 40mm bases
Equipment Warpstone spines
(hand weapon that cause enemy to re‐roll successful ward saves against wounds caused)
Special Rules
Undead 5+ Scaly Skin Magic Resistance (2) Stupidity Regenerate Troll Vomit
When Cripple Peak was struck by a warpstone meteor it was not entirely uninhabited. The Trolls that had lived in the area survived the impact of the rock but its malign influence soon worked a terrible transformation on their bodies. Although still suffering from the slow‐witted nature that affects all their kind, the bodies of these Trolls had fused with the Warpstone to create bizarre shards of the cursed rock that jutted from their skin in razor sharp outgrowths. Furthermore their very flesh had 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
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.
M WS BS S T W I A LD Flesh Titan 6 2 0 6 5 8 1 * 5
Unit Strength • 12 Unit Type • Monster mounted on a 150mm base
Equipment Balefire (see Vampire Counts pg 43) Unholy Lodestone (see Vampire Counts pg 43) Miasma of Deathly Vigour
(see Vampire Counts pg 43)
Special Rules Large Target Undead Causes Terror Giant Stride (ignore man sized obstacles such as walls and hedges)
Regenerate Titanic Attacks D6+1 Impact Hits on the charge
If there was ever a doubt that Nagash was deserving of the title of the Great Necromancer, the Flesh Titan smashes it aside in an instant. An immense construction, so large that it barely fits through the mighty gates of Nagashizzar, the Flesh Titan is comprised of the corpses of literally thousands of Nagash’s victims. Raised up on at least four mighty limbs created from hundreds of bodies grafted together and imbued with the Black Art, the Flesh Titan is both an awesome assault engine as well as a key focal point for Nagash’s Will beyond the walls of his throne room.
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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:
HAWKERS CORE CHOICE CRUSADER ARMIES ONLY 8 POINTS / MODEL
Characters: 1+ Paladins – Must take Questing Vow (See WA: Bretonnia) 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)
M WS BS S T W I A LD Hawker 4 2 2 3 3 1 3 1 5 Yeoman Hawker 4 3 3 3 3 1 3 2 6
Unit Size • 10+ Hawkers Unit Type • Infantry on 20mm bases
Equipment
Bow Hand weapon Light Armour
Special Rules
Skirmish Scout The Peasant’s Duty (See WA: Bretonnia) Release the Hawks
Options
Upgrade one Hawker to a Musician +5pts Upgrade one Hawker to a Yeoman Hawker
Master +10pts Release the Hawks: Bretonnian hunting hawks are expert at harrying their master’s foes and distracting them while their masters close in for the kill. Hawkers roll 3d6 to see what distance they move for any pursuit roll, this represents the range their hawks fly out to attack their enemies and pin them down while the hawkers close in to finish them off. If the unit fails to catch their fleeing enemies, half the distance they actually move as the Hawkers bring their birds back to their wrist perches.
It is no wonder that the men‐at‐arms of a Bretonnian noble’s household have always appreciated the stamina and hunting instincts of the falcon. By command of their liege, the men‐at‐arms use this bird to hunt game, which provides an important and nutritious addition to an otherwise monotonous diet in winter. When hunting, an experienced hawker drives his bird ahead to pursue the prey, following at speed to ensure that he is on the spot within a few seconds of the hawker landing of the game. It is essential that the hawk’s talons are well placed in the prey before it lands. On the battlefield this skill is used to gouge the eyes of their enemies so that, blinded, they are easy for the hawkers to pursue and dispatch.
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THE KNIGHTS OF ORIGO RARE CHOICE CRUSADER ARMIES ONLY 190 POINTS
THE KNIGHTS OF THE GOLD LION RARE CHOICE CRUSADER ARMIES ONLY 170 POINTS
M WS BS S T W I A LD Knight of Origo 4 4 3 4 3 1 4 1 8 Jon of Tyrweld 4 5 3 4 3 2 4 2 8 Warhorse 8 3 0 3 3 1 3 1 5
Unit Size (Unique) • Jon of Tyrweld, Standard Bearer and 2+ Knights of Origo Unit Type • Cavalry on Cavalry base
Equipment
Great weapons Hand weapon Shield Heavy Armour Barded Warhorse
Special Rules
Questing Vow Blessing of the Crusade (See WA: Bretonnia) Purebreed Warhorse Hatred
Options
Upgrade one Knight to a Musician +9pts
Any number of Knights may be added to the unit at +29 points each.
The Standard Bearer carries the Standard of Origo. The Standard of Origo: The Blazing Eye of Origo is set against the deserts of Araby. This image incenses the Knights to furious retribution
The unit cannot lose the Hatred special rule for any reason while the banner is present. The Hatred rule applies to each round of combat.
The Questing Knights led by Jon of Tyrweld, journeyed far beyond the realm of Bretonnia until their quest brought them to the shores of Araby. They met with the monks of Origo, and spent several months with them in quiet contemplation. This peace was disturbed when a marauding Norse warparty came across the monastery. What followed was a bloodbath with the Norse being routed but with many of the knights and all of the monks slaughtered. From then on the newly dubbed Knights of Origo set out across the Lands of the Dead, a hatred burning deep in their hearts.
M WS BS S T W I A LD Knight of Gold Lion 4 4 3 4 3 1 3 1 8 Erich von Strommer 4 5 3 4 3 2 3 2 8 Warhorse 8 3 0 3 3 1 3 1 5
Unit Size (Unique) • Erich von Strommer , Standard Bearer and 2+ Knights of the Gold Lion Unit Type • Cavalry on Cavalry base
Equipment
Lance Hand weapon Shield Full Plate Armour (See WA: Empire) Barded Warhorse
Special Rules
Unbreakable
Options
Upgrade one Knight to a Musician +8pts
Any number of Knights may be added to the unit at +26 points each.
The Standard Bearer carries the Lion Head Standard. The Lion Head Standard: A gigantic severed lion head is mounted on as sturdy banner pole – a potent symbol of Erich von Strommer’s heroism.
The Lion Head Standard makes the unit Unbreakable.
A secular Order, the Knights of the Gold Lion are unusual in that they were founded in Araby during the Crusades. A group of disenchanted Knights had fled to a backwater Arabian village after their army had suffered a crushing defeat. There, these Knights began to despair of ever returning home. One Knight, Erich von Strommer, took it upon himself to restore their resolve. To prove the truth of their cause, he set out into the savanna to take the head of a man‐eating lion. He claimed that should he succeed in this impossible task, it would be a sure sign of Sigmar's favour. Days passed, but return he did, near delirious, bearing the head of a massive lion. The Knights were filled with courage, renamed themselves in honour of the feat, forged out into the desert, and eventually met up with allies. Since then, the Order of the Gold Lion has served the Empire as one of its most loyal Knightly Orders.
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Grand Army of Jaffar Warriors of Chaos: The land of Araby lies along the North West coast of the Southlands between the Atalan Mountains and the Great Ocean. To the east is the Great Desert that separates Araby from the Lands of the Dead. Though great rains fall across the lands of Araby, the climate is often arid and its people isolated in scattered communities. The mostly densely populated part of Araby lies to the north of the River of the Serpent; the largest waterway in the land and one of the few rivers that flows all year long. This land is home to four great cities: Lashiek, Copher, Martek, and Alhaka or (as it is sometimes rendered) Al‐haikk which means City of Thieves in the Arabian tongue. Each of these cities and the surrounding lands forms an independent principality ruled over by a Sultan or Caliph. South of the River of Serpents the land is not so fertile and the terrain is much dryer. This arid and impoverished region contains no large cities and is mostly home to wandering nomads and reclusive mystical communities. East of the Atalan mountains the great desert stretches for hundreds of miles towards the Land of the Dead. The eastern mountain valleys support the odd sheltered oasis and help to provide enough water for nomad tribes who live in the shadows of the mountains and make a living by escorting convoys through the treacherous passes. Araby lies far from the world's poles and therefore from the ultimate source of the magical winds that blow from the north. As a result magic that is common in the Old World is far more diffuse in Araby so it is much more difficult for sorcerers to work their spellcraft. Arabian magic has therefore developed quite differently than that of other men. Arabian sorcerers use their powers to control elemental spirits of the desert, djinn, efreets, genies and such‐like spirits. These spirits are worshipped by the superstitious people of Araby. It is commonly believed that the spirits must be appeased with prayers and small tokens of respect such as gifts of food and drink. These so‐called elemental creatures are all daemons of a kind, but so far removed and isolated from the source of magical power in the north that they rely upon the close presence of powerful magical artefacts to maintain their existence. They also sometimes cling to local areas where a vestige source of magical energy may be found, but in such cases their power is not usually great. Much Arabian magic is based upon creating and using forms of magical containment such as cages, boxes, or crystals, which are used to capture and enslave these Daemons.
The rulers of Araby maintain their own armies based upon the great cities and tributary tribes that live in the surrounding lands. The leaders of these tribes are called Emirs or, amongst the desert tribes of the south and east, Sheiks. The rules of cities and their surrounding lands are called Sultans and Jaffar, the Sultan of Alhaka, is the acknowledged overlord of all the other cities of Araby. In consequence he is also known as the Great Sultan – the ruler of all Araby.
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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:
Characters: Sultan Jaffar*; Emir Wasr the Cruel*; Caliph*; Djinn (Daemon Prince, may not be the army General – see Warriors of Chaos); Arabian Sorcerer*; 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
EMIR WASR THE CRUEL HERO CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 165 POINTS
M WS BS S T W I A LD Sultan Jaffar 4 5 5 4 4 3 5 3 9
Unit Type (Unique) • Single Character on a 20mm base
Equipment Hand Weapon Tulwar of Alhaka Scorpion Cult Armour
Special Rules Eye of the Gods Puppet/Master Dark Patronage
TULWAR OF ALHAKA A mighty weapon with a blade crafted from precious star metal from the heart of Araby itself.
Adds +1 Strength to the wielder. Any models who suffers one or more wounds (after saving throws, etc) must take an immediate Toughness test. If this test is failed, they suffer an additional wound with no saves possible. SCORPION CULT ARMOUR This highly polished suit of armour was worn by mighty rulers of a dynasty long since passed from memory.
4+ armour save which may be re‐rolled. Wearer is immune to Killing Blow and Poison.
Puppet/Master: Jaffar has become increasingly paranoid as the Crusades press his forces in Araby. Even his closest advisors fear that his violent mood swings. At the start of each turn roll a D6. On a roll of a 1 Jaffar and any unit he is with suffers from Stupidity as his issues confusing orders. On a roll of a 2‐3 Jaffar acts as normal. On a roll of a 4+ Jaffar and his unit gains Hatred and Frenzy. Dark Patronage: Jaffar already benefits from the Divine Greatness and one other randomly rolled gift. Re‐roll Insanity results. Mount (may choose one only)
Araby Steed +10 points Barded Camel + 15 points War Elephant + 250 points
Few Sultans would be so bold as to take to the field personally but throughout history there have been notable exceptions such as the mighty Sultan Jaffar who led a powerful army into Estalia and besieged the Tilean city of Tobaro. Jaffar was not originally a warlike ruler, but after tasting the power given to him by his daemonic allies it became clear that only through conquest would he achieve a legacy for himself and his people.
M WS BS S T W I A LD Emir Wasr the Cruel 4 5 5 4 4 2 5 2 8 Bronze Throne 4 5 ‐ 4 ‐ ‐ 3 2 ‐
Unit Type (Unique) • Single Character on a Cavalry Base (his Throne is carried by two Black Scimitar Guard)
Equipment Hand Weapon Black Scimitar Bronze Throne
Special Rules Eye of the Gods Black Scimitar Guard Stubborn
BLACK SCIMITAR The symbol of Wasr the Cruel’s authority, this blade of razor sharp onyx has decapitated countless infidels.
Great Weapon. Killing Blow. Black Scimitar Guard One unit of Alhakan Executioners must be upgraded to the Black Scimitar Guard. The unit has +1 WS and the Stubborn special rule. Emir Wasr the Cruel must be placed in the unit and may never leave it for any reason.
BRONZE THRONE Literally the seat of Wasr’s power. This finely wrought sedan is carried into battle by the fearsome Black Scimitar Guard. Wasr the Cruel and the Bronze Throne moves and fight as a single model (even in challenges). The Bronze Throne has two Attacks at WS 5, Strength 4 and Initiative 5. The Attacks count as being armed with a magical hand weapon but may not receive any other benefit (the Black Scimitar Guard Carrying it already have their hands full). Wasr the Cruel has a 3+ Armour Save which includes his own armour as well as that given by the throne. Wasr may still use the ‘Look Out, Sir!’ Rule.
Wasr the Cruel is the Emir of Alhaka and the right hand of Sultan Jaffar. At the head of his dreaded Black Scimitar Guard, it was Wasr the Cruel who Jaffar trusted to oversee the occupation of Estalia while he returned to the homelands to meet the Crusaders head on. Wasr is a true and faithful son of Araby and although prone to indulge his darker passions on his prisoners, he truly believes that Jaffar’s rule will bring his people to a place of prosperity and greater influence in the Old World.
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CALIPH LORD CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 85 POINTS
SHEIK HERO CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 55 POINTS
ARABIAN SORCERER HERO CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 70 POINTS
CHARACTER MOUNTS
M WS BS S T W I A LD Caliph 4 5 5 4 4 3 5 3 9 Sheik 4 5 5 4 4 2 5 2 8
Unit Type • Single Character on a 20mm base
Equipment Hand Weapon
Special Rules Eye of the Gods
Magic Items
Common / Artefacts of the Dark Gods items up to a total of 100 points for a Caliph or 50 points for a Sheik.
Armour: Light Armour +2 points or Heavy Armour + 4 points. May also carry a shield for +2 points Battle Standard Bearer: One Sheik in the army can carry the Battle Standard for +25 points. The battle Standard Bearer may carry a magical Banner of any points value but if he does so he may not carry any other magical items.
Weapons (may choose any)
Great Weapon +4 points Additional Hand Weapon +4 points Javelin +4 points Spear +4 points Bow +6 points
Mount (may choose one only)
Araby Steed +10 points Barded Camel + 15 points War Elephant + 250 points
The commander of an Arabian army is likely to be a powerful Caliph. Few Sultans would be so bold as to take to the field personally Subordinate to the overall commander are marshals of lesser rank within the palace hierarchy, noble Sheiks from the desert. It is common for these military leaders to ride upon Elephants as befits their exalted rank.
M WS BS S T W I A LD Arabian Sorcerer 4 3 3 3 3 2 3 1 7
Unit Type • Single Character on a 20mm base
Equipment Hand Weapon
Magic An Arabian Sorcerer is a Level 1 Wizard. May choose from the Lore of Metal, Lore of Fire, Lore of Heavens or the Lore of Shadow. Magic Items
Common / Artefacts of the Dark Gods items up to a total of 50 points.
Mount (may choose one only)
Araby Steed +10 points Barded Camel + 15 points Magic Carpet + 15 points
Special Rules
Eye of the Gods
Not least in status are the great sorcerers of Araby ‐ mystics of the southern deserts and court magicians of the Sultans themselves. They might ride flying carpets, aerial spirits bound into the spiralling patterns of carpets. Their ability to bind desert daemons to their will enables the armies of Jaffar to command great Elementals in their ranks.
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
DESERT RIDERS CORE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 11 POINTS / MODEL
BUNCH OF MONKEYS
M WS BS S T W I A LD Arabian Warrior 4 3 3 3 3 1 3 1 7 Champion 4 3 3 3 3 1 3 2 7
Unit Size • 10+ Arabian Warriors Unit Type • Infantry on 20mm bases
Equipment Hand Weapon Light Armour Spear
Special Rules Eye of the Gods
Options
Upgrade one Arabian Warrior to a Musician +4pts Upgrade one Arabian Warrior to a Standard Bearer +4pts Upgrade one Arabian Warrior to a Champion +8pts Upgrade one Arabian Warrior to an Organ Grinder+5pts Unit may upgrade spears to additional hand weapons or bows for +1pt per model May be equipped with a bunch of monkeys for +30 pts
Arabian armies are based upon regiments of infantry. They garrison the cities and towns and enforce 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.
M WS BS S T W I A LD Desert Rider 4 3 3 3 3 1 3 1 7 Champion 4 3 3 3 3 1 3 2 7 Araby Steed 8 3 0 3 3 1 3 1 5 Barded Camel 7 3 0 4 3 1 3 1 5
Unit Size • 5+ Desert Riders Unit Type • Cavalry on Cavalry bases
Equipment Hand Weapon Light Armour Spear
Special Rules Eye of the Gods Fast Cavalry (not Barded Camels)
Options Upgrade one Desert Rider to a Musician +5pts Upgrade one Desert Rider to a Standard Bearer +10pts Upgrade one Desert Rider to a Champion +10pts Unit may upgrade spears to bows or throwing spears (javelins) for +1pt per model Unit may upgrade Araby Steed to Barded Camels for +3pts per model Riders on Barded Camels may purchase shields for +1 pt per model.
The deep deserts of Araby are home to fierce nomads whose swift riders are the best light cavalry in all the land. The cities of the coast also maintain bodies of light cavalry for scouting and patrols ‐ but all agree the riders of the desert of the finest and most dashing. Camel Riders It is only the fierce warriors of the desert tribes that ride these intractable creatures into battle. Camel riders are brave and notoriously savage warriors who navigate their way across the shifting sands of Araby by an uncanny instinct unfathomable and mysterious to mere city dwellers. They are guided as much by their knowledge of the deep desert as by their desert‐born mounts and, some would say, by their taste for blood!
A unit which is ‘lucky’ enough to be upgraded to carry a bunch of monkeys gains a useful, if annoying troupe of companions. At the start of each close combat phase, a unit 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
DREAD DAUGHTERS OF TARIQ SPECIAL CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 10 POINTS / MODEL
M WS BS S T W I A LD Alhakan Executioner 4 4 3 4 3 1 3 1 8 Champion 4 4 3 4 3 1 3 2 8
Unit Size • 5+ Alhakan Executioners Unit Type • Infantry on 20mm bases
Equipment Great weapon Hand Weapon Light Armour
Special Rules Killing Blow Magical Attacks Eye of the Gods
Options
Upgrade one Alhakan Executioner to a Musician +5pts Upgrade one Alhakan Executioner to a Standard Bearer +5pts
May take a Magic Standard worth up to 50 pts Upgrade one Alhakan Executioner to a Champion +10pts
The city of Alhaka is the domain of the Grand Sultan Jaffar and is a dangerous place indeed. Known as the City of Thieves, crime is commonplace from petty larceny to murder. Such a city would have long ago fallen into anarchy if it were not for the Alhakan Executioners, burly wardens of judgement who roam the city taking their pick of the best wines and tastiest foodstuffs the market vendors have to offer. Should anyone attempt to breach the Sultan’s law within sight of one of these portly warriors will instantly feel the kiss on their neck of the Executioner’s enchanted tulwars.
M WS BS S T W I A LD Dread Daughter 4 4 3 3 3 1 3 1 8 Champion 4 4 3 3 3 1 3 2 8
Unit Size • 5+ Dread Daughters Unit Type • Infantry on 20mm bases
Equipment Two Hand Weapons Light Armour
Special Rules Frenzy Poison Eye of the Gods
Options Upgrade one Dread Daughter to a Musician +5pts Upgrade one Dread Daughter to a Standard Bearer +5pts
May take a Magic Standard worth up to 50 pts Upgrade one Dread Daughter to a Champion +10pts Upgrade one Dread Daughter to an Organ Grinder+5pts May be equipped with a bunch of monkeys for +30 pts
Hailing from the Land of Assassins, the Dread Daughters of Tariq are deadly warriors indeed in the service of the Sultans of Araby. They carry curved daggers of silver each dipped in the venom of the Tomb Scorpions of Khemri. Deceptive in their appearance, they wear brightly coloured clothes of silk 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
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 Elemental of Earth 4 5 0 6 4 3 2 3 8 Elemental of Fire 5 4 1 4 4 3 4 3 8 Elemental of Water 7 5 0 4 4 3 5 4 8 Elemental of Wind 5 5 0 4 3 3 4 3 8
Unit Size • 1‐3 of the same type of Elemental Unit Type • Monsters on 40mm bases
Equipment Elementals can create all manner of hand weapons from their bodies.
(count as magical hand weapon)
Special Rules (All) 5+ Ward Save Immune to Psychology Cause Fear
Special Rules (Earth)
Killing Blow Hatred
Special Rules (Fire) Str 4 Breath Attack Attacks count as Flaming
Special Rules (Water) Acid Ichor (WoC pg 111) Attacks are Armour Piercing
Special Rules (Wind) Ethereal Poisoned Attacks
The Army must include a Sorcerer of Araby to have any units of Elementals. The four elemental forces that the sorcerers of Araby draw on for their power are distant aspects for the Chaos Gods. It is only since Jaffar’s aggressive attacks on Estalia that these forces have been sought after for greater aid and brought with them the taint of their distant masters. Whether it is the Earthen fury of Akhar, the shifting and searing Fire of Chen, the seeping Water of Lanshor or the foul, choking Wind of Onogal these Elementals are daemons of the desert and formidable opponents for the enemies of the sorcerers that summoned them.
M WS BS S T W I A LD Slaver of Lashiek 4 3 3 3 3 1 4 2 8 Slave 4 2 2 3 3 1 3 1 2
Unit Size • 1 – 3 Slaver of Lashiek • 17+ Slaves Unit Type • Infantry on 20mm bases
Equipment (Slaver of Lashiek)
Whip of Subversion (see WoC pg 113) Light Armour
Equipment (Slaves)
None
Special Rules
Immune to Psychology Mixed unit (Slavers of Lashiek are always placed at the back of the unit where possible. Missile hits are always resolved against Slaves)
Meat Shield: Should a friendly unit be targeted by a missile weapon attack (including magic missiles) the Grand Army of Jaffar player may instead nominate a Slave unit within 6” of the targeted unit to take the hit in their place. Revenge!: Should the Slave unit fail a rally attempt, the slaves use the confusion to turn on the Slavers and tear them apart. The unit scatters and counts as destroyed.
Lashiek, City of Slaves is a place of both indulgence and opulence for the privileged or a den of misery, slavery and death for everyone else. The slavers of Lashiek use slaves that are too weak to be of any other practical use as a missile screen or to test the strength of the enemy. Enslaved: Should all the Slavers of Lashiek be killed for whatever reason, the unit counts as destroyed. Slavers may accept challenges.
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TANGU CARPETS SPECIAL CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 40 POINTS / MODEL
ARABIAN KNIGHTS RARE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 25 POINTS / MODEL
M WS BS S T W I A LD Arabian Knight 4 4 3 4 3 1 3 2 8 Araby Steed 8 3 0 3 3 1 3 1 5
Unit Size • 5+ Arabian Knights Unit Type • Cavalry on Cavalry bases
Equipment Two Hand Weapons Shield Heavy Armour Barding for Araby Steed
Special Rules Eye of the Gods All Arabian Knights are Champions
Options Upgrade one Arabian Knight to a Musician +8pts Upgrade one Arabian Knight to a Standard Bearer +16pts
May take a Magic Standard worth up to 50 pts Bladewind Arabian Knights are famed for their ability to enter the fray twirling their razor sharp blades. On the turn that they charge, they may declare they are using the Bladewind and are making use of both hand weapons to gain an additional attack. On subsequent turns they switch to using their shield. Horses are highly prized in Araby amongst both the sultans of the coast and the sheiks of the inland deserts. The Arabians royalty are rightfully proud of their cavalry and many of their sons find glory amongst their number. They are ornately equipped with long curved blades, shimmering helms, and glittering armour.
M WS BS S T W I A LD Tangu Carpet 1 3 0 3 3 2 3 2 7
Unit Size • 3+ Tangu Carpets Unit Type • Flying Cavalry mounted on 40mm bases
Equipment Great weapon Hand Weapon Light Armour
Special Rules Aerial Attack Flying Unit
Options Upgrade one Tangu Carpet to carry an Organ Grinder+5pts May be equipped with a bunch of monkeys for +30 pts
Aerial Attack If a unit of Tangu Carpets moves over an unengaged enemy unit In the Remaining Move phase, that enemy unit suffers an automatic Strength 5 hit per Tangu Carpet that has passed over the unit. These hits are treated as missile hits. More than one unit can be affected in this way each turn, but each unit can only be affected once by the same unit of Tangu Carpets. Units in buildings or woods are not affected by this attack. Note that the Tangu Carpets can change direction or zigzag as they move, potentially passing over several enemies.
The sorcerers of Tangu have perfected the art of binding aerial spirits into physical forms ‐ not least of which is the famous flying carpet. Tangu Carpets usually carry two or sometimes three riders, who arm themselves with great scimitars as well as various missiles. These are thrown into the enemy's ranks as the carpet passes overhead and include such unpleasant surprises as pots of scorpions, serpents, fire‐ants, hornets and venomous spiders.
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SILENT GUARD OF JAFFAR RARE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 12 POINTS / MODEL
WAR ELEPHANT RARE CHOICE GRAND ARMY OF JAFFAR ARMIES ONLY 250 POINTS
M WS BS S T W I A LD Silent Guard 4 5 3 4 3 1 3 1 8 Champion 4 5 3 4 3 1 3 2 8
Unit Size • 10+ Silent Guard Unit Type • Infantry on 20mm bases
Equipment Two Hand Weapons Heavy Armour
Special Rules Eye of the Gods Unbreakable
Options Upgrade one Silent Guard to a Musician +6pts Upgrade one Silent Guard to a Standard Bearer +12pts
May take a Magic Standard worth up to 50 pts Upgrade one Silent Guard to a Champion +12pts Unit may upgrade a hand weapon to spears for +1pt per model Unit may upgrade a hand weapon to shields for +1pt per model
The Silent Guard originally hailed from Eunuch Mountain. Once word of their prowess had reached the court of Alhaka it became clear that Jaffar had found the elite troops his invasion of Estalia required. 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.
M WS BS S T W I A LD War Elephant 6 3 0 5 6 5 2 4 6 Arabian Warrior 4 3 3 3 3 1 3 1 7
Unit Size • 12 Unit Type • Monster mounted on a at least a Chariot base
Arabian Crew: War Elephants have a crew of eight Warriors. If taken as a character mount then one of the crew is displaced by the character. War Elephants are treated as monstrous mounts with more than one rider, with the following additional rules.
The crew carry a variety of weapons. For the purposes of the game count these as bows and javelins.
Missile hits and impact hits are randomised as follows: roll a D6. If a character is riding the beast, 1‐4 hits the beast, 5 hits the crew, 6 hits the character. If there Is no character, 1‐4 hits the beast, 5+ hits the crew.
Arabian crew and characters riding a War Elephant have a 3+ armour save. This cannot be improved in any way
When fighting in close combat, attacking models may choose to direct attacks at either a character if one is present, the mount, or the Arabian crew. When fighting in a challenge, the character and the mount may fight, while the crew cannot attack at all until the challenge is over.
If the mount is killed, then the Arabian crew are killed too as they are crushed beneath the falling body. However, any character may continue to fight on foot if you have a model to represent him. If all the riders are killed, the War Elephant is treated like any other ridden monster that loses its rider. For victory point purposes, only the beast itself counts, unless it is ridden by a character. The crew are ignored.
Special Rules
Large Target Stubborn Immune to Psychology Tough Hide (4+ Armour Save) Causes Terror D6+1 Impact Hits Unit Strength 12
Elephants are an exotic creature even in Araby for they come from the lush bushlands that lie between Araby and the jungles of the Southlands. The Sultans like to collect all kinds of wild and monstrous beasts, and they eagerly compete against each other when it comes to maintaining the largest and most impressive herd of Elephants. These are ferocious and dangerous creatures, all the more so because each carries a wooden platform upon its back, upon which ride Arabian warriors armed with long spears and bows that 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 Braugh Slavelord 6 6 3 6 5 5 3 5 9 Slave 4 2 2 3 3 1 3 1 2
Unit Size • Braugh and 12 Slaves Unit Type • 40mm Monster Base (Braugh) • 20mm Infantry Base (Slaves)
Equipment Soul‐Binder Chains (two magical hand weapons)
Special Rules
Stubborn Cause Fear
Soul‐Binder Chains These chains twist and writhe with necromantic magic, flailing out and entangling those who seek to harm Braugh while he throttles them to death. At the beginning of each combat phase Braugh may nominate an enemy model in base contact with him, that model loses D3 attacks for that phase. The Great Bullplate Braugh Slavelord’s gut‐plate is chained directly into his flesh. Bearing the skull of a sacred cave beast and enchanted by the Slaughtermaster of Braugh’s former tribe this artefact bestows speed and ferocity to those around it. The Great Bullplate’s enchantment grants Braugh a 6+ armour save and allows Braugh and his minions to charge 12” rather than the normal 8” allowed by a movement of 4. Despite not being in a unit of 3 or more ogres, Braugh may still make a Bull Charge if the other criteria are met. Braugh counts as Unit strength 5. Slavelord Braugh is surrounded by those who he has enslaved, many of them still attached to him by the chains he took from the necromancer’s dungeon. Braugh begins the game with 12 slaves. These must form up with Braugh in the centre of the unit. This acts as a normal unit. Extra slaves can be purchased at +2 points per model. 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
Braugh Slavelord is a legend even amongst his own merciless peers. Ogre slavers are a common enough sight in the markets of Araby, but only one amongst them can claim to enslave his prey in death as well as life. Back when he was a Man‐eater travailing beyond the Desolation, Braugh was caught and imprisoned by a powerful necromancer. But Braugh was strong even for an Ogre, and eventually broke free of the Necromancer's dungeons. He found his captor asleep and beat him to death with a chair, skinning the remains as a trophy. Braugh then ate half of the Necromancer's prisoners and dragged the rest away as slaves, tying them to his gut‐plate with the enchanted chains he had ripped from the dungeon wall. Were it not for the trophy Braugh took, his legend would end there. But the Necromancer's magic was strong and when saturated by the malignant air surrounding the Land of the Dead when one of Braugh's slaves died of exhaustion; it remained bound to his servitude. So it is that Braugh Slavelord deals not only in flesh but in spirits, trading the services of the quick and the dead to whoever pays the right price, an army of unquiet ghosts and walking corpses shambling meekly in his wake.
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BULL RHINOX RIDERS RARE CHOICE OGRE KINGDOM ARMIES ONLY 145 POINTS / MODEL
TILEAN PIKEMEN CORE CHOICE DOGS OF WAR ARMIES ONLY 10 POINTS / MODEL
M WS BS S T W I A LD Rhinox Rider 6 3 2 4 5 5 2 4 7 Thunderlord 6 3 2 4 5 5 2 5 7 Bull Rhinox 7 4 0 6 ‐ ‐ 2 3 5
Unit Size • 1‐3 Unit Type • Cavalry on a Chariot base
Equipment
Light Armour Ogre Club
Special Rules
Thick Skinned (+2 to armour save for being mounted)
Unit Strength 6 Cause Terror Large Targets
Options Any model may upgrade their light armour to heavy armour for +6 pts per model.
Any model may be given an ironfist for +10 points per model.
Upgrade one Rhinox Rider to a Musician +12pts
Upgrade one Rhinox Rider to a Thunderlord +24pts
Upgrade one Rhinox Rider to a Standard Bearer +24pts
The Standard Bearer may carry a Magic Banner worth up to +50 points.
Bad Tempered: Even those Rhinox that have been broken by their Ogre riders have a temper shorter than a Gnoblar’s thumb. If there is an enemy model that is an eligible target for the Rhinox Riders to charge during the Declare Charges part of the movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice of models to charge, then the controlling player may choose freely between them. Thunderous Charge: On any turn when all models in a Rhinox Rider unit charge more than 7”, each model causes D3 impact hits. Single‐Minded: Once a Rhinox has started to move it is quite difficult to get it to stop. A unit of Rhinox Riders may not change formation at all unless they spend their entire movement phase reforming. They may not wheel more than once in any given turn with the exception of their free wheel to align a combat.
M WS BS S T W I A LD Pikeman 4 4 3 3 3 1 3 1 7 Pikeman Sergente 4 4 3 3 3 1 3 2 7
Unit Size • 10+ Pikemen Unit Type • Infantry on 20mm bases
Equipment Hand weapon Pike Light Armour
Special Rules Armour Piercing
Options Upgrade one Pikeman to a Musician +5pts Upgrade one Pikeman to a Standard Bearer +5pts Upgrade one Pikeman to a Sergente +10pts
Pike: A unit armed with a pike may only use them as a hold charge reaction. On the turn they are charged they may fight in three ranks and the charging unit suffers d6 Strength 3 impact hits +1 for each rank in the Pikemen unit. Impact hits against Cavalry, Flying models and Chariots that charge Pikemen are at Strength 5. At all other times the Pikes count as spears.
Tilean Pikemen specialise in the use of an extremely long weapon almost 20 feet in length. It has a wooden shaft with a steel spearhead affixed and is ideal for tearing through armoured enemy regiments. The extreme length of the weapon requires a strong wood such as the Apuccini ash for the pole. The length of the pike allows a great concentration of spearheads to be presented to the enemy, with their wielders at a greater distance, but also makes pikes unwieldy in close combat. This means that Pikemen have to be ready with a hand weapon in order to defend themselves should the fighting degenerate into a melee.
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The Savage Greenskins Orcs and Goblins: The lands of the south, like most of the world, have been plagued by raids from the various Orc tribes which dot the baked landscape. While most orcs have a modest grasp of technology and take advantage of developments in weapons and armour, the southern tribes are predominantly comprised of savage orcs and have a more primitive, neolithic type society. Shunning these advances the Savage Greenskin tribes fight with little regard to their own personal safety. They originate in the Southlands, where the constant heat and bright light has a deleterious effect on Orcish brains. Savage orcs use weapons made of stone or bone and do not wear armour, though their bodies are marked with ritual tattoos. Great herds of wild boar have been bred by the tribes of the south and savage orcs riding these ferocious beasts are a common threat to trade caravans from Araby. Under the Savage Great Shaman Wurrzag Ud Ura Zahubu, the tribes in the south have flocked to his totem and now present a very real threat to the nearby nations. Even the subtle plans of Nagash and the Crusades of the north will be smashed aside in the face of this horde. It is difficult to parlay with a culture that is said to have a vocabulary consisting entirely of the word "Waaagh!" with variants in volume, pitch, and accents making up for individual words. This is untrue but it is a reputation that Wurrzag is keen to promote as he continues his quest to find the ‘Once and Future Git’.
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 Wurrzag 4 3 3 4 5 3 2 2 8 Spleenrippa 7 3 0 4 4 1 3 1 3 Gutsplitta 4 5 0 6 5 5 3 3 6
Unit Type (Unique) • Single Character on a 25mm base
Magic Wurrzag is a Level 4 Wizard and may generate his spells from the Little Waaagh! and the Big Waaagh!, just like any other Level 4 Shaman. Being Mork’s current favourite, Wurrzag adds +1 to the casting total of each spell he attempts. Also he cannot Miscast. If he rolls a double 1 the spell fails and he loses any remaining power dice (including any stored in his Squig), but is otherwise unharmed. Equipment
Bonewood staff Baleful Mask Wizzbang the Power Squig
Special Rules Frenzy Warpaint (5+ Ward)
Mount (may choose one only)
Spleenrippa (boar) +30 points Gutsplitta (wyvern) +200 points
Bring out the Git Some say that the Git's asleep under the hills, but Wurrzag's still looking anyway. Because of this he cannot be the army General unless he is the only character. How can he judge their qualities of leadership if he doesn't let them lead? Wizzbang The Power Squig A Squig sits on the top of the Bonewood Staff, glaring hatefully at everyone. It is small and furry with long hair that stands on end when it's full of Waaagh! energy, which is most of the time. At the end of the player’s own Magic phase Wurrzag may store any unused power dice from his pool in Wizzbang. At any time during either player’s Magic phase, all these stored dice may be released and used by Wurrzag in addition to those he would normally have. Any unused power dice may be stored gain at the end of the phase.
BALEFUL MASK Bound Spell Power Level 3 Through the Baleful Mask Wurrzag can see things as they will be in the future, or possibly as they were in the past. But it is a glorious age, whenever it is, and this is the promise that The Once And Future Git brings ‐ a return to this great time when Ores rule the world and there is always a good fight in the offing. The mask also has the useful ability to launch lethal green bolts of energy at people who annoy him. The Mask contains the Gaze of Mork spell. This may be cast once per Magic phase like an ordinary spell. The spell requires no Power dice to cast; all the power required is provided by the Mask itself. BONEWOOD STAFF Bound Spell Power Level 4 This was carved many centuries ago from rare and precious bonewood. The staff contains a spell which turns Wurrzag's foes into Squigs. This may be cast once per Magic phase like an ordinary spell. The spell requires no Power dice to cast; all the power required is provided by the Staff itself. A whirling green mist surrounds one enemy model that is in base contact. The victim, his mount (unless a monster) and all his equipment are immediately turned into Squigs. Replace the enemy model with a loose Squig and immediately bounce him away as per the normal rules (see pages 18‐19) ‐ If the enemy model was mounted on a steed that only has 1 Wound then replace it with two Squigs and bounce them of separately As usual, the Squigs don't attack units when they start bouncing, just where they land.
Wurrzag is the chosen emissary of Mork (and perhaps even Gork) and is seeking the Once And Future Git. He travelled the Badlands mostly, joining the larger Waaaghs in search of the future leader of all the Orcs. Now his quest has led him to the Desolation of Nagash and many savage tribes have clamoured to the great totem he struck in the Plain of Bones .Though he refuses to lead the Waaagh, he watches the various tribal leaders hoping that the Once And Future Git will finally reveal himself.
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RED GOBLINS CORE CHOICE SAVAGE GREENSKINS ARMIES ONLY 5 POINTS / MODEL
THE MOTHER CRUSHERS RARE CHOICE SAVAGE GREENSKINS ARMIES ONLY 37 POINTS / MODEL
M WS BS S T W I A LD Red Goblin 4 2 3 3 3 1 2 1 6 Red Goblin Boss 4 2 3 3 3 1 2 2 6
Unit Size • 20+ Red Goblins Unit Type • Infantry on 20mm bases
Equipment
Hand weapon Special Rules
Frenzy Warpaint (6+ Ward save) Fear Elves
Options
Upgrade one Red Goblin to a Musician +6pts Upgrade one Red Goblin to a Standard Bearer +12pts Upgrade one Red Goblin to a Boss +12pts Unit may replace their hand weapon with spears for +1pt per model Unit may be given shields for +1pt per model
The savage goblins from the south are known as Red Goblins owing to the bright warpaint the daub their little naked bodies with.
M WS BS S T W I A LD Mother Crusher 4 4 3 4 4 1 2 2 8 Eeza Ugezod 4 6 3 4 5 2 3 3 8 Boar 7 3 0 3 4 1 3 1 3
Unit Size (Unique) • 5+ Unit Type Cavalry on a Cavalry base Equipment Heavy Armour Shield Special Rules
Armed to Da Teef (O&G: pg 20) Quell Animosity (O&G: pg 20) Thick Skinned (O&G: pg19) Tusker Charge (O&G: pg 19)
Hogs of Waaagh! The huge boars’ ridden by the Mother Crushers are accustomed to the Black Orcs style of fighting which basically consists of swinging their weapons madly at anything in range. Knowing this they plough their riders forward to cause the maximum close range carnage. When making a Tusker Charge, the Mother Crushers may declare they are making use of both hand weapons to gain an additional attack. On subsequent turns they switch to using a hand weapon and shield or a great weapon.
Options
Upgrade one Crusher to a Musician +10pts
Upgrade one Crusher to Eeza Ugezod +56pts
Upgrade one Crusher to a Standard Bearer +20pts
The Standard Bearer may carry a Magic Standard worth up to +50 points.
Of all the Orcish raiders to have plundered the Old World and Araby from the World's Edge Mountains, none have been so feared, or so hated as the Great Black Orcs of the Mother Crusher tribe. Their Great Raids of Hunger continued almost completely unchecked for nearly forty two years, leaving in their wake a trail of butchery seldom equalled In Orcish history.
Their success was due mainly to the inspired leadership of one Orc. Known throughout the tribes as Eeza Ugezod, Orcish legend abounds with stories of this huge and cunning Orc, particularly his frequent clashes with the armies of Graug the Terrible near Karak Azgal.
Despite many efforts to capture and destroy them, the Mother Crushers always managed to avoid traps set for them. On the few occasions they were brought to battle the outcome invariably favoured the Orcs ‐ using their famous juggernaut columns to push aside any resistance.
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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:
NEFERATA ‐ QUEEN OF MYSTERIES LORD CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 300 POINTS
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)
M WS BS S T W I A LD Neferata 6 7 5 5 5 3 7 4 10
Unit Type Single Character on a 20mm base
Equipment
Hand Weapon Magic Neferata is a Level 4 Wizard and knows spells from the Lore of the Vampires. Special Rules
Undead Vampire
Mount (may choose one only)
Nightmare +35 points Hellsteed +50 points Blood Bath +130 points Lahmian Chariot +130 points
DAGGER OF JET This dagger took countless lives on the altars of Lahmia when Neferata was the high priestess of death. It was used to cut the throats of those who were condemned to feed the Vampire aristocracy of that cursed city.
Attacks are +1 Strength and Poisoned. RUBY OF LAHMIA The mark of her dominion over the City of Vampires, Neferata’s diadem is a golden snake which rests over her cruel and beautiful face, and carries a huge ruby in its jaw. This unique jewel pulses with the power of eternal life and feeds Neferata with almost unlimited energy.
At the end of each turn of the game the Ruby of Lahmia automatically restores a Wound that Neferata has suffered in that turn (own or enemy). The Jewel stops working if Neferata is killed. Additionally the Jewel provides Neferata with a 4+ ward save. BASTET This black furred feline is anything but fortunate for a wizard whose path she crosses.
Neferata may opt to modify any rolls on the Miscast table made by any Wizard on the battlefield by up to D3. For instance, an enemy Wizard miscasts, and Neferata rolls a 2 on her D3, allowing the Sisterhood of Lahmia player to add or subtract up to 2 from the miscast result the enemy Wizard rolled.
Physically, Neferata is said to be divinely beautiful. Her plaited black tresses flow around her lovely face and she is as enchanting now as she was in her youth, though her skin is as white as alabaster, and the long years of evil have washed all trace of pity and compassion from her face. She has the appearance of a young maiden and only in her yellow eyes can one read her ageless and corrupt wisdom and cruelty, for her memories reach back to ancient times when Quatar and Numas were still sprawling metropolises and the people of Khemri still built pyramids. Neferata finds few equals in combat for she is the Queen of Mysteries of old and is terrifying in her wrath. She holds much of the magical knowledge that was lost during the destruction of Lahmia, ancient rituals and mysteries that only she will ever know.
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LAHMIAN VAMPIRE LORD LORD CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 205 POINTS
LAHMIAN VAMPIRE HERO CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 100 POINTS
JACKAL PACK CORE CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 10 POINTS / MODEL
M WS BS S T W I A LD Lahmian Vampire Lord 6 7 5 5 5 3 7 4 10
Unit Type • Single Character on a 20mm base Magic A Lahmian Vampire Lord is a Level 2 Wizard and knows spells from the Lore of the Vampires. May be upgraded to a Level 3 Wizard for +50 points.
Equipment Hand Weapon
Magic Items
Common / Vampire Counts items up to a total of 100 points.
Vampiric Powers
May choose from the Courtly and the Master powers up to a total of 100 points.
Mount (may choose one only) Nightmare +20 points Hellsteed +30 points Blood Bath +130 points Lahmian Chariot +130 points
Special Rules
Undead Vampire
All Lahmian vampires are descended from Neferata, who is said to despise men, and consequently very few Lahmians are male. The presence of the Lahmians is seldom noticed, but their hand is certainly felt. They may lack the brute strength and martial skill of, say, the von Carsteins, but in subtlety they are un‐matched. They can achieve their aims with politics and planning, and are hedonistic, self‐indulgent creatures who love splendour, wealthy and luxury, and will stop at nothing to get what they desire ‐ but they cannot taste food or enjoy the warmth of the sun. Their cold hearts can feel no deep emotion, for their lovers rarely last a night, and though their youth and beauty is eternal, they are abhorred by people once discovered. Their joys are hollow, and material, and for most, that is all for which they wish.
M WS BS S T W I A LD Lahmian Vampire 6 6 4 5 4 2 6 3 7
Unit Type • Single Character on a 20mm base Magic A Lahmian Vampire is a Level 1 Wizard and knows spells from the Lore of the Vampires. May be upgraded to a Level 2 Wizard for +50 points.
Equipment Hand Weapon
Magic Items
Common / Vampire Counts items up to a total of 50 points.
Vampiric Powers
May choose from the Courtly and the Master powers up to a total of 50 points.
Mount (may choose one only) Nightmare +10 points Hellsteed +30 points Blood Bath +130 points Lahmian Chariot +130 points
Special Rules
Undead Vampire
May Carry the Battle Standard See Warhammer Armies: Vampire Counts for details.
Lahmian vampires are as fast as quicksilver, even more so than their cousins of other bloodlines. They can move so quickly that they are but a blur to the mortal eye, and only the sharp‐eyed and quick‐witted can follow their actions, though their martial skill is inadequate compared to their Blood Dragon counterparts. Their talons reach to all levels of human society, and the Lahmians take an active interest in state affairs, and, as a result, many eccentric noblewomen, widows of princes and dukes, and high‐born ladies who shun the light of day and lock themselves away in tall towers and opulent palaces, are in truth undead. They have a great talent for art and diplomacy, and their powerful personalities hold an irresistible charm for mortals, for hot‐blooded males and gullible women alike. However, a Lahmian’s temper matches her bodily quickness, and is very easy to anger, and hard to appease.
M WS BS S T W I A LD Jackal 10 3 0 3 3 1 4 1 3
Unit Size: 5 – 20 Jackals
Unit Type Cavalry on Cavalry bases
Equipment Slavering Jaws (hand weapon)
Note: Jackal packs do not count towards your minimum core unit requirements. Special Rules
Undead Fast Cavalry
Jackals are renowned as vile carrion feeders, but under the influence of the Lahmian Sisterhood the creatures are fed on the corrupted flesh of ghouls and other unliving wretches. The resultant transformation provides fast moving guards for the dusty borders of Lahmia.
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LAHMIAN CHARIOT SPECIAL CHOICE SISTERHOOD OF LAHMIA ARMIES ONLY 130 POINTS
BLOOD BATH CHARACTER MOUNT SISTERHOOD OF LAHMIA ARMIES ONLY 130 POINTS
M WS BS S T W I A LD Chariot ‐ ‐ ‐ 5 5 4 ‐ ‐ ‐ Lahmian Charioteer ‐ 5 3 5 ‐ ‐ 4 2 7 Nightmare 8 3 0 4 ‐ ‐ 2 1 ‐
Unit Size 1 Scythed Chariot ridden by 2 Lahmian Charioteers and drawn by 2 Nightmares
Unit Type Chariot on Chariot base
Equipment (Crew) Spear Hand weapon
Options (one choice only): Balefire +25 points Unholy Lodestone +25 points.
Special Rules: Undead Vampire Chariot
Character Mount If the Chariot is used as a mount for a Lahmian Vampire then the Vampire replaces one of the crew. The chariot has a 5+ armour save.
Of the original vampiric bloodlines of the Warhammer World, the one which to this day remains closest to its ancient roots is Neferata's own. Having fled with her sisters of the Cult of Blood she was already far to the north and safe from the purging wrath of the Nehekharan armies when their attack struck the city of Lahmia. As a result of this her armies include chariots, a form of warfare lost by the rest of the Vampire bloodlines. Manned by lesser members of the Sisterhood, these chariots combine the fearsome power of the Vampires with speed and range.
M WS BS S T W I A LD Hand Maiden 6 5 3 4 4 1 5 2 7
Unit Size 1 Character, 2 Hand Maidens. If a Lahmian Vampire or Lahmian Vampire Lord chooses a Blood Bath she becomes part of the unit and cannot leave it.
Unit Type War Machine on Chariot base
Equipment (Hand Maidens)
Hand weapon Special Rules (Hand Maidens):
Undead Vampire
Attendants: The Character and the two Hand Maidens are treated as a war machine crew, though they are deployed at the same time as characters. The Blood Bath gives its attendants a 4+ ward save. The attendants never pursue. The Blood Bath cannot be damaged ‐ ignore any hits allocated against it. If its attendants are killed it is removed immediately.
Power in Vitae: The attendants, even if engaged in combat, may invoke the power of the Blood Bath in their Start of Turn phase. Pick a single friendly unit containing at least one model with the Vampire special rule to be affected by the chosen power. The chosen effect is applied to the entire unit and lasts until the start of the unit's next turn. This is not a spell and cannot be dispelled or otherwise stopped. A unit may only be affected by a single power per turn, even if you have more than one Blood Bath. Celerity: All models in the unit gain + 1 Attack. Potency: All models in the unit gain killing blow. Fortitude: All models in the unit gain a 5+ ward save.
The Blood Baths of Lahmia were infamous in the lands of Nehekhara. The sanguine fluids they contained in their large marble or golden basins were of such power that Neferata and the Sisterhood would immerse themselves in them to cool their passions. The richness of the blood allows a skilled member of the Sisterhood to invigorate their members to greater acts on the battlefield.
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:
NAKAI THE WANDERER HERO CHOICE SOUTHLANDS ARMIES ONLY 300 POINTS
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*
M WS BS S T W I A LD Nakai the Wanderer 6 6 0 5 5 4 2 5 8
Unit Type (Unique) • Single Character on a 40mm base
Equipment Light Armour Great Weapon
Special Rules
Cold Blooded Aquatic 3+ Scaly Skin Save Fear Spawn‐kin Great Reach
Great White Hope Nakai must always issue a challenge and can never refuse one. When fighting in a challenge, Nakai must re‐roll any failed to hit rolls. Nakai gains a 4+ Ward save in a challenge
When leading a unit the unit becomes Unbreakable. Should Nakai perish then the unit immediately loses this ability and instead gains Frenzy. The Wanderer Nakai and a unit he leads may be deployed using the Scout rules.
Nakai is an albino Kroxigor with unusually thick skin, even for a Kroxigor. In the siege of one of the temple cities, Nakai held off five legions of daemons by himself until the arrival of reinforcements. He disappeared after the battle and was believed dead, but has reappeared numerous times since then, often arriving at a temple‐city shortly before it is attacked. Many Skink priest implies that he may actually be an avatar of Quetzl and will one day return to fight for Lustria once again.
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HORNED ONE RIDERS SPECIAL CHOICE SOUTHLANDS ARMIES ONLY 20 POINTS / MODEL
COATL – GUARDIANS OF SACRED PLACES RARE CHOICE SOUTHLANDS ARMIES ONLY 300 POINTS
M WS BS S T W I A LD Horned One Rider 6 2 3 3 3 1 4 1 6 Horned One Rider Brave 6 2 3 3 3 1 4 2 6 Horned One 8 3 0 4 4 1 3 1 3
Unit Size • 5+ Horned One Riders Unit Type • Cavalry on Cavalry bases
Equipment Hand Weapon Light Armour Spear Blowpipe
Special Rules Cold Blooded Aquatic Cause Fear Hit and Run (WA: L pg 52) Thick Skinned
Very few Lizardmen are able to ride Horned Ones and in the Southlands it is traditionally the role of the Skinks blessed by the Old One Itzl who can master these beasts. Horned Ones are extremely territorial and are fearless in the face of creatures far larger than themselves. So too are the Horned One Riders regarded as fearless and it is a cunning Chieftain who uses this skilled warriors to make lightning raids on their enemies. Options
Upgrade one Horned One Rider to a Musician +7pts Upgrade one Horned One Rider to a Standard Bearer +14pts Upgrade one Horned One Rider to a Champion +14pts
Additional Equipment
Unit may exchange spears with throwing spears (javelins) for no additional cost. Unit may purchase shields for +1 pt per model.
Thick Skinned Horned ones have heavy scaled hides which provide significant protection for their riders. As a result they gain +2 to their saving throw rather than the usual +1 for being mounted.
M WS BS S T W I A LD Coatl 6 5 0 5 6 5 4 3 8
Unit Size • 1 Unit Type • Monster on a 50mm Monster Base
Equipment
Claws and snapping jaws. Magic Coatl are Level 2 Wizards and know all the spells from the Lore of Life.
Special Rules Fly Large Target Causes Terror Cold Blooded (L: pg 41) Magic Resistance (1) 4+ Scaly Skin Save Arboreal Predator (L: pg 52)
One of the rarest creatures found in the Southlands is the Coatl. Sporting a long sinuous snake‐like body, a dragon‐like head and massive feathered wings and tail the Coatl are highly intelligent and powerful mages. The Coatl are said to be the manifestation of the Old One Tepok and are venerated by Skink Priests as sacred creatures of the air, magic and places of power. When the Coatl attack it is from the skies upon a thunderous wind. The skies darken and the grounds shifts. Soon their prey is hopelessly disorientated, lost within a swirling maelstrom of magical aspect
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KROKADILOSAUR RARE CHOICE SOUTHLANDS ARMIES ONLY 235 POINTS
M WS BS S T W I A LD Krokadilosaur 6 2 0 6 5 5 1 2D6 5
Unit Strength 5 Unit Type Monster mounted on a Chariot base
Equipment Vast jaws
Special Rules
Cold Blooded Aquatic 4+ Scaly Skin Save Terror Grapple Attack D3 Impact Hits on the charge
Aquatic Assault
Aquatic Assault: Before rolling for deployment, the Lizardmen player may place D3+1 aquatic terrain features (such as pools, oasis or swamps) on the battlefield. These terrain features should not be larger than 5” in diameter and may not be deployed within 12” of each other. The Krokadilosaur is not deployed but is instead lurking in these pools and marshes. At the start of each Lizardman turn roll a dice for each enemy unit within 12” of an aquatic feature. On a roll of a 4 or more the pool contains the Krokadilosaur and it immediately charges the unit (as a compulsory move). The enemy unit is so surprised by the attack that it may only hold as a charge reaction. Once all Krokadilosaurs are in play do not roll for further Krokadilosaurs unless one returns to the pool and is ready to hunt again (see: Grapple Attack).
Grapple Attack: The Krokadilosaur will attempt to drag its prey back to the water and drown it rather than fight it on land. Should the Krokadilosaur win the combat it may immediately select a single man‐sized (including cavalry) model swallow it whole! The Krokadilosaur will then immediately flees from the fight and attempt to return to its water feature. The enemy may pursue as normal. If the distance fled is equal to or greater than the distance to the water feature, the Krokadilosaur submerges with its hapless victim (the model is slain regardless of wounds or saves of any kind). Roll a d6 and on a 2+ the Krokadilosaur stuffs the corpse under a rock or sunken log and then is ready to hunt again next turn. On a roll of a 1 the Krokadilosaur decides to devour it now and does not return. Either way the captured model is removed from play. If the Krokadilosaur fails to reach the water feature then it will attempt to get to the water feature as soon as possible (and will always try to flee there if charged or panicked). Should the Krokadilosaur be caught while fleeing, the swallowed model is released and is immediately returned to the unit it was taken from. If the unit has been destroyed then the model may be freely placed anywhere within 6” of the slain Krokadilosaur.
Dreadful monsters that prey on skinks, men and Skaven with equal ferocity, the Krokadilosaur are not normally part of the Southland’s pantheon of war. However, skink braves (or brace skinks) have been known to lure the creatures near enemy positions shortly before battle in the hope that the general or some other tasty figure might end up a bloated corpse under a rock long before they cause too much of a threat to the Southlanders.
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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:
Characters: Empire Captain; Empire Master Engineer (See WA: Empire) Hedge Wizards* 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
M WS BS S T W I A LD Doomseeker 2D6 ‐ ‐ 4 4 1 3 D6 10
Upgrade: Each Slayer unit in a Dwarf army may include up to 3 Doomseekers at +40 points per model. Unit Type • Infantry on 20mm bases Equipment Slayer Axes (always count as great weapons)
Special Rules Unbreakable – but still hate Greenskins
Slayer Brotherhood of Grimnir Force of Destruction Get Stuck In! Whirling Death Glorious Death
Brotherhood of Grimnir: Doomseekers are not placed on the table at the start of the game as are other troops. Instead you must make a written note of any Slayer units that include Doomseekers. These are referred to as concealing units. Doomseekers remain inside concealing units, marching along with their fellows, until they are ready to be unleashed on the enemy. Force of Destruction. Doomseekers cannot be charged. They may, however, be targeted with missile fire (following the usual ‐1 penalty for shooting models with a unit strength of 1) or spells. Get stuck in! Doomseekers are always released when the concealing unit comes to within 6" of the enemy or vice versa. The moving unit stops immediately (fliers land). Once Doomseeker movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked (the laws of momentum are particularly harsh). Doomseekers can be released in any direction, from any point on the concealing unit and move 2D6". They do not have to be aimed in the direction of the enemy that activated 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.
The Doomseeker moves moving 2D6" in a random direction (determined by the scatter dice) in the compulsory part of the movement phase. Whirling Death! When a Doomseeker moves through an enemy unit it immediately inflicts D6 hits from his Slayer Axes (at Strength 6) on the unit, distributed as for shooting. Units may move and flee through Doomseekers, but any foolhardy enough to do so will take hits as described above. A unit that suffers 25% casualties from Doomseekers must immediately take a Panic test. Units failing this test flee directly towards toe closest table edge (potentially moving through the same Doomseeker that triggered the test, suffering a further set of hits). Glorious Death: The life of a Doomseeker is guaranteed to be a short and violent one – in other words, an ideal end for a Slayer. A Doomseeker is immediately removed as a casualty when: He comes into contact with a friendly unit, a terrain feature of any kind or a table edge. An enemy unit finishes its move over the Doomseeker. The unit takes D6 Strength 6 hits from the Slayer axes for moving into the Doomseeker, and a further D6 hits before the Doomseeker is brought down and slain.
Doomseekers march in to battle alongside their brothers in the Slayer Cult until the enemy is close at hand. Then, before combat begins, the Doomseekers plow recklessly into the enemy, whirling their weapons madly around their heads. They are armed with axes on the end of chains, which they spin about themselves, slicing through their foes with surprising speed. The Slayer axes carried by the Doomseeker are just as lethal to the Doomseeker himself. Not every Slayer chooses to be a Doomseeker because there is no guarantee that you will die at the hands of a great enemy. Almost as likely the Doomseeker will realise his whirling axes are going to bring him into contact with a friendly unit or a clump of trees. Instinctively a Doomseeker will try and avoid this trajectory but by fighting momentum he will invariably end up mortally wounded by his own spinning axes.
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HEDGE WIZARD HERO CHOICE SUDENBERG MILITIA ARMIES ONLY 50 POINTS
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.
M WS BS S T W I A LD Hedge Wizard 4 3 3 3 3 2 3 1 7
Unit Size • 1 Unit Type • Single Character on a 20mm base
Equipment Hand weapon Options
Upgrade to a Level 2 Wizard +30 pts. May choose magic items in total up to +50 pts.
Magic Hedge Wizards are Level 1 Wizards. Mount
Warhorse +10 points
The Colleges of Magic are far away from Sudenberg and in times of crisis the Militia must call on the talents of the healers and mystics who otherwise peddle their wares and services at the Festag Morning Market. In battle they provide much needed, though unpredictable, magical support much to the disgust of their Dwarven neighbours.
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Tomb Kings of Khemri Tomb Kings: Settra the Imperishable was the first of the great kings of Nehekhara and remains the greatest of the Tomb Kings of Khemri. His plans for immortality would have made his dynasty the greatest and eternal but for the twisted schemes of the Great Necromancer. As Nagash’s powerful spell coursed across the lands of Nehekhara, legions of warriors and kings from ancient times stirred and rose from their sepulchres. Where Settra had been promised eternal life in a paradise where he would reign supreme, he instead awoke to find himself clad in rotted vestments and desiccated flesh with his land in ruins. The fire of pride and ambition still burned fiercely within his chest and he set about reclaiming what remained of his kingdom. After smashing the lesser kings of Khemri into submission and casting from his realm the priests and hierophants who had failed him he swore vengeance against the foul forces loyal to Nagash. He would remain awake, king of a devastated land and ready to begin the reconquest of the vast empire that was once his. Both Sehenesmet in the city state of Quatar and the golden prince Tutankhanut have sworn fealty to Settra and have pledged their armies to join his in the upcoming battles. But Settra is a jealous lord and watches his allies closely lest their power, however generously used in his name, becomes more of a liability to his authority than a boon.
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)
Core: Skeleton Warriors (WA: Tomb Kings); Skeleton Light Cavalry (WA: Tomb Kings); 0‐1 Scarab Swarm (WA: Tomb Kings); Skeleton Chariot (WA: Tomb 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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Tomb Kings of Quatar Tomb Kings: The Tomb‐city of Quatar is famed for its towering statues many of which are colossal representations of the gods and mighty kings of the past. Before the curse of Nagash swept across Nehekhara like a plague, the city of Quatar was renowned as the centre of worship for the ancient Nehekharan gods. Named the White City, Quatar stood at the entrance to a wide pass across the Worlds Edge Mountains, called the Valley of the Kings. Here great statues stood guard over the pass, and any wishing to travel east or west across the mountains had to travel through Quatar and pay homage at the many temples that filled the city. No king ever reigned in Quatar, instead it was the only city to be ruled by the priesthood, and the head of their order was known as the Vizier. Now Quatar lies in ruins, brought low by the treachery of Nagash. The once beautiful city is a desolate place, haunted by wailing spirits. As the winds of death unleashed by Nagash swept over the city, the priests and worshippers were infected by a horrid plague that bloated their bodies, burned their skin and choked them to death on their own blood. The streets were littered with the dead until finally nothing truly alive stirred within the high walls. Sehenesmet, the Vizier of Quatar, has worked for nearly a score of centuries creating, rebuilding and caring for these monoliths. Unmatched in his field, Sehenesmet has refined his incantations so that he can animate and control a great many of thee constructs at any given time. It is he who inscribed the powerful incantations of awakening and binding upon the towering monoliths that guard the entrance to the famed Valley of the Kings, and his realm of walking statues is talked of in Jaffar’s Araby in hushed tones. It has been said that he has even animated the great stone guardian of Quatar, shaped in a hybrid form of a lion and eagle. As Nagash’s minions bring misery to the lands once more so Sehenesmet has been inspired to create more grand and ambitious constructs to destroy his hated enemy and bring down Cripple Peak. To this end Sehenesmet has interred himself within the animated body of a giant construct to lend him the strength his endeavour requires.
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:
NAKKU RARE CHOICE TOMB KINGS OF QUATAR ARMIES ONLY 210 POINTS
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*
M WS BS S T W I A LD Nakku 6 3 2 6 5 6 1 4 9
Unit Type Monster on a 50mm base
Equipment Hand Weapon Heavy Armour
Special Rules Undead Construct Large Target Terror Unstoppable Assault
Greatest of all Sehenesmet’s creations are the Nakku Bone Giants. These towering warriors stride the battlefield spreading terror and death. Few are 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 those they slay, the Nakku can carve through enemy regiments with a single devastating charge. Options (May be given one of the following):
Additional hand weapon +10 pts Giant bow +30 pts Great weapon +15 pts Shield +30 pts
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
SHAWABTI HERO CHOICE TOMB KINGS OF QUATAR ARMIES ONLY 140 POINTS
M WS BS S T W I A LD Sehenesmet 6 4 2 6 5 6 2 4 10
Unit Type (Unique)
Monster on a 50mm base
Equipment Sacred Crook of Shapesh Heavy Armour
Special Rules
Undead Construct Large Target Terror Unstoppable Assault Magic Resistance (2) Liche Giant Generates 3 Dispel Dice
Vizier of Quatar: Sehenesmet counts as the army Battle Standard Bearer and the army general.
Liche Giant: Sehenesmet combines the physical power of a Bone Giant with the mystical arts of a Liche Priest. All of the rules for both Bone Giants and Liche High Priests apply to Sehenesmet. The Sacred Crook of Shapesh. Sehenesmet took all of the religious symbols and statues from the great temple of Shapesh, god of the underworld, and melted them down to make this staff. It is shaped in the image of the crook Shapesh uses to herd the souls of the dead to their resting places and holds the power of life and death. The Sacred Crook of Shapesh can be wielded in combat like a great weapon. Keep track of the number of unsaved wounds inflicted by the Sacred Crook in each Close Combat phase. In each Tomb Kings Magic phase, the power of the Crook may be unleashed as a magic missile that cannot be dispelled (before Sehenesmet’s incantations). Pick a single enemy unit within 24" as the target. The unit suffers a number of Strength 4 hits equal to the number of wounds currently ‘stored’ in the Crook. Once unleashed, the number of wounds stored in the staff is returned to 0 until Sehenesmet inflicts more wounds. In addition, it doubles the range of Sehenesmet’s incantations.
Now Quatar is known as the Palace of Corpses, and only a single creature lives within its boundaries. He is Sehenesmet, the last and greatest of the Viziers of Quatar, and master of magic and artifice. He alone of the priests survived the onslaught of Nagash and has spent the long millennia since the fall of the old kingdoms rebuilding the might of Quatar. Since the priests did not have whole armies entombed with them when they died, as the Tomb Kings did, there are few soldiers for Sehenesmet to command. Instead, he has constructed a vast legion of Ushabti, Bone Giants and Tomb Scorpions to serve him. With this unnatural force he continues to guard the passage across the mountains, long since renamed the Charnel Valley. Now at the pinnacle of his power, Sehenesmet has perfected his arcane art and melded his own body with that of a Bone Giant. He strides the world on massive legs, and unbelievable strength flows through his immortal body. Combined with his powerful incantations, there are few who can stand against the ancient Vizier and live to tell the tale.
M WS BS S T W I A LD Shawabti 5 4 0 6 4 4 3 4 10
Unit Type
Character on a 40mm base
Equipment Great Weapon Heavy Armour
Special Rules
Undead Construct Magic Resistance (1) Generates 1 Dispel Dice Magical Attacks
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.
These masterwork Ushabti are capable lieutenants in the field imbued with the power to marshal the ranks of bone constructs and compel them to march to their enemies’ doom.
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Tomb Kings of Numas Tomb Kings: Prince Tutankhanut was the only son of the wealthy King Ahken of Numas and was famed throughout Nehekhara for his handsome features. Tragically, the young Prince was slain before he had even come of age at 15. He had been hunting lions, for he was renowned as a particularly skilled bowman, even when speeding along the plains on his war chariot. Separated from his hunting party, a crude spear hurled by a savage northern tribesman smashed into his chest and threw him from his chariot. Adored by his wealthy father, Prince Tutankhanut was given an elaborate burial.
Thousands of years passed and when the young King awoke from his death sleep he was
horrified at his withered skeletal form. According to Nehekharan beliefs in the afterlife the gods would bestow each king with a body of gold. Tutankhanut was furious to learn this was not the case and demanded that his priests fashion him such a body. When he arises from his tomb, resplendent in his golden body and death mask, the still living people of Numas hearken to his call, perceiving him as blessed by the gods. In Numas, life has returned to the desert and once again crops grow around the city. Numas is a marvellous place and over many centuries the pyramids have been restored to their former glory. But do not be fooled into thinking that the people there would welcome you. The Scythans were once a nomad tribe who came to Numas to worship their god Tutankhanut have dedicated themselves to his service. Each day they tend to the necropolis, guarding the tombs from those who would seek to defile them. The Prince now rules over the living and the dead and both live in strange harmony. These black‐robed nomads patrol the deserts, warning Prince Tutankhanut of any intruders to his realm. In return the nomads are allows to live in the city under the protection of soldiers who do not sleep. Nothing compares to when the Prince and his army march to war, his chariots racing alongside the white Arabian steeds of the Scythan warriors: living and dead fighting side by side. It said that when a Scythan warrior dies, his body is left in the desert for the carrion to pick his bones clean. After forty days and nights the warrior’s skeleton is carried back to the tombs where it is prepared so that he may continue to serve the Prince in death as he did in life. Not that the army of Numas wins through Scythan strength alone, for in the thick of the battle the golden form of Tutankhanut can be seen deflecting even the most powerful attacks. Tutankhanut has led his army to many victories and though his undead legion do not share in the celebrations, the victory feasts of Numas can be heard far across the desert to the halls of Settra and the walls of Quatar.
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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 LORD CHOICE TOMB KINGS OF NUMAS ARMIES ONLY 285 POINTS
Characters: Prince Tutankhanut – The Golden God* 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)
M WS BS S T W I A LD Prince Tutankhanut 4 7 5 5 5 4 3 4 10
Unit Type (Unique) • Single Character on a 20mm base
Equipment Hand Weapon Blade of Ahken Golden Armour
Special Rules
Flammable The Curse My Will Be Done Unstoppable Assault
(WA: Tomb Kings pg 31)
King of Numas Tutankhanut must always be the general in a Tomb Kings of Numas army. KHOPESH OF AHKEN A mighty weapon composed of three main parts: the hilt, a straight and unsharpened section of blade finishing in a curved crescent shape with the sharpened edge.
+2 Strength. Killing Blow. 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
SCYTHAN CAVALRY CORE CHOICE TOMB KINGS OF NUMAS ARMIES ONLY 12 POINTS / MODEL
M WS BS S T W I A LD Scythan Warrior 4 4 3 3 3 1 3 1 7 Scythan Champion 4 4 3 3 3 1 3 2 7
Unit Size • 10+ Scythan Warrior Unit Type • Infantry on 20mm bases
Equipment
Hand weapon Light Armour Shield
Options
Upgrade one Scythan Warrior to a Musician +5pts Upgrade one Scythan Warrior to a Standard Bearer +5pts Upgrade one Scythan Warrior to a Scythan Champion +10pts The unit may replace their Shields for Bows for no extra cost.
Special Rules Scythan
Fierce nomads, the Scythan people finally found a home amongst the ruins of Numas. Upon the resurrection of Tutankhanut, the Scythans incorporated their forces into the elite army of their living god.
M WS BS S T W I A LD Desert Rider 4 3 3 3 3 1 3 1 7 Champion 4 3 3 3 3 1 3 2 7 Araby Steed 8 3 0 3 3 1 3 1 5
Unit Size • 5+ Scythan Cavalry Unit Type • Cavalry on Cavalry bases
Equipment Hand Weapon Light Armour Spear
Special Rules Scythan Fast Cavalry
Options Upgrade one Scythan Cavalry to a Musician +5pts Upgrade one Scythan Cavalry to a Standard Bearer +10pts Upgrade one Scythan Cavalry to a Scythan Cavalry Champion +10pts
The deep deserts are home to fierce nomads whose swift riders are the best light cavalry in all the land.
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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:
Characters: Graug the Terrible* 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*
Special: Storm Vermin; Rat Ogres (WA: Skaven); Night Goblin Squig Hoppers (WA: Orcs & Goblins); Night Goblin Spider Riders (Forest Goblin Spider Riders 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
0‐1 BLACK EMPEROR DRAGONLING RARE CHOICE UNDER‐EMPIRE OF AZGAL ARMIES ONLY 350 POINTS
M WS BS S T W I A LD Graug the Terrible 6 8 0 8 7 10 2 9 10
Unit Strength • Graug has a Unit Strength of 20 Unit Type (Unique) • Monster on 300mm x 200mm base The Forgeworld Emperor Dragon would make an ideal Graug. Equipment
Teeth, Claws and Bad Attitude! (attacks count as magical)
Lord of Azgal: Graug counts as the army Battle Standard Bearer. You may not include a Battle Standard if Graug is taken.
Special Rules
Large Target Fly Terror Magic Resistance (2) Immune to Panic Scaly Skin 2+ Squig Munchies Iron Hard Constitution (Cannot suffer multiple wounds from a single hit, regardless of its source)
Squig Munchies: Graug has developed a taste for Squigs in all their many forms. Any units containing Squigs (including Rat Squigs) that end the turn within 6” of Graug takes d6 Strength 8 hits as Graug grabs a snack mid‐battle.
Breathe Fire. The fiery breath of Dragons is legendary and terribly destructive. In battle it is used as any other breath weapon except that it uses the 16” Hellstorm flame template. Any models touched by the template are automatically dealt a Strength 4 hit. In addition any unit that suffers casualties from Graug’s breath must take an immediate Panic test. Mighty Wings: When Graug finishes a Fly move, the wind generated by his massive wings means that he may move any units that would be within 1” of his base the minimum distance required to allow him to land. Their facings must either remain as they were or may be towards Graug (opponent’s choice). Units cannot be moved into impassable terrain, other units or off the table. Ultimately use some common sense in the placement of Graug. Opponents should accept some shuffling about of their battleline to allow Graug to land. After all – he is a giant dragon! Fly High: Instead of making a normal move, Graug can opt to fly high. Remove him from the table. You may then place him anywhere on the battlefield at the end of the subsequent movement phase and he acts exactly as if he had come on from a board edge after pursuing a unit off the table.
Graug the Terrible is a Black Emperor Dragon, many thousands of years old, powerful, strong, wise and cunning. He is one of the rarest of his kind. Centuries ago a Dwarf named Skalf Dragonslayer claimed to have slain the beast but his wounds only forced the mighty dragon to hibernate deeper in Karak Azgal, guarding his vast treasures horde. Like all Emperor Dragons, Graug loves gold and riches, and his horde is wealth equal to the greatest King’s treasury. Because of this vast trove Graug does not like to venture far from Karak Azgal, in case of theft. When his minions are unable to prevail against a threat to his lair the great beast will unfurl its ancient wings and fly out to feed and plunder.
Once provoked to battle there are few creatures or heroes capable of defeating Graug the Terrible.
M WS BS S T W I A LD Black Emperor Dragonling 6 6 0 6 6 6 3 5 9
Unit Strength • A Dragonling has a unit size of 6 Unit Type • Monster on 50mm base.
Equipment Teeth, Claws and Bad Attitude!
Special Rules Large Target Fly Terror Breathe Fire Immune to Panic Scaly Skin 4+
Breathe Fire. The fiery breath of Dragons is legendary and terribly destructive. In battle it is used as any other breath weapon. Those hit by it suffer a Strength 3 hit. In addition any unit that suffers casualties from the Dragonling’s breath must take an immediate Panic test. Territorial: Black Emperor Dragons are extremely territorial. Should a Black Emperor Dragonling start the turn within 6” of Graug, it causes d6 Strength 6 hits on Graug. Unfortunately for the Black Dragonling, Graug will then return the favour with d6 Strength 8 hits.
In recent years Graug the Terrible has sired a number of young. It is unusual for such creatures to have numerous offspring, but the network of tunnels beneath the old Dwarven hold have enabled each of the adolescent Black Dragons to mark out a territory without clashing fatally with its siblings. As the Dragons grow their lairs increase also. It is common for raiding parties from Karak Azgal to be accompanied by one of these creatures as they search for new territories beyond the reach of their brothers and sisters.
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RAT SQUIG PACK CORE CHOICE UNDER‐EMPIRE OF AZGAL ARMIES ONLY 35 POINTS / PACK
SPIDER SWARM CORE CHOICE UNDER‐EMPIRE OF AZGAL ARMIES ONLY 50 POINTS / BASE
M WS BS S T W I A LD Skaven Squigmoulder 5 3 3 3 3 1 4 1 5 Rat Squig 5 4 0 5 3 1 4 2 3
Unit Size • A unit of Rat Squigs is made of one or more packs (a pack consists of a Squigmoulder and three Rat Squigs). You may buy as many packs as you wish and add them together to form the unit. Unit Type • Infantry on 20mm bases
Equipment (Squigmoulder)
Hand weapon (whip) Light Armour
Equipment (Rat Squig)
Teeth
Special Rules
Hates Dwarfs Immune to Psychology Mixed unit (Squigmoulders are always placed at the back of the unit where possible. Missile hits are randomised 1‐4 Rat Squigs, 5‐6 the Squigmoulders)
Wild Squigs (see WA: Orcs & Goblins) Supporting unit: Rat Squig Packs do not count towards your minimum number of Core choices in the army.
Mixing the ferocity of the deadly Cave Squigs found in Karak Azgal with the speed and reflexes of the Rat‐kin has led to one of the more effective creations of Skaven‐science. These Rat Squigs have a shorter life‐span than their less furred cousins, but that is of little concern to the Squigmoulders who press them into battle in vicious packs and watch them strip their prey to the bone in seconds.
M WS BS S T W I A LD Spider Swarm 6 3 0 2 2 5 1 5 10
Unit Size • 1 – 10 bases. Unit Type • Swarm on 40mm bases
Equipment
Poisonous fangs
Special Rules
Poison Skirmishers Swarm Wall Crawlers (see WA: Orcs & Goblins)
Supporting unit: Spider Swarms do not count towards your minimum number of Core choices in the army.
From the dark caverns below Karak Azgal, the dominating influence of Graug commands not only creatures such as the Skaven and the Night Goblins, but also marshals the venomous spiders and swarms them like a tide against his foes.
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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:
WATCHERS OF MEDES SPECIAL CHOICE WATCHERS OF MEDES ARMIES ONLY 21 POINTS / MODEL
Characters: Prince (Mirillion the Vigilant); Mage; Noble (WA: High Elves)
Core: Archers (WA: High Elves); Shadow Warriors (WA: High Elves)
Special: Watchers of Medes*; Spearmen (WA: High Elves); Silver Helms (WA: High Elves). 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)
M WS BS S T W I A LD Watcher of Medes 5 4 5 3 3 1 5 1 8 Sentinel of Medes 5 4 6 3 3 1 5 1 8
Unit Size • 5+ Watchers of Medes Unit Type • Infantry on 20mm bases
Equipment Hand weapon Longbow Heavy Armour
Special Rules Speed of Asuryan Valour of Ages Skirmish Scout
Options Upgrade one Watcher of Medes to a Musician +6pts Upgrade one Watcher of Medes to a Standard Bearer +12pts
May take a Magic Standard worth up to 50 pts Upgrade one Watcher of Medes to a Sentinel of Medes +12pts
May take the Reaver Bow for +40 pts Deadly Shot: All shooting from the Watchers of Medes with their Longbows (but not the Reaver Bow) have the Armour Piercing special rule. They may always stand and shoot as a charge reaction, regardless of range (the Sentinel may Stand and Shoot the Reaver Bow). Far Sighted. If the Watchers of Medes are stationary that turn, they may fire their Longbows (but not the Reaver Bow) with a short range of 20” and a long range of 40”.