The Dark Throne
The Dark Throne
The Dark Throne
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
SUNDAY 17 APRIL 2011 TH
it. Most importantly they are there to ensure everybody has a great time. Remember – it’s only toy soldiers!
10:00 Recap
10:30 Round 4 Briefing Games will be driven by the narrative of the campaign. This means that during the course of the event various games may appear quite
11:00 Round 4 Battalion challenging when viewed from the usual gaming perspective. In any war generals have to deal with what might appear unfair or unbalanced
13:30 Lunch Buffet situations, using cunning and skill to prevail against overwhelming odds, and the same may be true for you. However, whatever the scenario or
14:30 Round 5 Briefing battlefield conditions, your game and your story will always count in the grand scheme of things; the Tempus Fugitives will always try to make
15:00 Round 5: War Party Doubles sure that you are not asked to play a game you simply can't win before any dice are rolled. There will always be critically important mission
17:00 Closing Ceremony objectives that you will need to strive to achieve. Your armies may meet annihilation in the face of an enemy with vastly superior numbers or
power, but trying to hold the line in the face of such odds is what legends are all about.
IMPORTANT! This material is completely unofficial and in no way endorsed by
Games Workshop Limited 2011. Games Workshop, the Games Workshop logo, Most importantly remember that, as this is a team event, even if you lose your individual battle your taskforce or
Warhammer, Warhammer World and all associated marks, logos, names,
races and race insignia, vehicles, locations, units, characters, illustrations and faction may still do well overall; don't worry about 'winning', just think about having a good time. It is our hope
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
that we can repay some small part of the kindness that the gaming community has shown us over the years and
and other countries around the world, used without permission. No challenge organise a top notch event that everyone can enjoy.
to their status intended. All Rights Reserved.
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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
A Task Force gains 5 gold pieces for each win in each game, a draw 3 and a loss earns 1 gold. 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.
STRATEGIES
At the beginning of each round, the taskforce must study the signs and portents to decide on a Strategy to use for the round. Each Strategy can only be used once over the weekend and must be clearly indicated
on the Declaration of War sheet held by the Taskforce Commander. As you must decide your Strategy before you play your games each round you have to rely on your judgement as to its outcome. Choose
carefully as picking Death or Glory makes your draws worthless, while defensive stance squanders any bonus from winning.
1 Clear Plan: This strategy enables players to re-roll any dice rolls that determine unit deployment, including who deploys first.
2 Cry Havoc: This strategy allows a single unit held in reserve (of any type except Independent Character) to enter play from the opponents board edge when it arrives.
3 Give No Quarter: This strategy awards 2 Campaign Points for each Win or Draw but nothing if you lose.
4 The Upper Hand: This strategy enables players to gain +1 to the dice roll to see who gets first turn.
5 Death or Glory: This strategy awards 4 Campaign Points for each Win but nothing if you draw or lose.
6 Feint: At the end of the round, the Task Force Commander may swap this strategy for Death or Glory or Give No Quarter (even if already used).
PAINTING
All models MUST be painted and representative of the appropriate type of troop. You cannot use a model that does not meet these criteria. If you are planning a conversion that you think may need clarification
please contact us before the event. You cannot represent units with models that are smaller than the Citadel equivalent. For example, a Warmaster scale greater daemon on a Warhammer monster base is not
acceptable. Because we believe that due credit should go to players that have painted their own armies, only players who have painted their armies themselves may be eligible for the coveted award of Best Army.
We ask all participants to be honest if shortlisted. A number of armies will be shortlisted on the Saturday lunch break and then will be voted on by the players during the Sunday lunch break. The winner will be
announced at the end of the Campaign Weekend.
During the Dark Throne Campaign Weekend we will give an award for the Best Army. This is given to the player who participates in the weekend with a force that, in the opinion of both players and judges, is the
best in terms of painting and character. To qualify as the Best Army particular attention will be paid to well themed armies which reflect the theme of the weekend. Only armies which contain at least one campaign
unit can be considered for Best Army.
Painting is a key part of the hobby. If you do not paint your models for the weekend to at least a basic standard (undercoated, three colours and based), then models which
are painted to at least a basic standard will be filled with an indignant hatred for your lack of effort or poor time management.
UNITS THAT ARE PAINTED HAVE HATRED IN EACH ROUND OF COMBAT AGAINST ALL UNITS THAT ARE NOT PAINTED TO AT LEAST A
BASIC STANDARD.
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ARMY SELECTION
You must have enough models in your army to field any of these two forces. You may use the same models in each force and many players that do so may find it
easiest to plan their War Party and then expand it into their Battalion.
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 Parties are selected
using the rules found in the Warhammer Rulebook and your Warhammer Army Book with the following additional restrictions:
? May be no more than 1500 points
? Must contain at least one hero or lord.
? Choose your army bearing in mind you will most likely be using it to play the Watch Tower scenario.
BATTALION
The Battalion represents your main force sent to crush your enemies and see them driven before you. Battalions are selected using the rules found in the Warhammer
Rulebook and your Warhammer Army Book with the following additional restrictions:
The published Army Books used in this campaign for the Alliance of Order are: Bretonnians; Dwarfs; High Elves and The Empire. Furthermore the Kislev army book found on the Tempus
Fugitives website is used. All supplementary rules to your Army Book can be found in this pack.
There are several units which may be taken by the Alliance of Order during the Dark Throne campaign. They are detailed on the following pages and are considered fully usable for this
campaign weekend. However, they are not to be considered official in any way outside of the Dark Throne campaign weekend. Where a unit is restricted to one sub-faction, it is clearly
indicated in the unit entry.
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SUB-FACTION: BRETONNIANS
Bretonnia is the second largest realm in the Old World. It is a vast land, upon which the civil war which has divided the Empire has
had limited impact. The rolling hills and serene valleys of Bretonnia produce abundant crops, animal stockbreeding and fine wines,
whilst the forestlands provide solid timber and good hunting.
Bretonnia is a feudal land, its many peasants ruled by their noble overlords. When war threatens, it falls to every Bretonnian noble to
muster his peasants for battle, don his armour and ride. The Bretonnian army is formed around a core of brave knights and chivalrous
heroes, accompanied by a mass of peasantry on foot. A Bretonnian army is an impressive sight; ranks of knights with fluttering
pennants adorned with personal heraldry, backed up with scores of filthy, low born peasants.
The Knights of Bretonnia are renowned for their skill at arms, their bravery and chivalry. But this skill is part of an ancient bargain;
the Knights of Bretonnia fight and defend the weak and the weak serve the Knights of Bretonnia. Now as conflicts on the Empire’s
northern and eastern boarders draw away much of its military might, The Empire’s southern villages and towns are vulnerable to Orc
and Beastmen raids. Bretonnia will not allow such suffering in sight of their lands and gallop out to defend the Empire. Of course,
once a Knight has fulfilled his part of the bargain it is only proper that those new lands be considered his…
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Cuirass of Iron A mysterious knight seen as a hero to the peasants of
Iron Who 4 7 3 4 4 2 6 4 10
This enclosed suit of armour masks his identity as much as Bretonnia. The warrior known as Iron Who is commonly
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5 protects his body and grants Iron Who an armour save of a seen attired in votive charms and trinkets gifted to him by
4+ and the Regenerate ability. the village-folk he rescues from corrupt nobles and
Unit Type: Cavalry Special Rules marauding Beastmen herds.
? Knight’s Vow (meaning he cannot join units of Shield of the Commoner
Equipment (See WA: Bretonnia) Questing Knights) This shield is stylised in the same form as a Bretonnian
? The Heartwood Lance ? Purebreed Warhorse Man-at-Arms and in addition to giving Iron Who a 6+
? Hand weapon ? Stubborn (applies to unit he leads) armour save, it also give him a 5+ Ward Save.
? Shield of the Commoner ? Magic Resistance (1)
? Cuirass of Iron
? Barded Warhorse
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SUB-FACTION: DWARFS
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in
ruins and many of the Dwarfs' mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom
the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing
bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to
behold. The race's legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to
acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarf craftsmanship and
engineering are the most valuable in the entire world, revered even by the Elves.
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men
in the defence of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honoured their oath to come to the aid
of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come
to call.
Options: Provided the unit contains at least three Aerial Attack: If a Gyrocopter squadron moves over an unengaged enemy
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models, one Gyrocopter may be upgraded to an Iron unit in the Remaining Move phase, that enemy unit suffers an automatic
Gyrocopter 1 4 4 4 5 2 2 2 9
Eagle for +65pts Strength 4 hit per Gyrocopter that has passed over the unit. These hits are
Iron Eagle 1 4 4 4 5 3 2 3 9
treated as missile hits. More than one unit can be affected in this way each
Steam Gun: The Gyrocopter is armed with a steam turn, but each unit can only be affected once by the same Gyrocopter
Unit Equipment powered gun that unleashes a hail of lead bullets squadron. Units in buildings or woods are not affected by this attack.
• 1 - 5 Gyrocopters ? Steam Gun similar to a cannon's grapeshot. To represent the blast Note that Gyrocopter squadron can change direction or zigzag as they
? Aerial Grenades of the steam gun, use the Flame template. Place the move, potentially passing over several enemies.
Unit Type (count as Blasting Charges) template with the broad end over the target and the
• Flying Unit on a 40mm base narrow end touching the muzzle of the gun. Any Iron Eagle: Larger gyrocopters with twin rotary blades, the Iron Eagle
Special Rules
? 4+ Armour Save models touched by the template are automatically hit mounts an Organ Gun underneath its body in addition to the Steam Gun.
? Fly at Strength 2 with the Armour Piercing special rule. It may fire one or the other. It may move and fire the Organ Gun. A roll
? Cause Fear You may not Stand & Shoot with a steam gun. of a 1 – 2 on the misfire chart destroys the Iron Eagle.
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Whirling Death! When a Doomseeker moves Doomseekers march in to battle alongside their
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through an enemy unit it immediately inflicts D6 brothers in the Slayer Cult until the enemy is
Doomseeker 2D6 - - 4 4 1 3 D6 10
hits from his Slayer Axes (at Strength 6) on the close at hand. Then, before combat begins, the
unit, distributed as for shooting. Units may move Doomseekers plough recklessly into the enemy,
Upgrade: Each Slayer unit in a Dwarf Brotherhood of Grimnir: Doomseekers are not placed on the table at the start and flee through Doomseekers, but any foolhardy whirling their weapons madly around their heads.
army may include up to 3 Doomseekers of the game as are other troops. Instead you must make a written note of any enough to do so will take hits as described above. They are armed with axes on the end of chains,
at +40 points per model. Slayer units that include Doomseekers. These are referred to as concealing A unit that suffers 25% casualties from which they spin about themselves, slicing through
units. Doomseekers remain inside concealing units, marching along with their Doomseekers must immediately take a Panic test. their foes with surprising speed.
Unit Type: Infantry fellows, until they are ready to be unleashed on the enemy. Doomseekers Units failing this test flee directly towards toe
cannot be charged. They may, however, be targeted with missile fire or spells. closest table edge (potentially moving through the The Slayer axes carried by the Doomseeker are
Equipment same Doomseeker that triggered the test, suffering just as lethal to the Doomseeker himself. Not
? Slayer Axes (always count as great Get stuck in! Doomseekers are always released when the concealing unit a further set of hits). every Slayer chooses to be a Doomseeker because
weapons) comes to within 6" of the enemy or vice versa. The moving unit stops there is no guarantee that you will die at the hands
immediately (fliers land). Once Doomseeker movement has been resolved, the Glorious Death: The life of a Doomseeker is of a great enemy. Almost as likely the
Special Rules unit can continue moving if the controlling player wishes, although chargers guaranteed to be a short and violent one – in other Doomseeker will realise his whirling axes are
? Unbreakable – but still hate must complete their charge unless panicked (the laws of momentum are words, an ideal end for a Slayer. A Doomseeker is going to bring him into contact with a friendly
Greenskins particularly harsh). Doomseekers can be released in any direction, from any immediately removed as a casualty when he comes unit or a clump of trees. Instinctively a
? Slayer point on the concealing unit and move 2D6-1". They do not have to be aimed into contact with a friendly unit, a terrain feature of Doomseeker will try and avoid this trajectory but
? Brotherhood of Grimnir in the direction of the enemy that activated them. If ever a Doomseeker's move any kind or a table edge. Or when an enemy unit by fighting momentum he will invariably end up
? Get Stuck In! would end in the middle of a unit, then he automatically bounces through it finishes its move over the Doomseeker. The unit mortally wounded by his own spinning axes.
? Whirling Death place the Doomseeker model 1" beyond the unit, in the direction he was takes D6 Strength 6 hits from the Slayer axes for
? Glorious Death moving. moving into the Doomseeker, and a further D6
hits before the Doomseeker is brought down and
The Doomseeker moves moving 2D6-1" in a random direction (determined by slain.
the scatter dice) in the compulsory part of the movement phase.
Special Rules A Champion’s Duty: Any time a character with Royal Blood within the unit fails a "look
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? Unbreakable out sir!" test the King’s Champion will automatically take the hit instead.
The King’s Champion 3 6 3 4 5 2 3 2 9
? Bodyguard
Unit Type: The Gate Keeper in Equipment (See WA: Dwarfs) ? A Champion’s Duty Defend the King!: Having has spent his life defending his lord, the King’s Champion will
a unit is replaced by the King’s ? Great Hammer with the Master Rune of Alaric the Mad ? Defend the King die at his feet before any harm comes to him. Such dedication is inspiring to those around
Champion ? Gromril Armour with the Champion’s Rune ? Killing Blow him. The King’s Champion and the Hammerer unit are Unbreakable while joined by a
? Shield character with Royal Blood.
Your army can only include one Champion’s Rune: He must always issue or accept a Challenge in
King’s Champion model. combat and benefits from the Always Strikes First special rule in the
challenge.
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Special Rules Respected Diplomat: Finubar’s reputation for fairness and honour is well known and
Finubar the Seafarer 5 7 7 4 3 3 8 4 10
?Valour of Ages well founded. Neither Finubar’s unit nor any unit in combat with Finubar may benefit
Unit Type: Infantry mounted Equipment (See WA: High Elves) ?Speed of Asuryan from the Hatred special rule.
on a 20mm base ? Bow of the Seafarer ?Respected Diplomat
? Blade of Sea Gold ?Seafarer Seafarer: In his role as envoy of Ulthuan, Finubar has developed a close association
Your army can only include one ? Dragon Armour and Shield with the Seaguard of Lothern. Many of those who fight alongside him have journeyed at
Finubar model. ? Vambraces of Defence his side for centuries in the Old World. All Lothern Seaguard units are Stubborn.
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This threat is an internal one and can be traced to the state of Talabecland. As one of the more aggressive regions of the Empire it has
been largely responsible for the current civil unrest which has divided the once united nation. Known as the time of the three Emperors,
it began when Countess Ottilia of Talabecland declared herself Empress. Since that time, though the Countess herself is long dead,
there were two Emperors one being the Elected Emperor and the other the ruling Elector of Talabecland. The situation has now come
to a head as the Elector count of Middenheim has declared himself Emperor (making three claimants) and civil unrest has bloomed
into full scale civil war.
CHARACTERS: General of the Empire; Templar Grand Master; Captain of the Empire; Warrior Priest; Hedge Wizard*
CORE: Halberdiers; Spearmen; Swordsmen; Crossbowmen; Archers; Huntsmen; Free Company; Knightly Orders
RARE: Handgunners; Great Cannon; Mortar; 0-1 Steam Tank Prototype (counts as Steam Tank)
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M WS BS S T W I A LD Options In these times before the founding of the Colleges of Magic the Empire
Hedge Wizard 4 3 3 3 3 2 3 1 7 ? Upgrade to a Level 2 Wizard +30 pts. must call on the talents of the healers and mystics who otherwise peddle
? May choose magic items in total up to +50 pts. their wares and services at the Festag Morning Market.
Unit Type Equipment
• Single Character on a 20mm base Hand weapon Mount In battle they provide much needed, though unpredictable, magical support.
? Warhorse +10 points. The sense of unease and disgust by some of the citizenry of the Empire has
Magic caused several Hedge Wizards to end up victims of a public lynching or
Hedge Wizards are Level 1 Wizards unfortunate accident an so many prefer to hide their talent rather than risk
their lives for an ungrateful public.
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 signature
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. Hedge Wizard spells do not count towards any limit of a
particular spell being in play. Hedge Wizards channel an additional power dice on a 4+ but if they do so they cannot channel a dispel dice.
Perhaps the most surprising fact is that the Imperial Gunnery School does not create new weapons of war. Such tasks are executed
by the neighbouring College of Engineering in Nuln where luminaries as von Meinkopt (creator of the Hellblaster) and Pfielmann
(Grenade Launching Blunderbuss) were taught. Founded over five hundred years ago, the Imperial College of Engineers was the
brainchild of Leonardo of Miragliano, a mad genius from the fractious land of Tilea, and his patron, the Prince of Altdorf. Once the
Colleges of Engineering create a war machine, the Imperial Gunnery School then start training gunners to use them. In the field of
warfare this makes Nuln particularly influential and as a result during the Time of the Three Emperors, it was to Nuln that much of the
authority of the fragmented Empire became invested.
CHARACTERS: General of the Empire; Captain of the Empire; Master Engineer; Warrior Priest
SPECIAL: Great Cannon; Mortar; Pistoliers; Steam Tank Prototype (counts as Steam Tank); Greatswords
RARE: Helstorm Rocket Battery; Helblaster Volley Gun; Venerable Steam Tank*
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M WS BS S T W I A LD Building Up Steam Points: See the Steam Tank A true symbol of the might of the Empire, the Venerable Steam
Venerable Steam Tank special - - 6 10 10 - special - entry on pg 50 of the Empire army book. Tank is a leviathan of metal and motion. Each one is a unique
Engineer Commander - 3 4 3 - - 3 1 10 creation and each carries with it the hopes and dreams of the nation.
Using Steam Points: Steam points can be used In these fractured times, even these potent symbols are used for petty
Unit Type: Chariot Options: during the movement phase to move the tank, in the displays of power and for personal aggrandisement.
The Venerable Steam Tank may be equipped with a hull shooting phase to fire its guns or in the close combat
Special Rules: mounted Helstorm Rocket Battery in addition to its phase to grind opponents into a bloody mess. All Shooting and Combat: See the Steam Tank entry on pg 50 of the
unused SP are lost at the end of the turn, so use as Empire army book. Remember that Models covered by the template
? Unbreakable other weapons for +50 points. A misfire destroys the
many as you can! are hit automatically.
? Large Target Rocket Battery but causes no other damage.
? Terror
Movement: Each SP allows you to move the Steam Altar of Sigmar
? 1+ Armour Save The main cannon may be replaced with a Helblaster
Tank 3". To charge with a Steam Tank, first declare The Venerable Steam Tank may replace its turret and steam gun to
? D6 Impact Hits (+D3 per SP) Steam Gun for +25 points. The weapon costs 3 SP to
the charge as normal, and then specify how many SP carry an Altar of Sigmar for +50 points. Usually styled as a snarling
? Steam Points fire and has the following profile:
you are using to charge with. The charge range of the griffon or statue of the God-King himself, the Altar of Sigmar gives
Steam Tank is equal to 3" per SP that is spent. In the Venerable Steam Tank a 4+ Ward Save and allows it to cast a
Equipment: The Venerable Steam Range: 18” Strength: 5 Armour Piercing
addition, each SP spent on the charge adds D3 to the single spell from the Lore of Light each turn as a bound spell power
Tank is armed with a main cannon in Artillery dice = number of shots
number of Impact Hits inflicted by the Steam Tank level 4.
the hull and a steam gun in the turret.
The Engineer Commander is armed A misfire causes the tank to suffer D3 wounds and not in the Close Combat phase. Note that you do not
with a repeater pistol (see page 47). fire the Helblaster Steam Gun that turn but otherwise add the roll of 2D6 to the charge range when a Steam
has no effect. Tank charges, and that the target unit may make a
charge reaction as normal.
Master of Ballistics: A Master Engineer aboard an Iron Strider is allowed Invented by the prolific Johann Weisman,
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to take a ‘Look Out Sir!’ roll as if he was within 3" of a unit of five or the Iron Strider is a terrifying construction
Iron Strider 7 2 - 7 10 5 1 2 - more models. In addition, the Iron Strider or one war machine that is of metal and steam. Clanking across the
Engineer Students - 3 4 3 - - 3 1 7 within 6" of a Master Engineer on an Iron Strider may re-roll either one battlefield on it six steam-pistoned legs,
scatter dice or one artillery dice per turn. This may not be used to re-roll the Iron Strider is the ultimate personal
Unit Type: Chariot Equipment: The Iron Strider is armed with a cannon in the hull. The two the distance bounced by a cannonball. If the Engineer uses his re-roll transport for a Master Engineer in the
Engineer Students are armed with Repeater Hand Guns. ability, he cannot shoot with his own missile weapon in the same Shooting field.
Special Rules: phase.
? Unbreakable Options: While surveying the battlefield from his
? Large Target The Hull Cannon may be upgraded to a Hellblaster Volley Gun or Hull Weapon: The Iron Strider may fire its Hull Weapon each turn. In observation pulpit, the Master Engineer is
? D6 Impact Hits Helstorm Rocket Battery for +40 points the event of a misfire, ignore the normal rules for the weapon. Instead the suitably supported by two of their most
? Terror weapon jams and cannot be fired the following turn. promising students who man the firing
? 1+ Armour Save Either of the Engineer Students may replace their weapons with any of the posts atop the machine.
Marksman options (pg 77 Empire army book).
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SUB-FACTION: KISLEV
Kislev is the nation beyond the northern border of the Empire in the Old World. It is bordered by the Empire to
the south and west, the Sea of Claws to the west, the Troll Country to the north and the Worlds Edge Mountains
to the north-east and east. A land of endless rolling plains and steppes, Kislev sits between the Empire and the
Chaos Wastes to the far north. A near constant flow of Northmen Marauders raiding the farms and villages of this
unforgiving land have forced the Kislevites to adopt a lifestyle which is geared to constant war against the forces of
Chaos. And the Kislevites have become a hardy people who are never willing to back down from a fight.
The capital of Kislev is the eponymous city "Kislev" and it's rulers are the Tsars and Tsarinas. The symbol of
Kislev is the bear, and the Kislevites have their own patron god known as Ursun, the Father of Bears. Kislev uses
the Kislev Calendar.
Known by the Kislevites as Kyazak, Northmen raiding parties are an ever-present threat to settlements and caravans
north of the Lynsk, and some even venture as far south as to cross the Lynsk itself. The incursions are short-lived,
lasting perhaps only for a season at a time, and either end when winter draws in, or they are driven back by the
armies of the Kislevites.
These armies are drawn from the scattered stanitsas and towns of the Kislev oblast, which each provide a standing
force of warriors, much like a militia. Ungol horse archers patrol the most northern reaches of the country, while
settlements with a great Gospodar heritage pool their resources to create squadrons (or rotas as they are known) of
the famed Winged Lancers. This tradition is continued by the cities, and the Tzarina can command a large number
of Winged Lancers drawn from the richest families and their household troops. A particularly famous regiment is
the Gryphon Legion.
Occasionally, a particularly powerful chieftain or warlord will rise in Norsca, or amongst the tribes of the Kurgan people. They weld together a rough confederation of several tribes and launch attacks into Kislev.
At these times, the various rotas of Kislev are drawn together into larger army groups called pulks. These pulks are invariably under the command of a noble of Gospodar heritage and are the closest Kislev has
to a standing army. Sometimes, a single pulk is enough to see off the threat, but other times two, three or more pulks may combine their forces to counter an ambitious Marauder warlord.
The Witch Hunters of Sigmar are dedicated to the eradication of heretics, be they warlocks, witches, sorcerers, fortune-tellers, necromancers,
worshippers of the dark gods, deviants, mutants, blasphemers, sinners, utterers of profanities, servants of Daemons, or composers of corrupting music.
Indeed, there are few who altogether escape the suspicions of the Witch Hunters with the possible exception of other Witch Hunters. It is wise to
remember that the practice of magic in all its forms is deemed a most heinous crime in the Empire. Death by fire is the proscribed punishment for this
particular heresy. Many of the Witch Hunters’ victims treacherously avoid their fate by perishing under torture before making a full confession. In these
troubled times the Witch Hunters are kept busy as more and more men turn to the dark arts. The most dangerous of all these heretics are the followers
of the Chaos gods. These depraved individuals practise Daemon worship and (it is claimed) even offer human sacrifices in the name of their vile masters.
Of all the enemies of Sigmar they are the most abhorrent!
CHARACTERS: Witch Hunter Captain*; Arch Lector; Witch Hunter*; Warrior Priest
Magic Items: No model in the army may take any items with the exception of Warrior Priests and Arch Lectors (who are
assumed to be sanctified enough for such questionable devices to be of use).
Dispel Dice: Witch Hunters of Sigmar are naturally suspicious of all forms of magic. This distain for sorcery has a very real
effect on the battlefield. The army receives +2 dispel dice each magic phase.
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Unit Size: 10+ Warhounds Equipment Coldiron Blades & Truesilver Crossbows and Witchslayers: Against undead, daemons and Wizards these sanctified weapons have the
? Slavering Jaws (hand weapon) Killing Blow rule (even the ranged attack of the Truesilver Crossbow). Additionally a Coldiron Blade counts as a hand weapon and a
Unit Type: Warbeasts
Truesilver Witchslayer counts as a Great Weapon. Against Ethereal targets Truesilver weapons count as magical attacks.
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Options:
M WS BS S T W I A LD Burn The Witch!
May ride a Warhorse for +10 points which may be barded for a
Witch Hunter 4 4 3 4 3 2 4 3 9 The Witch Hunter and their unit gains the Frenzy rule if
further +4 points.
their unit is in combat with a unit containing a Wizard. If
Unit Type: Infantry Special Rules a unit containing a Wizard is within charge range, the
May wear Light Armour for +2 points or Heavy Armour for +4
?Hatred Witch Hunter and their unit must declare a charge against
Equipment points. May also carry a shield for +2 points.
?Stubborn them if possible
? Hand Weapon
? Truesilver Crossbow ?Magic Resistance (2) May take a Coldiron blade for +10 points or a Truesilver
?Burn the Witch! May Carry the Battle Standard for +25 points. See
Witchslayer for +20 points.
Warhammer Armies: Empire for details.
Special Rules When a man loses his family, home and all he cared for, religion is often the last
M WS BS S T W I A LD
?Hatred refuge left to him. Such men become wandering pilgrims, bitter and dangerous
Sigmarite Zealot 4 2 2 3 3 1 3 1 6
?Stubborn fanatics who are prepared to avenge their loss at any cost. These men are called
?Skirmishers Zealots. Zealots have forsaken their former lives and exist only to destroy evil and
Unit Size: 10 + Equipment the minions of Chaos. Whilst they might have been peasants and craftsmen before
Zealots are armed with a variety of simple weapons but for game Options: The Zealot unit may replace and thus may not be as dangerous in a fight as seasoned mercenaries, their
Unit Type: Infantry purposes they count as being armed with two hand weapons. their hand weapons with a Great weapon determination and fanaticism should not be underestimated.
for +3 points per model.
Pulpit of Judgement: The Witch Smeller, even if engaged in combat, may The Altar of Judgement is both a
M WS BS S T W I A LD
scream canticles of hatred and paranoia from the Pulpit at the top of the place of fiery oratory and a place of
Altar of Judgement - - - - 7 4 - - -
Altar. At the start of the Movement Phase pick a single friendly unit within fiery retribution. While its Zealot
Witch Smeller 4 4 3 4 3 2 4 3 9
24” containing at least one model with the Hatred special rule. They are crew launch blazing comet-like
Sigmarite Zealot 4 2 2 3 3 1 3 1 6
whipped into a frenzied fervour of spite and vengeance. The unit gains the explosives into the enemies’ ranks
Unit: 1 Witch Smeller & Equipment (Zealots) Frenzy special rule and their Hatred applies in every round of combat, not from the mighty catapult in the heart
2 Zealots. ? Truesilver Witchslayer just the first. This effect lasts until the start of the unit's next turn. This is of the altar, the Witch Smeller
not a spell and cannot be dispelled or otherwise stopped. delivers hate-inciting sermons to
If a Witch Smeller chooses an Judge, Jury and Executioners: The two Zealots are treated as a war nearby allies. The result of both is
Altar of Judgement they machine crew. Remove one Zealot when the first wound is inflicted on devastating.
become part of the unit and Twin-Tailed Retribution
the Altar of Judgement , the second Zealot when the second wound is
cannot leave it. The Altar of Judgement is a stone thrower and uses the rules as laid out in
inflicted, but only remove the Witch Smeller when the fourth wound is
the Warhammer rulebook. The fiery twin-tailed projectiles launched by the
Unit Type: War Machine inflicted as, unlike the other crew, they have two wounds not just one.
Altar are Flaming Attacks.
Use the best armour and ward saving throw available to any surviving
Special Rules :Hatred crew against all wounds that are suffered by the Altar of Judgement.
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The published Army Books used in this campaign for the Forces of Destruction are: Beastmen; Daemons of Chaos; Dark Elves; Orcs & Goblins; Skaven; Vampire Counts; Warriors of
Chaos. All supplementary rules to your Army Book can be found in this pack.
There are several units which may be taken by the Forces of Destruction
during the Dark Throne campaign. They are detailed on the following pages
and are considered fully usable for this campaign weekend. However, they
are not to be considered official in any way outside of the Dark Throne
campaign weekend. Where a unit is restricted to one sub-faction, it is
clearly indicated in the unit entry.
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SUB-FACTION: BEASTMEN
Beastmen are partly human and partly animal creatures. Their minds too are a hybrid of man and beast; although they have
the intelligence of humans, they employ it with the savage cunning of a wild animal. Throughout the world, Beastmen thrive
upon the edges of civilization, raiding isolated farmsteads, villages, and other settlements. They are most numerous towards
the north, such as the dark forests that cover The Empire and the harsh wildernesses of Kislev. They are found in the
greatest numbers throughout the Chaos Wastes of the northern and southern polar regions.
The Cloven Ones, as they like to call themselves, belong to Chaos in both body and soul. Unlike humans who need to be
tempted and brokered into serving the Dark Gods, or even the hardy men-folk residing in the North who are indoctrinated
from the moment they are born, the Beastmen are creatures of Chaos with every fibre of their being. They have no more
choice in this than a fish has a choice whether to live under the water.
Above all, though it is the trappings of progress and civilisation that Beastmen abhor more than anything else. The sight of
a proud flag or coat of arms, a pristine uniform or a magnificent statue elicits a powerful reaction – a rabid bloodlust – for
the things of order are anathemas to the true Children of Chaos. The Beastmen make no historical records but all hold a
collective memory of an age when man was nothing more than quarry and the Beastmen ruled the world. With the coming
of empires, kingdoms and tribal unification, then advances in culture and technology, man thought it had beaten back the
wild. They are wrong and while they sit behind walled cities, deep down they know that the Beastmen will burst forth from
the woods in uncountable hordes, sunder civilisation and bring it back to a more primal, chaotic age when the Cloven Ones
ruled supreme.
M WS BS S T W I A LD
Options A strange breed apart from even the savagery of the
Khornegor 5 4 2 4 4 1 3 1 8
? Upgrade one Khornegor to a Bloodhorn +16pts Bestigors, the kin of the Khornegors are utterly
Bloodhorn 5 4 2 4 4 1 3 2 8 dedicated to the lord of brass and skulls. Defined
? Upgrade one Khornegor to a Musician +8pts
? Upgrade one Khornegor to a Standard Bearer +16pts notions of the Gods of Chaos are beyond the world
Unit Size Equipment ? The Standard Bearer may carry a Magic Standard worth up to view of most Beastmen, but for these dedicated
• 10+ Khornegors ? Chaos Armour (4+ Save) +50 points. warriors, they answer the call to war but serve no
? Hand weapon master but the skull-god.
Unit Type ? Great Weapon
• Infantry on 25mm bases Dedicated: Unit cannot be joined by any characters without the
Special Rules Blood Greed special rule.
? Primal Fury
? Blood Greed
? Despoilers
M WS BS S T W I A LD
Options Though many of the Beastmen do not understand
Pestigor 5 4 2 4 4 1 3 1 8
? Upgrade one Pestigor to a Plaguehorn +16pts the Pestigor herds, they respect them for their
Plaguehorn 5 4 2 4 4 1 3 2 8
? Upgrade one Pestigor to a Musician +8pts remarkable fortitude and aura of corruption that
? Upgrade one Pestigor to a Standard Bearer +16pts pervades even the soil beneath their feet. Pestigors
Unit Size Equipment ? The Standard Bearer may carry a Magic Standard worth up to will always carry the best weapons from the pile,
• 10+ Pestigors ? Heavy Armour +50 points. although these will inevitably start to rot and rust
? Hand weapon while being wielded by these warriors of the Plague
Unit Type ? Great Weapon Dedicated: Unit cannot be joined by any characters that do not God
• Infantry on 25mm bases cause fear or terror.
Special Rules
? Primal Fury
? 5+ Scaly Skin
? Despoilers
? Cause Fear
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Daemons are creatures of raw Chaos made manifest, their appearance reflecting the personality of the god they serve. Daemons of Khorne, the
Blood God, are red-skinned, ferocious creatures. Daemons of Slaanesh, the god of pleasure, are lithe and sinuous. Nurgle's servants are pox-
ridden and decayed. Tzeentch, the god of change, has Lesser Daemons that are as mutable as the whims of their master. Since Daemons are
made of pure magical energy, they are difficult for weapons of the physical world to destroy. However, certain rituals (such as those performed by
warrior-priests) can much more easily defeat them. Also, as the winds of magic fade, so do the daemons; this can even happen during a battle. If
the daemons are overcome by their foes in combat, the magic binding them to the world begins to scatter, and the daemons can be banished back
to the Realm of Chaos.
An army of Daemons on the battlefield is a sanity destroying sight, rank upon rank of impossible creatures cavorting and delighting in the
torment of others. The Daemons only invade the mortal realms when Chaos is on the ascendant and the Realm of Chaos waxes strong.
Sometimes they march south, from the gateway in the north, at other times they simply manifest in the midst of the lands of Men, splitting
reality asunder as they burst into being.
M WS BS S T W I A LD
Options Plagueriders are Beasts of Nurgle that have been
Plaguerider 6 3 0 4 5 3 1 D6+1 7
? Upgrade one Plaguerider to a Musician +10pts adapted to carry Plaguebearers on their slime
Plaguerider Champion 6 3 0 4 5 3 1 D6+2 7
? Upgrade one Plaguerider to a Champion +20pts seeping backs. Plagueriders are armed with long
Unit Size Equipment ? Upgrade one Plaguerider to a Standard Bearer +20pts filth encrusted lances and are adept at goring even
• 1+ Plaguelance (counts as a spear) the most heavily armoured victim, releasing
The Standard Bearer may carry a one of the following banners: countless diseases deep into their bodies.
Special Rules
Unit Type ? Standard of Seeping Decay + 25 pts
? Daemonic
• Monstrous Cavalry ? Icon of Eternal Virulence +25pts
? Poisoned Attacks
? Regenerate
? Slime Trail (DoC: pg 94)
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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.
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. Units that have performed a Daring Raid may not charge on the first turn if the Dark Elves go first.
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 and is always the army General. The Dark Elves
may only include any of the units listed overleaf:
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1 Lokhir Fellheart (See WA: Dark Elves) *note that Lokhir Fellheart has a reduced cost of 200 points in this campaign list
CHARACTERS: Dread Lord (has a Sea Dragon Cloak for free - See WA: Dark Elves); Sorceress (has a Sea Dragon Cloak for free); Master (has a Sea Dragon Cloak for free)
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; Assassins (May also hide in Reaver
CORE: units. See WA: Dark Elves)
Reavers*; Shades (equipped with Sea Dragon Cloaks for free - See WA: Dark Elves); Dark Riders (equipped with Sea Dragon Cloaks for free - See WA: Dark Elves); 0-1 Cold One Knights
SPECIAL: (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); War Hydra; Dahgon*; Krakenspawn*
DARK ELVES - SLAVES CORE CHOICE 3 POINTS / MODEL (10 POINTS FOR THE SLAVE MASTER)
Special Rules Masses of slaves that are too weak to be of any other
M WS BS S T W I A LD
? Eternal Hatred (Slave Master only) practical use are often pushed at the head of a Corsair
Slave Master 5 4 4 3 3 1 5 1 8
? Immune to Psychology raiding force as a missile screen or to test the strength of
Slave 5 2 2 3 3 1 3 1 2
? Mixed unit (Slave Masters are always placed at the back of the the enemy.
unit where possible. Missile hits are always resolved against
Unit Size Equipment (Slave Master) Slaves) Expendable: Slaves do not count towards your minimum
• 1 Slavemaster and 19+ Slaves. ? Beastmaster’s Scourge number of Core choices in the army and do not cause panic
? Light Armour Meat Shield: Should a friendly unit be targeted by a missile weapon checks in other friendly units.
Unit Type attack (including magic missiles) the Dark Elf player may instead
• Infantry Equipment (Slaves) nominate a Slave unit within 6” of the targeted unit to take the hit in Enslaved: Should the Slave Master be killed for whatever
? None their place. reason, the unit counts as destroyed. Slave Masters always
refuse a challenge if possible.
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.
M WS BS S T W I A LD
Dahgon 6 5 0 7 6 6 2 8 9
Though Hydra are an ancient line of creatures, Dahgon is by far the most ancient roaming the world today. His progeny
are the most aggressive and powerful of the native Hydra and are highly sought after by Beastmasters. Never tamed,
Dahgon has been known to permit a kindred spirit to ride on his mighty back behind his many heads. Dahgon’s presence
amongst the army of Lokhir Fellheart shows that the deep gods are with the Corsair king.
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M WS BS S T W I A LD
Options The savage goblins from the south are known as
Red Goblin 4 2 3 3 3 1 2 1 6
? Upgrade one Red Goblin to a Musician +4pts Red Goblins owing to the bright warpaint the
Red Goblin Boss 4 2 3 3 3 1 2 2 6
? Upgrade one Red Goblin to a Standard Bearer +8pts daub their little naked bodies with.
Unit Size Equipment ? Upgrade one Red Goblin to a Boss +8pts
• 20+ Red Goblins ? Hand weapon ? Unit may replace their hand weapon with spears for +1pt per model
? Unit may be given shields for +1pt per model
Unit Type Special Rules
• Infantry on 20mm bases ? Frenzy
? Warpaint (6+ Ward save)
? Fear Elves
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SUB-FACTION: SKAVEN
Skaven are hideous, hunched creatures with sharp teeth and cruel claws and long, worm-like tails – a dark, twisted and rat-shaped parody of humanity, a
race of unscrupulous and cruel creatures whose sole ambition is to usurp the civilised realms of the Warhammer world and take up residence in their
tattered remains.
Skaven culture, if it can be truly called such, is a vicious and despicable similitude of the society of men, where dishonesty and cruelty are virtues and where
those Skaven who are considered the most skilled in betrayal, the cruellest and most underhand are raised to positions of leadership, the Warlords of the
vast armies of Skaven.
These armies, more so than even their vile appearance and sinister scheming are the greatest of the Skaven's menaces for, in spite of their natural cowardice
and relative physical weakness, they plan and scheme to conquer the surface realms. In chittering hordes so multitudinous that they carpet the ground in a
seething mass of dark, mangy fur and evil red eyes that spreads as far as the eye can see. Individually weak and cowardly the Skaven find strength in
numbers, and will fight with an animalistic frenzy when suitably confident of their chances.
The Skaven fight with rusty spear and notched sword, slings and thrown daggers. They unleash sorcerous energies and they seek to enslave all in their path.
Their cruel Under-Empire spreads from one end of the Old World to the other, and few if any places are safe from its touch. These then are the Skaven –
the stuff of nightmares, unleashed upon the world.
Reality Bomb Prototype (one use only): The Reality Bomb will be the trump card of the
M WS BS S T W I A LD
Lords of Decay… assuming anyone survives the prototype phase. Taking an unhealthy interest in Clan
Meek Gnawdoom 5 3 3 3 4 3 5 1 7
Skryre’s Warlock Engineer District in
Unit Type (Unique) Equipment At the start of a Skaven turn Meek may teleport the bomb anywhere on the battlefield – their capital of Skavenblight, Meek
? Hand Weapon use a bomb marker to indicate where. Once the marker is placed the bomb is primed. Gnawdoom has convinced the Lords
Magic ? Warlock Augmented Weapon (staff) The Skaven player rolls a die at the start of each player turn. On a 1-4 the bomb teleports of Decay that he can successfully field
Meek Gnawdoom is Grey Seer and as such is ? D3 Warpstone Tokens itself 3D6” in a random direction (re-roll if it teleports off the table). Move the bomb to test this supposed ultimate weapon.
a Level 4 Wizard. He only uses the Skaven
Special Rules the new location. On the a 5-6 the bomb detonates. All units (friend or foe) that are Whether this permission implies real
spells of Ruin.
? Scurry Away!
within 12” of the bomb are hit. Every model in each unit hit, even those models not faith in his abilities, or whether Meek
? Strength in Numbers
touched by the blast, take a Initiative test or are slain (ward saves only). has proven himself the most
Mount expendable remains to be seen.
? Verminous Valour
Screaming Bell +200 points With My Last Breath I Spit at Thee: If Meek is slain and has yet to prime the bomb he
? With My Last Breath I Spit at Thee!
immediately primes the bomb on himself.
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Opportunist: Fritz has a weakness for women that may yet prove
M WS BS S T W I A LD
Fritz is ever the opportunist (but not as clever as he thinks). He may take up his undoing as already Queen Neferata has seeded
Fritz Von Carstein 6 6 4 5 4 2 6 3 7
to 50 points of Vampiric Powers and/or Magic Items several of her handmaidens into his harem. When the
Red Eyes 6 6 0 6 5 6 2 5 4 time is right he may find himself at her beck and call,
Unit Type (Unique): Special Rules Magic and that may give one of his brother counts the
Infantry on Monstrous Mount ? Undead Fritz Von Carstein is a Level 1 Wizard and knows spells from the Lore of opportunity to remove him from the undead court
? Vampire the Vampires. entirely...
Equipment
? Fly
? Blood Drinker Red Eyes: Fritz has acquired the service of Red Eyes, a bloated zombie
? Terror
? Heavy Armour dragon. Paranoid at the creature being less than wholly subservient to him,
? 5+ Scaly Skin
? Shield Fritz has had cast powerful binding rituals. If Fritz is slain, Red Eyes will
? Pestilential Breath
? Red Eyes (Zombie Dragon) also be slain as the rituals melt the creature from within.
? Cloud of Flies
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M WS BS S T W I A LD
Physically, Neferata is said to be divinely beautiful. Her plaited black tresses flow around her
Neferata 6 7 5 5 5 3 7 4 10
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.
Unit Type DAGGER OF JET She has the appearance of a young maiden and only in her yellow eyes can one read her ageless
? Single Character on a 20mm base This dagger took countless lives on the altars of Lahmia when Neferata and corrupt wisdom and cruelty, for her memories reach back to ancient times when Quatar and
was the high priestess of death. It was used to cut the throats of those who Numas were still sprawling metropolises and the people of Khemri still built pyramids. Neferata
Equipment were condemned to feed the Vampire aristocracy of that cursed city. finds few equals in combat for she is the Queen of Mysteries of old and is terrifying in her wrath.
? Hand Weapon She holds much of the magical knowledge that was lost during the destruction of Lahmia, ancient
Attacks are +1 Strength and Poisoned. rituals and mysteries that only she will ever know.
Magic
Neferata is a Level 4 Wizard and knows spells RUBY OF LAHMIA BASTET
from the Lore of the Vampires. The mark of her dominion over the City of Vampires, Neferata’s diadem This black furred feline is anything but fortunate for a wizard whose path she crosses.
is a golden snake which rests over her cruel and beautiful face, and carries a
Special Rules huge ruby in its jaw. This unique jewel pulses with the power of eternal life Neferata may opt to modify any rolls on the Miscast table made by any Wizard on the battlefield
? Undead and feeds Neferata with almost unlimited energy. by up to D3. For instance, an enemy Wizard miscasts, and Neferata rolls a 1 on her D3, allowing
? Vampire the Sisterhood of Lahmia player to add or subtract up to 1 from the miscast result the enemy
At the end of each turn of the game the Ruby of Lahmia automatically Wizard rolled.
Mount (may choose one only) restores a Wound that Neferata has suffered in that turn (own or enemy).
? Nightmare +35 points The Jewel stops working if Neferata is killed. Additionally the Jewel SISTERHOOD OF LAHMIA: If you include Neferata in your army, you may instead create a
? Hellsteed +50 points provides Neferata with a 4+ ward save. variant Vampire Counts force known as The Sisterhood of Lahmia. If you do so you may not
? Lahmian Chariot +130 points choose units or characters that are only permitted in a Vampire Counts army.
Army Selection: Chosen from the Vampire Counts army book. No named Vampire Count characters are permitted. The Sisterhood of Lahmia army may include any of the units listed below:
CHARACTERS: Neferata – Queen of Mysteries*; Lahmian Vampire Lord*; Lahmian Vampire*; Wight King - may not be general (WA: Vampire Counts); Fritz Von Carstein*
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 Kastellan - WA: Vampire Counts)
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M WS BS S T W I A LD
Mount (may choose one only) All Lahmian vampires are descended from Neferata, who is said to despise men, and
Lahmian Vampire Lord 6 7 5 5 5 3 7 4 10
? Nightmare +20 points consequently very few Lahmians are male. The presence of the Lahmians is seldom
Unit Type Equipment ? Hellsteed +30 points noticed, but their hand is certainly felt. They may lack the brute strength and martial
• Single Character on a 20mm base ? Hand Weapon ? Lahmian Chariot +130 points skill of 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
Magic Magic Items who love splendour, wealthy and luxury, and will stop at nothing to get what they
Special Rules
A Lahmian Vampire Lord is a Level 2 ? Common / Vampire Counts items up to a desire - but they cannot taste food or enjoy the warmth of the sun. Their cold hearts
? Undead
Wizard and knows spells from the Lore of total of 100 points. can feel no deep emotion, for their lovers rarely last a night, and though their youth
? Vampire
the Vampires. and beauty is eternal, they are abhorred by people once discovered. Their joys are
Vampiric Powers
? May be upgraded to a Level 3 Wizard May choose from the Courtly and the Master hollow, and material, and for most, that is all for which they wish.
for +50 points. powers up to a total of 100 points.
Note: Jackal packs do not count towards Jackals are renowned as vile carrion feeders, but under the influence of the Lahmian
M WS BS S T W I A LD
your minimum core unit requirements. Sisterhood the creatures are fed on the corrupted flesh of ghouls and other unliving
Jackal 10 3 0 3 3 1 4 1 3
wretches. The resultant transformation provides fast moving guards for the dusty
Unit Size: 5 – 20 Jackals Equipment Special Rules borders of Lahmia.
? Slavering Jaws (hand weapon) ? Undead
Unit Type ? Fast Cavalry
? Cavalry on Cavalry bases
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M WS BS S T W I A LD Special Rules: Of the original vampiric bloodlines of the Warhammer World, the one which to this day
Chariot - - - 5 5 4 - - - ? Undead remains closest to its ancient roots is Neferata's own. Having fled with her sisters of the Cult
? Vampire of Blood she was already far to the north and safe from the purging wrath of the Nehekharan
Lahmian Charioteer - 5 3 5 - - 4 2 7
? Chariot armies when their attack struck the city of Lahmia. As a result of this her armies include
Nightmare 8 3 0 4 - - 2 1 - chariots, a form of warfare lost by the rest of the Vampire bloodlines. Manned by lesser
Unit Size Equipment (Crew) Character Mount members of the Sisterhood, these chariots combine the fearsome power of the Vampires with
1 Scythed Chariot ridden by 2 Lahmian ? Spear If the Chariot is used as a mount for a speed and range.
Charioteers and drawn by 2 Nightmares ? Hand weapon Lahmian Vampire then the Vampire replaces
one of the crew.
Unit Type Options (one choice only):
Chariot on Chariot base ? Balefire +25 points The chariot has a 5+ armour save.
? Unholy Lodestone +25 points.
Power in Vitae: The attendants, even if engaged in combat, may invoke the The Blood Baths of Lahmia were infamous in
M WS BS S T W I A LD
power of the Blood Bath in their Start of Turn phase. Pick a single friendly the lands of Nehekhara. The sanguine fluids
Blood Bath - - - - 10 4 - - - they contained in their large marble or golden
unit within 30” containing at least one model with the Vampire special rule to
Lahmian Vampire 6 6 4 5 4 2 6 3 7 basins were of such power that Neferata and the
be affected by the chosen power. The chosen effect is applied to the entire unit
Hand Maiden 6 5 3 4 4 1 5 2 7 and lasts until the start of the unit's next turn. This is not a spell and cannot be Sisterhood would immerse themselves in them
dispelled or otherwise stopped. A unit may only be affected by a single power to cool their passions.
Unit: 1 Lahmian Vampire & Equipment (Hand Maidens) per turn, even if you have more than one Blood Bath.
2 Hand Maidens. ? Hand weapon The richness of the blood allows a skilled
Celerity: All models in the unit gain + 1 Attack. member of the Sisterhood to invigorate their
If a Lahmian Vampire chooses a Blood Attendants: The two Hand Maidens are treated as a war machine crew. members to greater acts on the battlefield.
Bath she becomes part of the unit and Remove one Hand Maiden when the first wound is inflicted on the Potency: All models in the unit gain killing blow.
cannot leave it. Blood Bath, the second Hand Maiden when the second wound is
inflicted, but only remove the Lahmian Vampire when the fourth wound
Unit Type Fortitude: All models in the unit gain a 5+ ward save.
is inflicted as, unlike the other crew, she has two wounds not just one.
War Machine
Use the best armour and ward saving throw available to any surviving
attendant against all wounds that are suffered by the Blood Bath.
Special Rules (Hand Maidens):
? Undead
? Vampire
SISTERHOOD OF LAHMIA 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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In the far north of the world, beyond the great land of the Empire, past even ice-bound Kislev, lie the Chaos Wastes, a blighted, vile place where the
whispers of the Dark Gods can be heard upon the howling wind. At the heart of this ruinous territory is the realm of Chaos, the place where the
stuff of nightmares seeps into the material world. Here the power of the Chaos Gods is strongest and only the insane or the damned would dare its
bounds. Living as they do upon the borders of this monstrous domain, the tribes of the north are a hardy and resilient folk. To that end, all
Northmen are ferocious warriors, hardened from their youth by duels with rivals within their villages and by the constant conflict with neighbouring
tribes. Those Northmen who excel in combat, whose skills in battle rise above their peers and whose devotion to the Gods of Chaos is utterly
unwavering, find themselves becoming something more than their peers. These hardened fighters feel the pull of Chaos more strongly, and they
abandon the mortal concerns of hearth, home and family and become Chaos Warriors - exchanging their very humanity for a lifetime of warfare in
the name of their Dark Gods.
The published Army Books used in this campaign for the Unaligned Powers are: Araby; Cathay; Cult of Nagash; Ogre Kingdoms; Tomb Kings and Wood Elves. All supplementary rules to your Army Book
can be found in this pack.
There are several units which may be taken by the Unaligned Powers during the Dark Throne campaign. They are detailed on the following pages and are considered fully usable for this campaign weekend.
However, they are not to be considered official in any way outside of the Dark Throne campaign weekend. Where a unit is restricted to one sub-faction, it is clearly indicated in the unit entry.
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Throughout the fractured Empire, in shadowed doorways and tainted cellars the Cult of Nagash grows in power. The mighty
machinations of the Great Necromancer require vast quantities of flesh and forbidden artefacts – quantities that are not easily
obtained directly. Through this secretive cult, Nagash extends his hand across the Old World permitting raids and skirmishes by
his followers so that the needed materials can be secured. To achieve these ends Nagash has been known to lend a fraction of his
power to the cause, brining to life terrifying monstrosities and scourging his foes with arcane bolts of eldritch sorcery.
CULT OF NAGASH SPECIAL RULES
Undead Marching: A Cult of Nagash army follows all the rules for Undead as laid out in the Vampire Counts army book. However, Undead in the Cult of Nagash army may not march unless
within 6” of a Necromancer or 12” of a Necromancer Lord or Wight King or within 24” of the Visitation of Nagash.
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 count as having the Summon Ghouls Bloodline Power and only when all Necromancers, Necromancer Lords and the Visitation of
Nagash in the army are no longer in play 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 Cult of Nagash army.
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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 may never gain more than eight wounds. This
spell may be purchased by a Necromancer as normal.
SPIRIT OF NAGASH
Special Rules
M WS BS S T W I A LD
? Undead Magic: Nagash is a Level 4 Wizard. He knows all the Spells from the Lore of the Vampires, the
Spirit of Nagash 6 6 4 6 5 3 4 4 10 ? Ethereal Lore of Death and Dark Magic (see Warhammer Armies: Dark Elves). All successful spells cast
? Terror on a roll which includes any double count as irresistible force (but only a double 6 causes a
Unit Type Equipment ? 5+ Ward Save miscast).
• Monster on a 50mm base Hand Weapon
ARMY SELECTION: Chosen from the Vampire Counts book. No named Vampire Count characters are permitted. The Cult of Nagash may include any of the following units:
CHARACTERS: Necromancer Lord*; Necromancer; Wight King - may not be the army general (WA: Vampire Counts);
CORE: Crypt Ghouls (Must be Compulsory Choices - WA: Vampire Counts); Ravening Zombies*; Dire Wolves; Bat Swarm; Corpse Cart (WA: Vampire Counts)
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*
M WS BS S T W I A LD
Zombie Rampage: Unlike other forms of Undead, the Zombies found in The Zombies created by the highest levels of
Zombie 4 1 0 2 2 1 3 1 2
the army of Cult of Nagash are both fast and focussed on tearing open Necromancy are far more active than the
the skulls and gorging on the brains of their victims. Ravening Zombies shambling masses created by second or third
Unit Size Equipment may not be March blocked and so may always make a March Move hand copies of the forbidden texts. The secrets
• 10-20 Zombies ? Hand Weapon unless in combat or other wise unable to move. of the true corpse reanimation are closely
guarded within the halls of Nagashizzar, but as
Special Rules Insatiable Hunger: So keen are the Zombies to feast on brains that they the ravenous packs of zombies that race down
Unit Type
? Undead will chew on each other if there are no fresher sources to hand. At the the slopes of Cripple Peak attest, the results are
• Infantry ? The Newly Dead start of each turn (including the first) that the unit is not in close combat for all to receive…
? Skirmishers with the enemy, the unit suffers d3+1 wounds.
? Scouts
M WS BS S T W I A LD
Zombie-Rig: Much of the damage to a Flesh Golem can be countered by Created from the corpses of recently slain larger
Flesh Golem 5 2 0 5 5 3 1 3 5
resurrecting the corpses of their victims and grafting it to the damaged creatures and stitched together to form a
areas. Any spell which can raise Zombies may instead be cast on the Flesh patchwork of skins and limbs, the Flesh
Unit Size Equipment Golems. Each Zombies raised in this manner is then immediately applied Golems are the shock troops of Nagash’s army.
• 3+ Flesh Golems ? Hand Weapon to the unit to repair a Golem and restore a lost wound. The unit cannot Capable of absorbing a great deal of damage
regain more wounds than it started the game with, but Flesh Golems that and in turn able to smash down their foes with a
Special Rules have been previously destroyed may be returned to the unit. meaty slap, the Flesh Golems are formidable
Unit Type
? Undead foes indeed.
• Monstrous Infantry
M WS BS S T W I A LD
Ghoulgoyle 4 3 0 3 4 1 3 2 5 Options The experimentation on the ghouls of
Ghoulgoyle Ghast
? Upgrade one Ghoulgoyle to a Ghoulgoyle Ghast +12pts Nagashizzar bore early fruit in the form of the
4 3 0 3 4 1 3 3 5
Ghoulgoyle. Combining the already fearsome
Unit Size Equipment Flight from the Light: Uncomfortable in daylight, the Ghoulgoyles have traits of the Crypt dwelling ghouls with the
• 5+ Ghoulgoyles ? Filth Encrusted Claws (hand weapon) a particular aversion to light from magic – particularly Light and Fire. winged range of the large bats that dwell in the
Any spell from the Lore of Light or Fire cast within 12” of the unit causes caverns of the Cursed Pit, Nagash has created a
Special Rules it to take an immediate panic test even though not normally affected by fearsome aerial attacker for his armies.
Unit Type
? Undead such tests. The unit must test to rally as normal.
• Infantry ? Poisoned Attacks
? Fly
M WS BS S T W I A LD Special Rules If there was ever a doubt that Nagash was deserving of the title of the Great
Flesh Titan 6 2 0 6 5 8 1 * 5 ? Undead Necromancer, the Flesh Titan smashes it aside in an instant. A creature so
? Causes Terror massive that it fills the graveyard or charnel pit where it is constructed. The
Unit Size Equipment ? Giant Stride (ignore obstacles such Flesh Titan is a fusion of the corpses of hundreds of the cult’s victims. Raised up
• 1 Flesh Titan ? Balefire (see Vampire Counts pg 43) as walls and hedges) on at least four mighty limbs each created from dozens of bodies grafted
Unit Type ? Unholy Lodestone (see Vampire Counts pg 43) ? Regenerate together and imbued with the Black Art, the Flesh Titan is both an awesome
• Monster ? Miasma of Deathly Vigour ? Titanic Attacks assault engine as well as a symbol that the Cult truly carries the Great
(see Vampire Counts pg 43) ? D6+1 Impact Hits on the charge Necromancer’s favour.
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 1.
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 – 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.
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 – 5 Absorption. The Flesh Titan grabs the model and melds its flesh and bone with its own. The model is removed from the game. The Flesh Titan regains d3 wounds.
6 Pick Another. The Flesh Titan Absorbs its victim as described above and attempts to pick up another. The second victim makes a single attack (as above) to avoid being picked up. If the victim fails to avoid the Titan’s
grasp roll again on the Pick Up And… chart.
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These brutish monsters foray into the outside world in their hundreds to find food and war. Ogres believe that might makes
right, excelling at two things: eating and fighting. Individually, an Ogre is more than a match for a unit of Men, for these
creatures stand over ten feet tall and are almost as wide. They are aggressive brutes ruled by their stomach and lust for
violence, their Ogre Bulls gathering together into huge stampedes.
The anarchy of the world today is the best environment for a successful Tyrant with wealth and goods beyond measure for
the Ogre with the stomach to do what it takes to earn it. So the Ogre Kingdoms have sent forth armies as massive, blunt
instruments that smash into enemy lines with the force of a charging mammoth. These hard-hitting forces launch
devastating charges into the foe, overwhelming them with brute force and big clubs and delivering the victory that the
paymasters so desperately need.
M WS BS S T W I A LD Unwilling Slave: Before battle a character in the army must be designated as Legends speak of the forefather’s of the desert peoples
Sphynx 7 4 0 5 6 5 2 5 10 carrying the Sphynx’s canopic jar. While this jar is intact the Sphynx must travelling on great quests to seek an audience with the
act as the Tomb King player wishes. However, the Sphynx suffers from Sphynx. For it was said that these noble beasts held
Stupidity which represents the creature fighting the control of the Tomb great wisdom, often hidden in riddles. The destruction
Unit Type: Monster Special Rules
Kings. of Nehekhara and the miasma of death that swept the
? Undead
land caused even these great creatures to perish. Years
Magic: A Sphynx may cast incantations in ? 3+ Regeneration
Should the model carrying the jar be slain the jar is broken and the Sphynx later the Liche Priests and Tomb Kings of Khemri
the same manner and ability as a Liche ? Large Target
loses the ability to Regenerate and cast magic (except for Gaze of the bound the cadavers of these beasts to serve them in
Priest. May not be the army Hierophant ? Causes Terror
Sphynx) and instead becomes subject to the ‘Raaargh!’ Result on the undeath. A Sphynx is not normally a creature of
and cannot generate dispel dice. ? Flammable
Monster reaction table. It will charge the nearest visible unit (friend or foe). malice and only seek eternal slumber. They must be
? Magical Attacks
compelled to serve the armies of the Tomb Kings and
Equipment ? Unwilling Slave
Gaze of the Sphynx: Bound Spell Power Level 4. May be cast into combat. this is usually achieved by a Liche Priest holding the
Powerful limbs (counts as a hand weapon) ? Stupidity The Sphynx transfixes its enemies with an inscrutable gaze. A targeted unit Sphynx’s heart in a canopic jar with the threat that
within 12” must take a Leadership test. A failed test causes the unit to be should the Sphynx turn against them, the jar would be
paralysed and cannot be moved, cannot shoot, attack in close combat or cast smashed and the Sphynx soul ever denied the eternal
or maintain spells. The paralysed unit are hit automatically in close combat rest it greatly desires.
and is Unbreakable. The effects last until the start of the next friendly turn.
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The Wood Elves do not fight alone, however. The spirits of the forest awaken in defence of their realm. Towering Treemen, mighty enough
to crush entire phalanxes with their wooden limbs stride through the forest supported by malicious Dryads and the merciless Tree Kin. An
enemy of the Wood Elves must face the full fury of Athel Loren, a powerful woodland realm that has resisted the depredations of Men,
Dwarfs and Beastmen for thousands of years.
It is said that Skaw dwells in an eyrie in the topmost branches of an old pine
M WS BS S T W I A LD
tree, hidden away on the slopes of the Grey Mountains. Here, he speaks
Skaw the Falconer 9 6 6 4 3 2 9 4 9
with the birds of prey that dwell within the forest of Athel Loren, from the
lowliest falcon to the mightiest of eagles. Though he cares little for the
Unit Type (Unique) Hawks. Skaw has three birds of prey that he uses as
company of other Elves, Skaw shares their tie to the great forest and fights
• Infantry Character missile weapons and as weapons in hand-to-hand combat.
alongside them in its defence. In battle, Skaw directs his falcons against the
The range of each bird is 24", and they will always hit on
foe, their razor-sharp claws and beaks tearing away gobbets of flesh with each
Equipment a 2+ at Strength 4. In hand-to-hand combat, the birds
strike. These keen-eyed living missiles are more deadly than arrows and
? Lash of Claws (hand weapon) give Skaw an additional 3 Attacks at Strength 4.
always return to their master with blood dripping from their wicked hooked
? Cape of Feathers beaks and sharp talons. Once the foe is vanquished, Skaw always returns to
(4+ ward save vs missile attacks.) Special Rules:
his mountain perch without a word. Indeed, many of the Asrai believe him to
? Hawks ? Alter Kindred
have forgotten the Elven mode of speech; so long it has been since Skaw was
heard to utter any word in a tongue other than that used by the birds of prey.
? Loner – cannot use the General’s leadership and
cannot be the General.