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EIGHTH EDITION FOR LIFE (EEFL) PRESENTS

DARK TIDINGS
A MIGHTY EMPIRES WARHAMMER CAMPAIGN
By Kevin Coleman

‘You handle an army with elegance, my Lord. Your considered ruses fool the foe and you are lucky at dice.
Oh Prince! These are but parlour games… can you wield an Empire?’

DARK TIDINGS CAMPAIGN RULES


Dark Tidings is a map based Warhammer campaign used in conjunction with the Mighty Empires set of
map tiles. The main rules of the campaign are described in this document. A Game Master (GM) is
required to manage and coordinate the campaign, which includes writing special rules & scenarios,
documenting the narrative, rules judging and so on. For our campaign Kevin Coleman will be the GM.

RAISING YOUR EMPIRE


1. Your empire will be 6,000 points divided between 3 banners. Each banner is a separate army that will
move around the map. Each banner must contain an army made of a minimum of 1,000 points and a
maximum of 3,000 points. Each player is free to divide their banners in whatever points value they wish.
For example, you could make each banner 2,000 points or one banner 3,000 points, one banner 2,000
points and the 3rd banner 1,000 points and so on.

2. When you break up your points values for banners, each banner/army must follow the standard 'choosing
an army' system regarding Characters, Core, Special and Rare units as described in the Warhammer
rulebook. So each of your banners must have at least 25% Core, up to 50% Special and up to 25% Rare,
Lord & Hero choices. If you create a 3,000-point banner, it follows the rules for a Grand Army. NOTE:
The rules for ‘choosing an army’ are updated as described in the Warhammer: The End Times series of
expansions. This means, players may spend up to 50% of their points on Lords and also up to 50% on
Heroes.

Note: Normally two or more banners may NOT attack the same enemy. Which means you do not need to
be able to field a 6,000-point army. You only need at least 3,000 points of models.

3. Each separate banner must have at least one character to act as the army general. Each separate banner
may take a Battle Standard Bearer. However, all one-of-a-kind choices (i.e. special characters, magic items,
0-1 choices, etc.) can only be taken once per your entire empire (1 in all 3 banners). For example, an army
list unit entry that states ‘one unit may carry a magic standard worth up to 50 points’ would mean that only
ONE such unit could have a magic banner in your entire empire.

4. One character model chosen from amongst all of your banners must be chosen to act as your empire’s
Marshal. The Marshal is the overall commander of your empire and must always act as the army general in
whichever banner he/she is included in. The Marshal’s Inspiring Presence range is extended to 18”, the
Marshal adds +1 Combat Resolution point to any combat he is involved in and the model is worth an
additional 200 victory points (this includes 100 VPs for being the army general). If you include a model
that ‘must be the army general’ in your force then this model must also be the empire’s Marshal.

5. Wizards must choose their Magic Lore AND generate their spells (if front of the GM) at the start of each
campaign year (and so may change their Magic Lore and spells each year). This means that Wizards will
know the same spells throughout an entire campaign year, which is 12 campaign turns.

6. Army Lists: you must use the current published army book for your army. All new units and the Chaos
Dwarf army list described in Warhammer: Tamurkhan, Throne of Chaos may be used in the campaign.
Chaos armies may use The Great Host Of Chaos special rules in Tamurkhan for a banner that contains
3,000 points. All Warhammer: The End Times expansions may be used, including the unofficial
Warhammer: Grom.
7. Once you have created the 3 army lists for you banners, they may not be changed from game to game. At
the start of each campaign year, you may change the organization of your banners. See ‘The Winter
Season’ rules section below.

8. Players should name all of their units, or at the very least, all of their characters in order to help create a
narrative to the campaign. The GM may assign special rules to particular named units as the campaign
progresses. Nameless units will not gain such attention.

9. Special Armies: if a player wishes to create a banner with a special theme that would ordinarily be in
violation of the army construction rules, the player should consult with the GM.

CAMPAIGN YEARS, SEASONS AND ROUNDS


Each campaign year is made up of 4 seasons, with each season consisting of 3 campaign rounds for a total
of twelve (12) campaign rounds per campaign year. Seasonal weather has an effect on all the campaign
games being played during a particular season, as follows:

Campaign Rounds Seasons Seasonal Effect______________


1, 2 & 3 Spring All Dangerous Terrain tests fail
on a roll of 1 or 2.

4, 5 & 6 Summer None.

7, 8 & 9 Autumn Roll a D6 before each battle.


On a 6+, it is a Storm of Magic game.

10, 11 & 12 Winter No battles take place. See Winter Season


special rules below.

During each campaign round, each player gets a turn to move their banners, fight with their armies and so
on. In each round all players work their way through the following sequence of play. All the players carry
out the event phase, then all carry out the revenue phase, and so on.

DEPLOYMENT OF BANNERS
At the start of the campaign all banners start on the empire’s capital tile. Subsequently, all banners retreat
back to the capital tile in the winter season. Each new spring season, players take turns deploying each of
their banners within their empire. To place a banner on a tile, the following two requirements must be met:
1. You must control the tile. 2. You must be able to draw an unbroken line through tiles you control from
the chosen tile to your capital. Additionally, banners may be placed in the tile of their capital or any city
their empire controls.

1. EVENT PHASE
Starting with the player with the smallest empire, each player rolls 6D6 on the follow Event Table:

6. Plague
Randomly choose one of your own castles or cities. The garrison is reduced by 3D6 x 20 points.

7. Deserters
Choose any tile you control and remove your pennant.

8. Spies
In one battle this turn, you may force your opponent to deploy his entire army first. Afterwards you deploy
your entire army. After set up, roll a D6: on the result of a 6, you may choose who goes first. Otherwise
your opponent decides who goes first.
9. Crippled Advance
One of your banners may not move this round (choose randomly).

10. Hire Mercenary Ogres!


For this campaign round only, you may hire any amount of Core units chosen from Warhammer Armies:
Ogre Kingdoms, up to a total points value of 250 points. However, you only need pay half of the total point
cost of the unit(s) in gold crowns from your treasury. The unit(s) may join any one single banner.

11. Disaster
Choose one player. They must roll a D6 for one randomly selected city/castle/mine (except their capital)
they control on the map. On the result of a ‘1’ the place is destroyed and removed.

12. Discover Artifact of Power


You receive a random Enchanted, Arcane item or Talisman magic item chosen from the Warhammer
rulebook or army book of your empire. Roll a D6, on the result of a 1-4 randomly choose the item from the
Warhammer rulebook, on a 5+ randomly choose the item from your army book. This item may be given to
any character in any of your banners. The points cost of the item is FREE and so does not add to the total of
a character’s maximum magic item allowance, victory points, etc. Note: magic item restrictions still apply
(i.e. a character may not have two enchanted items, etc.).

13. Dragon Rage


You’ve delved too greedily and too deep, and have awoken something far more dangerous than mere Orcs.
One of your mines (in a mountain tile only) is destroyed. Choose randomly.

14. Ambush!
In one of you games this round, you may pick one of the six scenarios in the Warhammer rulebook to play
and you may choose who goes.

15. Lack of Rations


Randomly choose one of your banners. Loose 2D6 X 10 points worth of models.

16. Monstrous Confrontation


One battle this round (that involves one of your banners) of your choice must play the Monstrous
Confrontation scenario as described in Warhammer: Monstrous Arcanum.

17. All is Well


No significant events happen this round.

18. Cunning Commander


For the rest of the round, your empire counts as the smallest empire.

19. Loot the Village


Roll a D6, on the result of a 3+ you may add an extra 2D6x 10 gold crowns to your treasury. On the result
of a 1 or 2, you lose 2D6x 10 gold crowns.

20. Force March


One banner of your choice may move twice this round. Note a banner may not move a second time if it
occupies the same tile as an enemy banner.

21. All is Well


No significant events happen this round.

22. Gain Intelligence


Pick a player, and one of his banners that are adjacent to one of your banners. On the D6 result of a 4+, you
may view this opponent’s army list (except character’s equipment and magic items) and your opponent
must tell you the total of the entire army.
23. Slave Labour
You may re-roll the dice when rolling for one of your mines this round.

24. Filibuster
Chose any player that has yet to roll on the Events table this round. The chosen player may not roll on the
Events table this round.

25. Winds of Power


Move the Storm Cloud D3 tiles in any direction of your choice.

26. Reserve Resources


You may completely recover one of your chariots or war machines (chosen from any of your banners) that
has been destroyed in an earlier battle or that is currently not a full Wounds/Crew.

27. Sabotage
Choose an enemy banner, and randomly select a chariot/war machine (except character models) and roll on
the War Machine & Chariot Recovery Table. Note, that a player may only restore a chariot/war machine at
the end of the Battle Phase.

28. Blessed Banner


Choose one unit from any of your banners that carries a non-magical standard. Randomly generate a Magic
Standard chosen from the Warhammer rulebook or your Empire’s army book. Roll a D6: 1-4 Warhammer
rulebook, 5+ army book. Reroll for any magic item your empire already contains.

29. Scouting Force


In any one of your battles this round, you may redeploy D3+1 units after all sides have deployed. You also
gain a +1 to the dice roll when determining who goes first.

30. Diplomacy
One battle this round (that involves one of your banners) of your choice, does not take place as the armies
treat with one another.

31. Land Grab


Chose an unclaimed tile that is either adjacent to one of your banners or a tile you already control. Place
one of your flags in the tile.

32. Discover Lost Heirloom


You receive a random Magic Weapon or Magic Armour magic item chosen from the Warhammer rulebook
or army book of your Empire. Roll a D6, on the result of a 1-4 randomly choose the item from the
Warhammer rulebook, on a 5+ randomly choose the item from your army book. This item may be given to
any character in any of your banners. The points cost of the item is FREE and so does not add to the total of
a character’s maximum magic item allowance, victory points, etc. Note: magic item restrictions still apply
(i.e. a character may not have two magic weapons, etc.). Reroll for any magic item your empire already
contains.

33. Assassination Attempt


Chose one enemy banner and randomly chose a character from that banner. On the D6 roll of a 5+, the
chosen character must roll on the Character Recovery Table. A Marshal character may re-roll the result.

34. Secret Tunnels


You may immediately move any one of you banners in a mountain tile, to any other mountain tile on the
map. If you move you banner into a tile that contains an enemy banner, then neither of the banners may
move this turn and must battle.

35. Daemonic Pact


Randomly select one of your banners that includes at least one Wizard. If you do not have any Wizards
then treat this result as an All is Well result. Next randomly choose a Wizard from the selected banner and
roll a D6 representing the Wizard’s attempt at summoning a Daemon:

1-2 Failed Summoning. The Wizard is weakened and walks on the brink of insanity. The Wizard
loses a point of Leadership for the rest of this campaign year and all of the next campaign year. In addition,
for this same duration, the Wizard suffers a -1 penalty when attempting to cast any spell. At the end of any
battle in which the Wizard takes place in, roll a D6. On the result of a 6 the Wizard is restored and no
longer suffers these penalties.

3-4 Daemonic Possession! Your Wizard has made a terrible mistake! Instead of summoning the aid of
Daemons, the Wizard becomes possessed by one! Roll a D6 to see what power the Daemon belongs to: 1-2
Unaligned, 3 Slaanesh, 4 Nurgle, 5 Tzeentch, 6 Khorne. If you rolled a 1-5, for the rest of this campaign
year and all of the next campaign year the Wizard gains +1 WS, S, T, W, I, A and a 5+ Ward Save.
Unaligned Daemons may choose to caste spells from the Lores of Fire, Death, Metal or Shadow. Slaanesh,
Nurgle and Tzeentch must use spells from the appropriate Chaos God Lore. Immediately generate the
Wizard’s spells. If you rolled a 6, the Wizard gains +2 to the above Characteristics, has a 5+ Ward Save,
gains a suit of Chaos armour and the Frenzy special rule, but may not cast any spells.

5-6 Success! The chosen banner may add up to 250 points worth of Daemon models chosen from
Warhammer Armies: Daemons of Chaos. Characters may not be chosen. The Daemons fight for this banner
for the rest of this campaign year and all of the next campaign year. However, any Daemons destroyed in a
battle are banished back to the Realm of Chaos and so may not roll on a recovery table.

36. Reinforcements
You gain a 4th banner for the rest of this campaign year and all of the next year worth up to 1,000 points.
Immediately design a 1,000-point army list for the banner and deploy it anywhere in your empire.

THE WINTER SEASON


Once the autumn season is complete, tabletop battles cease for the duration of the winter season. Although
tabletop games are inactive during the winter, the various empires are still busy. Fortifications are built and
armies are consolidated, strengthened and re-equipped. In the winter season Marshals ready their armies for
the next season’s campaigning!

The winter season lasts for 3 campaign rounds just like the other seasons. Each player will roll on the
Winter Events table (not the standard Events table) and then generate revenue each round as normal.
Players may then proceed to the Conquest & Build Phase and may use any gold crowns in their treasury
(and any build points) in the normal manner.

During the winter Season each empire automatically generates D3+X Build Points (where X = the number
of cities you control). Additionally the player currently winning the campaign earns an additional +1 Build
Point. Note that the D3+X Build Points generated is ONCE per winter season, not per each winter
campaign round.

Finally, at the end of the entire winter season players are allowed to reform their armies/banners for the
forthcoming season in the following manner:

1. Players must follow all the rules as described for ‘Raising Your Empire’ (above).

2. Using gold crowns, you may purchase new units (including new characters). However, remember, your
total empire may not exceed 6,000 points and all units must fit into the unit category percentages (i.e. 25%
Rare choices, etc.) of your individual army lists/banners. Players MUST keep the same banner point-
coherency of the original 3 banners. For example, if you have a 3,000-point banner, a 2,000-point banner
and a 1,000-point banner, your banners will keep this point-coherency. If a banner dropped in points do to
casualties you do not have to increase it back to the original size (indeed you might not have the gold to do
so), though, as the same time, you may not increase the size of another banner to greater than it’s original
points size (i.e. if one of your banners was originally 2,000 points, you may not increase the banner size to
exceed 2,000 points). The unit category percentage allocations, however, is always based on the original
point cost of the banner (if a 3,000 point banner is now 2,500 due to destroyed units, the player still uses
the unit category percentages based on the original 3,000 points). If your Core units have dropped below
the required 25%, then the Core requirement must be met before buying any models from non-core unit
selections (i.e. Special, Rare, Lords, etc.).

3. Units that have survived the previous campaign year with at least one model/wound remaining may be
dispatched all together and replaced. If you do decide to dispatch a unit in this manner, the unit is removed
from your empire army list roster and you gain 75% of its current points cost in gold crowns. These gold
crowns are added to you treasury and may be used to purchase new units.

4. Characters, Monsters, Monstrous Beasts, Monstrous Cavalry, Warmachines, Chariots and Swarms
automatically recover all Wounds during the winter season. Note only wounds are recovered, not whole
slain models. Also note, that if a unit received an injury via the recovery table, the injury is NOT healed.

5. Existing units, which have survived the previous campaign year, may be given additional equipment and
options (as described in their army list entry) and/or new models may be added to the unit to increase its
strength (even beyond the size of the original unit, which is not normally allowed during the rest of the
campaign seasons). Characters may not switch out magic items - once they have an item they won’t give it
up! Characters may however take a different mount option available to them (or dispatch their mount all
together, in which case follow point number 3 above) and they may upgrade/exchange with new mundane
equipment available to them. Use gold crowns as normal.

6. You may choose to roll up new spells for your wizards, which they will keep for the remainder of the
new campaign year OR retain all of their current spells from the previous year. Remember all wizards may
choose any number of their spells from the Lore of Undeath (see Warhammer: Nagash for details).

Winter Season Events Table


During the winter season, players roll on the Winter Season Events Table, rather than the standard Events
Table, which reflects the hardships of the winter season. Starting with the player with the smallest empire,
each player rolls 3D6 on the follow Event Table:

3. Treachery & Rebellion!


Randomly choose one of your own castles or cities (though not your capital). Select a randomly determined
player and replace your pennant with a pennant from his/her empire.

4. Deserters
Choose a random tile you control (excluding tiles with a mine, castle or city) and remove your pennant.

5. Winter Storms
Foul weather cripples your empire’s progress in rebuilding your forces. You do not generate any revenue
this turn.

6. Eeekk! Festermites!
One tile you control (randomly determine, even the capital) has been plagued by Festermites, tiny insects
the bring ruin to civilizations. Mark this tile. The tile is not worth any campaign points (points that
determine the winner of the campaign) until the Festermites are eradicated. Roll a D6 at the end of each
campaign season (though not this Winter season), on the roll of a 5+ removed the marker, the Festermites
have been purged.

7. Winter Storms
Foul weather cripples your empire’s progress in rebuilding your forces. You do not generate any revenue
this turn.
8. Disaster
Choose one player. They must roll a D6 for one randomly selected city/castle/mine (excluding their capital)
they control on the map. On the result of a ‘1’ the place is destroyed and removed.

9. Discover Artifact of Power


You receive a random Enchanted, Arcane item or Talisman magic item chosen from the Warhammer
rulebook or army book of your empire. Roll a D6, on the result of a 1-4 randomly choose the item from the
Warhammer rulebook, on a 5+ randomly choose the item from your army book. This item may be given to
any character in any of your banners. The points cost of the item is FREE and so does not add to the total of
a character’s maximum magic item allowance, victory points, etc. Note: magic item restrictions still apply
(i.e. a character may not have two enchanted items, etc.).

10. All is Well


No significant events happen this round.

11. Heirloom Search


You may choose to send your troops on a perilous winter search for a lost heirloom. If you choose to do
this, roll a D6: on the result of a 4+ you may roll on the Heirloom Table. On the result of a 1, 2 or 3, you
lose 2D6x 10 gold crowns.

12. Winter Raid


Roll a D6: on the result of a 4-6, add 2D6 x 20 gold crowns to your treasury. On the result of a 1 the goes
horribly wrong, lose 2D6 x 20 gold crowns. On a 2 or 3, there is no gain or loss.

13. All is Well


No significant events happen this round.

14. Winter Storms


Foul weather cripples your empire’s progress in rebuilding your forces. You do not generate any revenue
this turn.

15. All is Well


No significant events happen this round.

16. Daemonic Pact


Randomly select one of your banners that includes at least one Wizard. If you do not have any Wizards
then treat this result as an All is Well result. Next randomly choose a Wizard from the selected banner and
roll a D6 representing the Wizard’s attempt at summoning a Daemon:

1-2 Failed Summoning. The Wizard is weakened and walks on the brink of insanity. The Wizard
loses a point of Leadership for the rest of this campaign year and all of the next campaign year. In addition,
for this same duration, the Wizard suffers a -1 penalty when attempting to cast any spell. At the end of any
battle in which the Wizard takes place in, roll a D6. On the result of a 6 the Wizard is restored and no
longer suffers these penalties.

3-4 Daemonic Possession! Your Wizard has made a terrible mistake! Instead of summoning the aid of
Daemons, the Wizard becomes possessed by one! Roll a D6 to see what power the Daemon belongs to: 1-2
Unaligned, 3 Slaanesh, 4 Nurgle, 5 Tzeentch, 6 Khorne. If you rolled a 1-5, for the rest of this campaign
year and all of the next campaign year the Wizard gains +1 WS, S, T, W, I, A and a 5+ Ward Save.
Unaligned Daemons may choose to caste spells from the Lores of Fire, Death, Metal or Shadow. Slaanesh,
Nurgle and Tzeentch must use spells from the appropriate Chaos God Lore. Immediately generate the
Wizard’s spells. If you rolled a 6, the Wizard gains +2 to the above Characteristics, has a 5+ Ward Save,
gains a suit of Chaos armour and the Frenzy special rule, but may not cast any spells.

5-6 Success! The chosen banner may add up to 250 points worth of Daemon models chosen from
Warhammer Armies: Daemons of Chaos. Characters may not be chosen. The Daemons fight for this banner
for the rest of this campaign year and all of the next campaign year. However, any Daemons destroyed in a
battle are banished back to the Realm of Chaos and so may not roll on a recovery table.

17. Dragon Rage


You’ve delved too greedily and too deep, and have awoken something far more dangerous than mere Orcs.
One of your mines (in a mountain tile only) is destroyed. Choose randomly.

18. Imposter
Choose one player and roll a D6, on a 3+: you have replaced a high official within their empire with a spy
from your own empire. Each time one of your banners battles a banner from the chosen player’s empire,
you may re-roll the dice to see who goes first. At the end of the battle roll a D6, on the result of a 5+ the
imposter has been found and is killed. On the result of 1-4 this rule continues to apply.

2. REVENUE PHASE
Each player collects revenue from each mine and capital he controls. Add the final total to your treasury.

Capitals generate 3D6 x 10 gold crowns

Mines generate 2D6 x 10 gold crowns

Exchange rate: 1 gold crown = 1 point

3. MOVEMENT PHASE
Starting with player with the smallest empire, each player moves one of his banners on the map. If there is
not an enemy banner in the tile, the player claims the tile as part of their empire, place an appropriate
pennant in the tile to show its allegiance. If there is an enemy banner in the tile, the two armies will fight in
the Battle Phase using the Warhammer Fantasy Battles main rules.

Fleet March: If a particular banner is made of entirely models with a Movement characteristic of 7 or
higher and/or the Fly/Hover special rule, then the banner may move up to two tiles each time it moves,
rather than only one tile.

4. BATTLE PHASE
Fight any battles as a result of the Movement phase. Normally only one banner from each player may fight
in any one battle. For example, Mario moves his banner 1 and 2 into a tile that contains Rich’s banner 2.
Mario may only fight with one banner so he must choose either banner 1 or 2 to fight with. Banners from
the same empire, however, may also combine as described below under Multiple Banners/Empires.

The Battle Phase commences in the following strict order:

1. Both players reveal the total points cost of their army. If the difference between the two battling armies is
GREATER than 500 points, then after terrain is placed in the forth coming battle, the player who controls
the smaller army may redeploy D3+1 terrain pieces anywhere on the table, in a reasonable manner
(reasonable is determined by the GM). That same player may then choose tablesides.

2. Players decide if they will use gold crowns to raise their army up to an additional 250 points as described
under Army Bonuses below.

3. Both players may agree on any Warhammer Scenario to play. If both players cannot agree, play a
random scenario from the Warhammer rulebook. At times, the GM may tell you what scenario to play.

4. Terrain pieces will be set up on the board by a third party (either the GM or another player not involved
in the game being played). Terrain features should represent the corresponding map tile where the battle is
being fought (I.e. a table representing a forest tile should include several woods). Note after the table is set
up, one player may be able to rearranges various terrain pieces described in step 1.

Army Bonuses
Either player receives a bonus to use during each Warhammer game played, as follows:

• The player with the largest empire (as determined as the start of the campaign round) receives a bonus of
100 points in all battles he fights.

• Any player may spend up to 250 gold crowns from their treasury to generate extra points for their army.

Bonus points can be used on any units in your army list, which is then added to your banner army for the
duration of a single battle. Units taken in this manner may ignore the standard rules for building an army as
described in the Warhammer rulebook (i.e. 25% Rare choices, etc.). The only exception to this is if the
army is below 25% Core units, then added gold/points used in this manner must first fill out the Core unit
allowance to the minimum of 25%. Additionally, one-of-a-kind units/items/options may not be duplicated.
For example if one of your banners contains a Dispel Scroll or the Emperor Karl Franz then these
units/items may not be taken again. After the battle, these bonus units are lost, and the gold crowns are
spent (subtract them from your treasury).

Victory Conditions
After playing a campaign battle, use the following victory point table to determine the type of victory for
your empire (note, the type of victory determines the number of Empire Points you earn from the battle, see
‘Empire Points’ below).

Difference of Victory Points scores Type of Victory


0 – 100 Draw
100.5 – 300 Narrow Victory
300.5 – 1,000 Solid Victory
1,000.5+ Massacre*

*If a player concedes, the opponent automatically scores a Massacre.

Winners & Losers


If the banner that made the initial move into an enemy occupied tile wins the battle, the enemy banner must
retreat one tile. This must be a tile their empire controls. If the retreating army cannot be placed in an
adjacent tile their empire controls, then the army is relocated back to their Capital AND may not move in
the next campaign turn. Any other results (a loss or draw), will force the attacking banner back into the tile
in which it originally moved from.

Attacking a City or Castle


Each city has a generic 1,750-point garrison. Each castle has a generic 1,000-point garrison. The player
controlling the garrison force will create an army list specifically for this game, though the player is
restricted to point number 3 under Raising You Empire (above). Note, when a player captures an enemy
castle or city, the ‘generic garrison’ in only 50% strong of the following turn, 75% strong the second turn
after capture and finally at full strength on the third turn after capture. When a player attacks a city or
castle, the controller of the city/castle must choose to fight their battle in one of the following ways:

• Siege: Play a Siege game using Warhammer: Siege (WFB 5th edition); see Appendix I for full details.
Note mounted units participating in a siege game may choose to fight without their normal mounts
(however, their total points value is not modified, unless the model is a character) – it’s not practical to
fight from horseback when assaulting the walls of a fortress!

• Open field: The defender may choose to fight the attacker in open battle. The city/castle player fights a
standard Warhammer battle with a 1,750/1,000-point army list.
Note, if a defending city/castle tile also includes a banner of the controlling empire, the player may choose
to fight with the banner instead of the generic garrison or may combine the generic garrison with units
from the friendly banner(s) as described below.

Multiple Banners/Empires
If two or more banners are in the same tile that is occupied by one or more enemy banners, then banners
may combine (to an extent) to fight the enemy as follows. First determine the highest point army amongst
your present armies. This will be the total points cost of your army. However, the player may take any
combination of units from amongst all the friendly armies present, though this may not exceed the points
cost of the largest army banner. The standard rules for ‘choosing your army’ as described in the
Warhammer rulebook apply (i.e. up to 25% Rare, etc.). The army may have a single Battle Standard Bearer
and must have a single General. If the Marshal is present, remember, he/she must be the army general.

If two banners from different empires decide to combine banners as described above, the following
additional rules are applied to the allied force:

1. The army will follow the full rules for Allied Armies as described on page 136 of the Warhammer
rulebook.

2. The allied army will contain only one army general and up to one Battle Standard Bearer.

3. If a single Marshall is present he will act as the army general. If two or more Marshals are present, the
allied players must agree which shall act as the general. A Marshal that is not the army general loses all of
his Marshal special rules for the battle. If players cannot agree, the Marshal’s must fight each other (see
GM for details) the loser will be unable to participate in the forthcoming battle, however.

Battle Royal Optional Scenario


If three or more armies from different empires occupy the same tile, then a large multiple player game may
be played, but only if ALL players involved in the battle agree. Play the ‘Battle Royal’ scenario as
described on page 406 of the Warhammer rulebook.

Resource Battles
If two or more players have completed with their respective campaign battles for the turn or they did not
participate in a campaign battle, they may choose to play a Resource Battle, which will affect their empire
and the campaign in a limited manner. This works as follows:

1. Players agree on the point value for the game and the scenario (any type of Warhammer game may be
played, i.e. Storm of Magic, etc.). Players create a new army for this one game (i.e. they do not use their
banner armies). However, any one-of-a-kind choices that are included in their banner armies (i.e. special
characters, magic items, etc.) may not be taken in their army for a Resource Battle. Note: you never earn
Empire Points from a Resource Battle game.

2. Players may agree to either wager gold crowns OR agree that the winner will simply roll on a Victory
Table. If the players’ decide to wager gold crowns, they both secretly write down a number of gold crowns
they wish to wager. The gold crowns come from the players’ treasury so you cannot wager more gold
crowns then you actually have. A minimum of 1 gold crown must be wagered. The winner of the game will
win a number of gold crowns equal to that of the amount of gold crowns he had wagered, while the loser
will lose the amount of gold crowns the losing player had wagered. In the event of a draw, no gold crowns
are lost or gained by either player.

3. If both players decide not to play a wagered game, the winner of the game will simply roll on the
following Victory Table (no player will roll on this table in the event of a draw):

D6 Roll Victory Result


1 A randomly chosen magic item from your army book*.
2 Roll on the Heirloom Table*.
.
3 Roll on the Heirloom Table*.

4 100 gold crowns

5 150 gold crowns

6 200 gold crowns

*Reroll any duplicate magic items.

Non-Tabletop Battle Resolution


Throughout the course of the campaign there may be some battles that seem insignificant to play out with a
full game of Warhammer Fantasy Battles; perhaps all players in the campaign are eagerly awaiting the next
round and wish to quickly resolve an outstanding battle, or perhaps a player army is fighting a non-player
army. Whatever the case may be, if all players involved in the particular battle agree, players may forgo
playing out the actual battle on the tabletop and instead roll on the Non-Tabletop Battle Resolution Chart.
This works as follows.

1. Determine which player/side has the highest total points value. This player/side is the Attacker for
purposes of rolling on the Non-Tabletop Battle Resolution Chart (see step 6).
2. Determine the difference of opposing total army points values to determine any battle resolution
roll bonus for the Attacker:

Difference of Army points Attacker Resolution Roll Bonus


0 – 500 0
500.5 – 600 +1
600.5 – 1,000 +2
1,000.5+ +3

3. If the battle involves a fortress the Attacker suffers a -1 penalty to the battle resolution roll (-2
penalty if a city) if the Attacker is assaulting the fortress. If the Attacker is defending the fortress
they gain a +1 bonus (+2 bonus if a city) to the battle resolution roll.
4. If assaulting a fortress, the Attacker may spend 200 GC (for siege equipment) and gain an addition
+1 to the battle resolution roll.
5. The Attacker and the opposing player both secretly right down an amount of additional GC (which
they subtract from their treasury) they wish to spend for enhancing their chances of winning the
battle. Once this is complete, both players reveal the amount of GC they have spent at the same
time. For each full 300 GC the Attacker spends, the Attacker may add an additional +1 bonus to
the battle resolution roll. However, for each full 300 GC the opposing player spends, the Attacker
will suffer an additional -1 penalty to the battle resolution roll.
6. The Attacker rolls 2D6 on the Non-Table Battle Resolution Chart, apply all bonuses and penalties
for the final battle result.

Non-Tabletop Battle Resolution Chart


The Attack rolls 2D6 on the following table adding all bonuses/penalties as determined above.

Total Score Battle Result Losses (points)


2 or less Attacker loses Attacker loses 100+(D6x50) points.
Opposing army loses D6x50 points.

3-5 Attacker loses Attacker loses 50+(D6x50) points.


Opposing army loses D6x50 points.
6-8 Draw Both sides lose D6x50 points.

9-11 Attacker wins Opposing army loses 50+(D6x50) points.


Attacker loses D6x50 points.

12+ Attacker wins Opposing army loses 100+(D6x50) points.


Attacker loses D6x50 points.

Empire Points
The result of each Warhammer game generates ‘Empire Points’, which are used in the Conquest & Build
Phase to expand your empire with castles and mines. Empire Points are scored as follows:

• Lose = 1 Empire Point


• Draw = 2 Empire Points for each player
• Narrow Victory = 3 Empire Points
• Solid Victory = 4 Empire Points
• Massacre = 5 Empire Points

Note: Allied armies must agree on their spoils of war. If allied armies cannot agree, see the GM.

5. Conquest & Build Phase


At the end of each campaign season, players may spend Empire Points earned from battles in the following
way. You may only build a mine, castle or city on a tile you control.

Raids (1 Empire Point)


Add 2D6 x 10 gold crowns to your treasury.

Build a Mine (2 Empire Points + 200 Gold Crowns)


Generates gold crowns in the Revenue Phase. May be built on any tile that does not already contain another
structure (mines built on non-mountain/river tiles are assumed to represent an equivalent resource
generator). Gold mines generate 2D6 x 10 gold crowns. Each time a Mine is used in the Revenue Phase roll
a D6, on the result of 1 the mine has been exhausted and is removed from the map. Mines cannot be built
on tiles that are mainly bodies of water.

Build a Castle (3 Empire Points + 1,000 Gold Crowns)


Castles offer your empire protection by essentially giving a tile a defending garrison, as explained earlier.

Build a City (5 Empire Points + 1,000 Gold Crowns)


You may only build a City on top of one of your castles, which replaces the castle.

WINNING THE CAMPAIGN


A Player wins at the end of a Campaign Round where he controls 35 or more tiles. The following tiles are
bonus tiles when an empire controls them:

Controlling a Capital = 4 tiles


Controlling a City = 3 tiles
Controlling a Castle = 2 tiles
Controlling a special feature tile (i.e. Idol of Mork, the Moot, Dark Tower, etc.) = 2 tiles

DESTROYED UNITS AND RECRUITING NEW UNITS


Units that are fleeing at the end of a game or that have fled of the table make full recoveries and will
function as normal with their full number of models and wounds. However, if a unit was completely
destroyed or broken from combat and caught, this destroyed unit must roll on the appropriate recovery table
below (Note, an army that just won a battle adds +1 to their dice result when rolling on these tables).

During the Build Phase, players may always choose to replace destroyed models using Gold Crowns from
their treasury; each Gold Crown is worth 1 point. If a unit is completely destroyed the player may choose to
replace it by buying an entire new unit with Gold Crowns. However, the new unit must be a Core unit
choice or the same unit choice type as the destroyed unit (i.e. a Special unit that is destroyed may be
replaced with another Special unit or a Core unit). New units bought in this way may not exceed the
original, total points cost of the destroyed unit.

INFANTRY, CAVALRY & MONSTROUS INFANTRY/CAVALRY AND WAR BEASTS


RECOVERY TABLE
Roll a D6 of the following table for each destroyed unit of Infantry, Monstrous Infantry, Cavalry,
Monstrous Cavalry and War Beasts.

D6 Recovery
1 The unit is completely destroyed. No models are recovered. A new unit of the same unit choice or
core choice may be bought to replace the destroyed unit, using gold crowns from your treasury. However,
the new unit’s points cost may not exceed the total points cost of the destroyed unit.
2-3 1 in 3 models from the unit are recovered. Players may use gold crowns from their treasury to
build the unit back to full strength, though the unit may not exceed its original model count.
4-5 1 in 2 models from the unit are recovered. Players may use gold crowns from their treasury to
build the unit back to full strength, though the unit may not exceed its original model count.
6 The unit makes a full recovery and all of its models are recovered.

MONSTER, MONSTROUS BEAST AND SWARM RECOVERY TABLE


Roll a D6 of the following table for each destroyed Monster, Monstrous Beast or Swarm.

D6 Recovery
1 The unit is completely destroyed. No model(s) are recovered. A new unit of the same unit choice
or core choice may be bought to replace the destroyed unit, using gold crowns from your treasury.
However, the new unit’s points cost may not exceed the total points cost of the destroyed unit.
2-3 1 in 3 Wounds from the unit are recovered. Players may use gold crowns from their treasury to
build the unit back to full Wounds, though they must pay 75% of the original cost of the unit.
4-5 1 in 2 Wounds from the unit are recovered. Players may use gold crowns from their treasury to
build the unit back to full Wounds, though they must pay 50% of the original cost of the unit.
6 The unit makes a full recovery and all of its Wounds are recovered.

WAR MACHINE AND CHARIOT RECOVERY TABLE


Roll a D6 of the following table for each destroyed Chariot or War Machine. Note Unique units that are
war machine-like in nature will also use this chart (i.e. Steam Tanks, Screaming Bells, etc.) as determined
by the GM.

D6 Recovery
1-2 The unit is completely destroyed. No model(s) are recovered. A new unit of the same unit choice
or core choice may be bought to replace the destroyed unit, using gold crowns from your treasury.
However, the new unit’s points cost may not exceed the total points cost of the destroyed unit.
3-4 Only 1 Wound is recovered for chariot models and a single crewman is recovered for War
Machines. Players may use gold crowns from their treasury to restore the chariot/war machine to their full
number of Wounds/Crew. However, you must pay 50% of what the model normally cost.
5-6 The model makes a full recovery and all of its Wounds/crew are recovered.

CHARACTER RECOVERY TABLE


Roll a D6 for each destroyed character: on the result of a 4+ the character makes a full recovery. On the
result of 1-3 roll on the following table:
D6 Recovery
1 Seriously Injured. Roll another D6: 1=Dead! 2=-1M, 3=-1WS&BS, 4=-1A, 5=-1S, 6=-1T.
2 Captured! See the GM for details & the escape attempt chart (below).
3 Lost Artifact. If the character has any magic items, he/she randomly loses one. If the enemy rolls
a 6 however, they can keep the item, otherwise it is lost.
4 Minor Injury. Roll as for the Seriously Injured result. However the penalty only applies to the
next battle the character takes part in. A 1 counts as being in a coma rather than dead and so the character
may not take part in the next battle in which his/her banner fights.
5 Psychological Injury. Roll another D6: 1= Fear army book which fought against. 2=Stupidity.
3=Hate army book which fought against. 4=Frenzy. 5=Immune to Psychology. 6=Stubborn. If the character
has the rule already, roll again.
6 Heroic Escape. The character escapes injury and death. A random characteristic is increased by
+1 (up to a maximum of 10, except Wounds).

ESCAPE ATTEMPT CHART


If one of your character models has been capture by an enemy faction, the character may try and escape
during any subsequent Conquest & Build Phase (which happens at the end of each season). If a character
makes an escape attempt, roll a D6:

1-2 The character’s heroic escape attempt fails and he is slain during the debacle! Either beheaded by
his captures or by falling and breaking their neck, or some other mishap (opponent’s choice). The character
is dead (for real!) and is removed from the campaign.

3-4 The escape attempt fails and the character remains a prisoner of war. The character may attempt to
escape again in the next Conquest & Build Phase.

5 The character successfully escapes! However all of the character’s magic items and equipment are
lost and any mount (if they have one) is slain. The character rejoins the banner he was assigned to and the
controlling player may use gold to buy the character new equipment, magic items, and/or a mount as
normal.

6 The character heroically escapes with all of their equipment, magic items, and mount (if they have
one). They also gain the Hatred special rule against the race/army book that held him as a prisoner. The
character rejoins the banner he was assigned to.

SUMMON FOUL CREATURES


Any ‘Forces of Destruction’ aligned army may choose to make a sacrifice to their dark gods in any Build
Phase in attempt to summon a Monster to be bounded to their army, this works as follows. First choose the
Monster you would like to include in one of your banners including any options available to the Monster
you would like to include. Monsters may be chosen from the player’s army book, Storm of Magic or
Monstrous Arcanum (or any Battle Scroll). Next you must select a number of units (from the banner in
which the summoned monster will join) who’s point values equal or exceed the total points value of the
monster. The selected units will be sacrificed in order to summon the Monster. Note that you must select
entire units (this includes whole units that may not be at their original unit size). You may NOT choose a
few models from several different units. Players may also sacrifice captured enemy characters, see the GM
for details.

Once the sacrificial units have been chosen, they are sacrificed in a heinous ritual dedicated to the ruinous
powers. The sacrificed units are destroyed; remove them from the banner’s roster. Roll 2D6 on the
following table to determine the outcome of the sacrifice:

2-3: Disinterested. The gods pay you and your ritual no mind. The Monster summoning fails.
4-6: Unholy Offering. The Monster summoning fails. This offering, however, amuses the gods and the
player adds 100 gold crowns to his treasury.

7-8: It’s Outta Control! The Monster is successfully summoned but a brief struggle ensues while
bringing it under control. The Monster is at half its Wounds as listed on its profile (rounding up) and you
lose 2D6X10 points from the banner that has summoned the Monster. The controlling player may decide
which models are removed.

9-10: Success! The Monster is successfully summoned.

11-12: The most ancient of its kind! The Monster is successfully summoned and it adds +3 Wounds to its
profile.
APPENDIX I

THE DARK TIDINGS CAMPAIGN: SIEGE RULES


In the Dark Tidings Campaign, we will be using the Warhammer: Siege supplement written for the 5th
edition of WFB. These rules translate nearly perfectly into the 8th edition of Warhammer and create
extremely, fun, challenging and tactical games for assaulting fortresses in Warhammer. All the main siege
rules from Warhammer: Siege (pages 5-29) apply, in addition to the following amendments and additions
for the Dark Tidings Campaign (below).

Fortress Garrisons
Castles contain a garrison of 1,000 points. In a siege game involving a castle, the castle will consist of 3
walls (including the gatehouse) and 3 towers.

Cities contain a garrison of 1,750 points. In a siege game involving a city, the city will consist of 4 walls
(including the gatehouse) and 4 towers.

When a player attempts to capture a castle or city in the Dark Tidings Campaign, Scenario 9 – Final
Assault from Warhammer: Siege will be used. However, victory conditions for this scenario will be as
follows:

Winning a Siege
The fortress is divided into a number of fortress sections; the winner of the siege game will be the player
that controls the most fortress sections. Each wall section and tower is counted as a separate fortress section
for determining the winner of the game. To control a fortress section, a player must have a least one, non-
fleeing, model on or in the fortress section with no enemy models in or on the same section (ignore all
fleeing models).

Additionally, if the Attacker moves at least one unit of 5 or more models (who are not flyers and are not
fleeing) off the courtyard table edge inside the fortress, the Attacking player counts as claiming an
additional fortress section for purposes of winning the game.

The Attacker wins a siege game if he controls more fortress sections than the Defender. If the Defender
controls more fortress sections than the Attacker, the Defender wins the game. If the Attacker and Defender
both control an equal amount of fortress sections the result is a draw – however the Attacker still fails to
capture the fortress.

Note: if a fortress wall or tower is destroyed, then it no longer counts towards victory conditions.

Siege Rules Amendments and Clarifications


• Only models with the Troop Type designation of Infantry or Monstrous Infantry may use siege
equipment. Additionally, each Monstrous Infantry model counts as two models from the purposes of using
siege equipment.

• Each Monstrous Infantry model counts as two models for purposes of calculating Seizing the Ramparts.

• Flyers may assault walls and towers without the aid of siege equipment and strike in Initiate order as
normal, but still require ‘6s’ on their rolls ‘To Hit’. Additionally, all fortress sections count as Dangerous
Terrain for Flyers moving about the castle, including assaulting a fortress wall or tower from open ground
(i.e. Flyers must test for Dangerous Terrain when successfully charging a fortress section, or moving from
different fortress sections). Flyers must test for Dangerous Terrain in this manner even if they have the
Strider special rule. Flyers moving about a fortress may never use their Movement characteristic to move,
they must fly.

• Stomp Attacks (and Thunder Stomps) may not be used against units defending or attacking a fortress
sections.
• Siege Towers have 5 Wounds and a 4+ armour save.

• A Siege Tower may hold a maximum of 12 Infantry or 6 Monstrous Infantry models. Note that a separate
unit may ‘push’ the tower. For example, a unit of 6 Ogres riding a Siege Tower could be pushed by a unit
of Gnoblars.

• Units with the Frenzy or Stupidity special rules may carry log rams as normal.

• Anywhere in Warhammer: Siege where it states a model may ‘strike first on the charge [as normal]’ is
replaced with ‘strikes in Initiative order as normal’. Note: in 5th edition Warhammer, chargers always
struck first in combat.

• Only units of Infantry, Monstrous Infantry, Swarms, and War Beasts may be deployed or move about
fortress walls and towers.

• War machines may be placed on top of a tower or wall provided there is space. Note that a single war
machine and its crew occupy the entire top level of a tower – there is no room for any additional units.

• Any Model with the fly or flying cavalry special rule may deploy or move about the castle sections
provided there is space for them to fit.

SIEGE SPECIAL RULES

SCALE WALLS
Some creatures have an innate ability to climb vertical walls and other sheer surfaces, from hooked talons
to adhesive tentacles, or some other grasping appendage.

Models with the Scale Walls special rule may charge a castle wall or tower section and climb without the
aid of siege equipment. Such models will strike at their normal Initiative, however they will still require a
natural ‘To Hit’ roll of 6+ (until they seize the ramparts).

The follow units have the Scale Walls special rule:


• Arachnarok Spiders
• Flamers of Tzeentch
• Forsaken
• Giant Spiders
• Gigantic Spiders
• Tomb Swarms
• Yhetees

In addition, Chaos Spawn may have the Scale Walls special rule as an upgrade for +25 points.

MONSTERS & FORTRESSES


Many monsters are so huge that they stand as tall as a fortress wall.

Models with the Troop Type: Monster and who also have the Large Target special rule, may charge
fortress walls (but not towers) and attack either the wall section itself or models manning the walls.

Monsters attack the wall itself in the normal manner. If the monster chooses to attack models on top of the
wall, the following rules apply: the monster’s Attacks characteristic is replaced with the Random Attacks
(D6) special rule and the monster also gains the Always Strikes Last special rule. Additionally, Monsters
attacking models on the wall in this manner will roll ‘To Hit’ as normal (i.e. they do not need ‘6s’ to hit),
but suffer a -1 penalty on their rolls ‘To Hit’ due to the protection of the wall ramparts.

A monster with the Scale Wall special rule will ignore the monster rules presented here.
MAGIC
All the rules for Magic as described in Warhammer: Siege apply (which mean most spells have no effect on
the fortress itself), though spells such as magic missiles can still target enemy models on the fortress walls
and towers.

• Ignore the 7 spells described in Warhammer: Siege that may damage the castle, for these are 5th edition
spells. The following list of spells are the only spells, which may target and damage a fortress section, each
spell listed will cause a single S10 hit upon the fortress section with the Multiple Wounds (D3) special rule.
These spells are:

•Foot of Gork (Lore of the Big Waaagh!), Wallopin’ Great Krunch (Lore of the Big Waaagh – Storm of
Magic spell), Doom Bolt (Lore of Dark Magic), Bolt of Change (Lore of Tzeentch), Cracks Call (Skaven
– Lore of Ruin), Pit of the Underworld (Skaven – Lore of Ruin – Storm of Magic spell), Fireball
Barrage (Lore of Fire – Storm of Magic spell), Urannon’s Thunderbolt (Lore of Heavens), The
Penumbral Pendulum (Lore of Death), and Ruiner of the Wrought (Lore of the Wild – End Times
spell).

• Models may never be summoned (or created in any manner by a spell) on or inside any fortress section,
nor may units be summoned/created in the courtyard of a fortress.

• Magic items, spells and special rules that grant a bonus ‘To Hit’ in combat (i.e. the Sword of Striking) or
that allow a model to hit automatically have no effect when assaulting a fortress wall or tower. The model
still requires a ‘6’ to hit on their ‘To Hit’ rolls.

SIEGE EQUIPMENT
Siege equipment is extremely important when attempting to take a fortress. In the Dark Tidings campaign,
a defender may spend up to 25% of his garrison force on siege equipment (this comes out of the garrison
total point cost). Attackers, however, may spend additional gold crowns from the player’s treasury on
siege equipment. Attackers can spend up to 25% of their army size on siege equipment provided they have
the gold to do so.

For example, Rick attacks Dan’s castle with a 2,000-point banner. Rick may choose to spend up to 500
additional points on siege equipment using gold from his treasury. Dan will simply pay for his defender
siege equipment from his 1,000-point garrison force allowance.

After a siege game all siege equipment is lost. Attackers must buy new siege equipment each time they
assault a fortress. This represents the expense involved in committing to a siege.

The most common siege equipment is described in Warhammer: Siege. Additional siege equipment is
described below.

New Siege Equipment


A variety of new siege equipment is described below. Each siege equipment ‘unit entry’ describes the
points cost and profile (if it has one), along with any weapons, crew, equipment, upgrades and special rules
it has – just like a standard unit entry described in the Warhammer army books. The siege equipment
described below is divided into two lists, one for siege equipment available to the Besieged Force and one
for siege equipment available to the Besieging Force. Note: some siege equipment is only available to
specific armies (i.e. Dwarfs only); this will be clearly stated in the siege equipment rules entry.

Siege Engine Crew


Several of the siege equipment presented here include a specific number of crew required to operate the
siege engine, this is described in the details of the particular siege equipment. Where this applies, crew is
selected from the listed profiles below for the appropriate army. For example, a High Elf army will use the
profile for ‘Elf Crew,’ an Ogre army will use the profile for ‘Gnoblar crew,’ a Vampire Counts army will
use the profile for ‘Undead crew,’ and so on. All siege engine crew will follow the appropriate special rules
of their particular race, if they have any (i.e. Skinks are Cold-blooded, Goblins Fear Elves, High Elves
Always Strike First, etc.).

M WS BS S T W I A LD
Chaos Marauder Crew 4 4 3 3 3 1 4 1 7
Daemon Crew 4 4 3 4 3 1 5 1 7
Dwarf Crew 3 4 3 3 4 1 2 1 9
Elf Crew 5 4 4 3 3 1 5 1 8
Gnoblar Crew 4 2 3 2 3 1 3 1 5
Goblin Crew 4 2 3 3 3 1 2 1 6
Hobgoblin Crew 4 3 3 3 3 1 2 1 6
Human Crew 4 3 3 3 3 1 3 1 7
Skaven Crew 5 3 3 3 3 1 4 1 5
Skink Crew 6 2 3 3 2 1 4 1 6
Undead Crew 4 2 3 3 3 1 2 1 5
Ungor Crew 5 3 3 3 3 1 3 1 6

NEW EQUIPMENT FOR THE BESIEGED FORCE

STONE THROWER Points/model: 90

M WS BS S T W I A LD
Stone Thrower - - - - 7 3 - - -

Troop Type: War Machine (Stone Thrower)

Unit Size: 1 Stone Thrower

Crew: 3

Equipment (crew): Hand weapon.

Special Rules: Stone Throwers (see the Warhammer rulebook for details).

BOLT THROWER Points/model: 50

M WS BS S T W I A LD
Bolt Thrower - - - - 7 3 - - -

Troop Type: War Machine (Bolt Thrower)

Unit Size: 1 Bolt Thrower

Crew: 3

Equipment (crew): Hand weapon.

Special Rules: Bolt Throwers (see the Warhammer rulebook for details).

ROTTING HEAD AMMO 50 points per Stone Thrower


Rotting head ammo is a special ammunition upgrade for any Stone Thrower war machine. Instead of firing
normally, the stone thrower may fire the rotting head of the enemy. The stone thrower fires as normal, but
all models hit by the template (including the model underneath the hole) suffer a S2 hit. After resolving any
hits, the target unit must take an immediate Panic test (regardless of casualties).

MOAT 150 points


An entire fortress may be upgraded to have a moat as an extra defense, which surrounds the fortress with a
trench filled swampy water, oil, or blood. Any model moving through the moat must take a dangerous
terrain test. Models with the Strider special rule may not ignore the dangerous terrain of a moat.

NEW EQUIPMENT FOR THE BESIEGING FORCE

STONE THROWER Points/model: 90

M WS BS S T W I A LD
Stone Thrower - - - - 7 3 - - -

Troop Type: War Machine (Stone Thrower)

Unit Size: 1 Stone Thrower

Crew: 3

Equipment (crew): Hand weapon.

Special Rules: Stone Throwers (see the Warhammer rulebook for details).

Bolt Thrower Points/model: 50

M WS BS S T W I A LD
Bolt Thrower - - - - 7 3 - - -

Troop Type: War Machine (Bolt Thrower)

Unit Size: 1 Bolt Thrower

Crew: 3

Equipment (crew): Hand weapon.

Special Rules: Bolt Throwers (see the Warhammer rulebook for details).

Drunken Giant Points/model: 210


The enormous stature of a Giant makes them ideal siege weapons when attempting to capture a fortress. As
a result, generals often seek out slumbering Giants, recruiting them with promises of more ale and fresh
meats in exchange for bashing down stone towers and walls. When a Giant shows up drunk though, they
are hardly reliable!

M WS BS S T W I A LD
Drunken Giant 6 3 2 6 5 6 3 Special 8

Troop Type: Monster.

Unit Size: 1 Drunken Giant


Equipment: Huge club (hand weapon).

Special Rules: Large Target, Stubborn, Terror.

Giant: A Drunken Giant follows all the rules for Giants as described in Warhammer: Storm of Magic, but
with the above profile and the following Drunk special rule.

Drunk: Giants love nothing more than drinking ale…until there is none left! As a result Giants are
typically drunk – before, during and after the battle!

Drunken Giants have the Stupidity special rule. In addition, a Drunken Giant may never reroll a failed
Stupidity test, regardless of the source of the reroll.

Iron Tower Siege Engine (Dwarfs & Chaos Dwarfs only) Points/model: 190
The Dwarfs are experts a engineering war machines and other devices such the Iron Tower Siege Engine,
specifically designed as a steam-powered siege tower in order to assault fortress walls.

M WS BS S T W I A LD
Iron Tower Siege Engine 6 - - - 7 5 1 - -

Troop Type: Siege Tower (armour save 3+).

Unit Size: 1 Siege Tower

Equipment: Steam-powered ram.

Special Rules: Siege Tower, Large Target.

Steam-Powered Engine: A Dwarf Iron Tower Siege Engine counts as s siege tower in all respects (see
Warhammer: Siege for details). However, since the tower is propelled by a steam-powered engine a unit
does not (and cannot) push the tower, it simply moves 6” on it’s own steam and may charge as normal. Up
to 16 Dwarfs may ride inside of the Iron Tower Siege Engine and assault the fortress walls as normal.

Steam-Powered Ram: Attached to the front of the tower is a huge steam-powered battering ram. When the
Iron Tower Siege Engine is in base contact with a fortress section, the tower may attack the fortress section
in the same manner as a log ram. The steam-powered ram always has a Strength of 8 and causes D6
damage per attack on fortress sections.
APPENDIX II

WELCOME TO THE LAND OF THE DEAD!


With the return of the Great Necromancer, Nagash, the Tomb Kings of Nehekhara have mustered to defend
their realm from the despised Usurper. The armies of the Tomb Kings march forth to ensure the absolute
destruction of the vile necromancer whose heinous ambitions eternally condemned an entire empire to the
horrific state of undeath.

As a result, a new area of tiles has been added to the map to represent the deserts of ancient Nehekhara –
the Land of the Dead. During the Summer Season of the Year of the Living Dead, players may choose to
relocate armies to plunder the ancient tombs, pyramids, and sarcophagi of this forgotten realm.

During the Movement phase in the Summer Season – Year of the Living Dead only, each player may
choose to relocate one or more of their banners to the Land of the Dead instead of moving normally. In
order to do this, the player must pay 100 gold crowns to transport each banner that is moved to the Land of
the Dead. The first banner of each empire chosen is automatically relocated to a random perimeter tile in
the Land of the Dead portion of the map. If a second banner is chosen, they are relocated in the same
manner, only if the controlling player first rolls a 4+ on a D6, otherwise the banner cannot be moved at all
this turn. If a third banner is chosen to be relocated in this manner, the controlling player must first roll a 6+
on a D6 otherwise it cannot be moved at all this turn.

Loot the Tomb!


The Land of the Dead is filled with untold lost treasures and ancient ruins buried within the sands of
Nehekhara. Many avaricious interlopers travel to these baking deserts in search of their own fortunes.
Most, however, only find their ultimate doom….

Any army/banner in any Land of the Dead tile (except a Tomb King army/banner), and where there is no
enemy banner in the same tile, may attempt to ‘loot the tomb’ at the start of each Revenue phase. If a
banner decides to loot the tomb, roll a D6:

1.Curse of the Tomb Kings. Randomly choose a character model from your
banner and roll a D6: on the roll of a 1-5, the chosen character permanently loses
a Wound from their profile. On the roll of a 6, the chosen character is slain and
permanently removed from the campaign, having succumbed to the vindictive
maledictions of the Liche Priests of Nehekhara or some other ancient curse. Their
equipment, mount, and magic items may be re-distributed to models in the same
banner; otherwise they are lost (Monster mounts may continue to be apart of the
army without a rider).

2-3. Here be Gold! Add 2D6x10 gold crowns to your treasury.

4-5. Here be lots of Gold! Add 3D6x10 gold crowns to your treasury.

6. Ancient Artifact! Make a single roll on the Heirloom Table. The item must be given to a
model/unit in the banner that discovered it. In addition, a Tomb Kings army gains the Hatred special
rule when fighting against an army that includes the stolen magic item.

Khemrian Quicksand
The shifting sands of ancient Nehekhara are unseen deathtraps to the untrained eye. Mighty beasts and
impetuous warriors often only discover the quick sands after it is far too late, as they are slowly suffocated
and consumed by the desert itself.

When fighting a battle over any Land of the Dead map tile, the battlefield must include D3 terrain pieces of
Khemrian Quicksand (as described on page 121 of the Warhammer rulebook).
The Black Pyramid of Nagash
The Black Pyramid of Nagash is the largest construction of the known world and it is said to be the
reservoir of pure power that eternally fuels the Great Necromancer’s omnipotence.

The empire that controls the Black Pyramid of Nagash tile may choose to give one of their wizards the
Loremaster (Lore of Undeath) special rule at the start of any campaign turn. The chosen wizard will have
the Loremaster (Lore of Death) special rule for the entire campaign turn.

In additionally, at the end of each campaign turn, the player that controls the Black Pyramid of Nagash tile
may attempt to destroy the pyramid. No enemy banner may be in the Black Pyramid of Nagash tile in order
to make an attempt to destroy the pyramid.

The player attempting to destroy the pyramid must expend 100 gold crowns in order to destroy the pyramid
and then roll a D6. On the result of a 6, the pyramid is destroyed.

The following modifiers may be applied to this D6 roll:

• +1, for each additional 200 gold crowns spent to destroy the pyramid
• +1, if Nagash was slain in a battle this turn
• -1, if an army that includes Nagash won a battle this turn
• -1, if a banner from your empire lost a battle against any Nagash banner this turn
• An additional +1/-1 may be determined by the GM

A player who destroys the Black Pyramid of Nagash adds a +5 bonus whenever the player determines the
total number of tiles they control in the campaign. This bonus cannot be lost, even if the Black Pyramid is
rebuilt.

The Black Tower of Arkhan


This lonely, spine-chilling tower juts forth from the sands like a wicked, black spike and is said to be the
domain of Nagash’s loyal vizier – Arkhan the Black. Though the great Liche King is seldom home,
interlopers and thieves would do well to beware of Arkhan’s cunning traps and unforgiving wrath.

Any battle that takes place on the tile that includes the Black Tower of Arkhan must use the Watchtower
scenario (as described on page 150 of the Warhammer rulebook). The winner of the game may choose to
search the Tower of Arkhan immediately after the game. On the roll of a 4+, the player may make a roll on
the Heirloom table. The item must be immediately assigned to a model in the army that just won the game.
After assigning the magic item, roll a D6. On the result of a ‘1’ the item is cursed. The model permanently
loses 1 Wound and the item is useless. On the result of 2+, the bearer of the artifact keeps the item, but
Arkhan the Black (and any army he is in) gains the Hatred special rule against any army that includes the
stolen artifact.

The Blood Fort


After the Daemon Prince Goreblade Skulltaker renounced Khorne by making a pact with the Great
Necromancer Nagash, many of his Khornate warriors abandoned the Daemon’s campaign of conquest.
After commandeering Imperial vessels at the Sea of Claws, the warriors of Chaos pillaged and raided the
eastern cost of the Empire and Bretonnia until they made landfall upon the deserts of Nehekhara. There the
warriors erected the Blood Fort from the ruins of ancient citadel, which now stores their vast wealth
acquired from their glorious plunders.

Due to the riches plundered by the warriors of Khorne, the Blood Fort functions as both a castle and a
mine. Note if a ‘1’ is rolled after generating revenue than the Blood Fort has exhausted its supply of
treasure and no longer functions as a mine.

Tomb Kings Errata


The following errata is applied to all Tomb King armies in the Dark Tidings Campaign. Note: these rules
only apply to Warhammer: Tomb Kings, and not to the Undead Legions army list described in
Warhammer: Nagash.

Hierophant
• The army Hierophant has the Regeneration special rule. If a unit with the Nehekhara Undead special rule
is joined by a Hierophant, the entire unit gains Regeneration (5+).

Resurrected Wounds
• All spells, magic items, and special rules that resurrect/heal Nehekhara Undead models may also heal
character models with the Nehekhara Undead special rule as well.

The Lore of Nehekhara Lore Attribute


• Lore Attribute: Change D3+1 to D6+1. Constructs gain D3 Wounds.

Tomb King Chariots


• Tomb King Chariots have a Strength characteristic of 5.

Dust Goblins
• Dust Goblins may be taken as Core units (see Warhammer: GROM for details).
APPENDIX III

NEW CAMPAIGN UNITS


Any player that has a model in their collection that is no longer supported with rules in the current army
book or has simply modeled a new type of unit for their army all together may include this model/unit in
the campaign.

A photo and description of the model must be forwarded to the GM at least one week in advance before the
campaign begins. The GM will create rules for the model for use in the campaign.

THE IMPERIAL WAR WAGON

Any Empire army may include an Imperial War Wagon as a Rare unit.

Imperial War Wagon Points/model: 150

M WS BS S T W I A LD
War Wagon - - - 5 5 5 - - -
Crewman - 3 3 3 - - 3 1 7
Warhorse 8 3 - 3 - - 3 1 5

Unit size: 1

Troop Type: Chariot (Armour Save 2+)

Crew: 6 Crewmen

Drawn by: 2 warhorses

Equipment (Crewman): Hand weapon and 1 experimental engineer weapon each (see below)

Options: A Master Engineer may choose to ride a War Wagon replacing one of the crew. If this option is
taken, the Master Engineer may not select any of his normal options (except light armour and magic items)
but will automatically be equipped with the experimental engineer weapon of the crewman he replaces for
free (the Empire player chooses which crewman is replaced by the Master Engineer). An Imperial War
Wagon ridden by a Master Engineer will come out of the Heroes points allowance rather than the Rare
points allowance.

SPECIAL RULES: Large Target; Immune to Psychology.

Experimental Engineer Weapons


Each of the 6 crewmen are equipped with one of 6 different experimental engineer weapons, each with
their own special rules as described below. A War Wagon only has one of each of the following
experimental weapons. Note that the War Wagon’s fighting platform is so large and sturdy that the crew
can carefully balance their weapons even as the wagon moves. As a result, all ranged attacks from the War
Wagon do not suffer the normal -1 penalty ‘To Hit’ for moving and shooting.

Man-Catcher: Close Combat attacks made with this weapon have the Heroic Killing Blow and Requires
Two Hands special rules.

Ball and Chain: Close Combat attacks made with this weapon are resolved at Strength 5 and have the
Armour Piercing and Requires Two Hands special rules.

Hook Halberd: Close Combat attacks made with this weapon are resolved at +1 Strength and have the
Devastating Charge and Requires Two Hands special rules.
Blunderbuss: This weapon is treated as a Breath Weapon (Strength 3). When firing the weapon in the
Shooting Phase, place the narrow end of the template so that it touches anywhere along the front edge of
the War Wagon’s base and follow the rules for Breath Weapons as normal.

Repeater Handgun: See page 31 of Warhammer: The Empire. Note: a repeater handgun may be fired
from atop the War Wagon even if the War Wagon has moved.

Hochland Long Rifle: See page 31 of Warhammer: The Empire. Note: a Hochland Long Rifle may be
fired from atop the War Wagon even if the War Wagon has moved.

DWARF BEER TANK

Any Dwarf army may include a single Dwarf Beer Tank as a Rare unit.

0-1 Dwarf Beer Tank Points/model: 275

M WS BS S T W I A LD
Beer Tank 6 - - 6 6 8 - - -
Thunderer - 4 3 3 - - 2 1 9

Unit size: 1

Troop Type: Chariot (Armour Save 2+)

Crew: 5 Dwarf Thunderers

Equipment (Crewman): Hand weapon and Dwarf handgun.

SPECIAL RULES: Large Target; Unbreakable; Terror; Impact Hits (D6+2)

Battle Bridge
The Beer Tank and crew may fire all their shooting weapons (including the cannon) even if the Beer Tank
moves. Additionally, despite counting as a chariot, the Beer Tank does not have the swift stride special
rule.

Beer Cannon
The Beer Cannon mounted on the front of the tank is operated by a pair a Dwarf Engineers from within the
tank, and fires by releasing a burst of air pressure built up from inside the tank. Those unfortunate enough
to be caught in the blast will be showered by a volatile concoction of Dwarf Fire Beer and molten tar
designed to stick to any surface it touches (be it armour or flesh!) were it consumes its victims in a
conflagration of burning beer!

To fire the beer cannon, select a target according to the rules for shooting and fire as for a Flame Thrower
(as described in the Warhammer rulebook). If a misfire is rolled, the beer cannon does not fire this turn and
the Beer Tank suffers D3 Wounds with no save of any kind allowed.

In addition, once per game, the beer cannon may be fired when the Beer Tank is in combat, this is treated
just like a Breath Weapon Close Combat Attack (treat as Initiative 1), except the Dwarf player must still
roll the artillery dice to see if the cannon misfires. If the cannon does not misfire, the number result is
simply ignored.

Armoured Tank
On turns where the Beer Tank is in combat, but did not charge, it causes D6+2 Impact hits. These hits can
never affect units fighting in the Tank’s rear.
Mobile Brew House
The Beer Cannon carries a reserve of Dwarf Fire Beer, which the Dwarf crew will always drink when the
Beer Tank declares a charge. For the remainder of the player turn, the Dwarf crew gain +1 Strength and the
Devastating Charge special rule.

Runes of Sanctuary
The Beer Tank is inscribed with several potent runes of anti-magic, which provides the tank with a Magic
Resistance (3).

GOTREK GURNISSON & FELIX JAEGAR

Any Empire, Dwarf or Bretonnian army may include Gotrek & Felix. Their points cost count towards your
Rare unit allowance.

M WS BS S T W I A LD
Gotrek 3 8 2 4 5 5 5 4 10
Felix - 6 4 4 - - 5 3 -

Points: 425.

Troop Type: Infantry (Special Character; Dwarf Daemon Slayer).

Equipment: (Gotrek): Gotrek’s Rune Axe.


(Felix): Wyrmslayer Blade and light armour.

SPECIAL RULES (Gotrek & Felix): Unbreakable, Magic Resistance (2), Relentless.
SPECIAL RULES (Gotrek only): Resolute, Slayer, Ancestral Grudge, Death Blow, Dragon Slayer,
Daemon Slayer.

Gotrek’s Doom
Gotrek is the most fearsome Dwarf slayer of all time and, along with his companion Felix, has single
handily thwarted countless diabolical plots, malevolent invasions of the Empire and apocalyptic disasters.
Throughout these heroic ventures, and to the Slayer’s vexation, Gotrek ever fails in his quest to meet his
Doom…

Gotrek and Felix benefit from a 4+ ward save.

Vagabonds
Gotrek and Felix are mounted together on a single 60 x 40 mm base and are treated as a single infantry
model with a single set of wounds. They have a combined armour save of 6+. Felix’s profile is only used
when he attacks.

In addition, Gotrek and Felix may never join another unit and may never be the army General.

Arch-Nemesis
Without always even realizing it, Gotrek and Felix have thwarted the plans of the nefarious Skaven
sorcerer, Grey Seer Thanquol, numerous times during their adventuring career.

As a result, Grey Seer Thanquol gains the Hatred (Gotrek & Felix) special rule and Gotrek & Felix may
not use their Magic Resistance against any spell cast by Thanquol. Additionally, Gotrek and Felix cause
Terror in Grey Seer Thanquol and any unit he is with. Thanquol must make a Terror test caused by Gotrek
& Felix even if he (or his unit) would otherwise be immune to Terror (if this Terror test fails, Thanquol
and his unit will flee, even if they are normally unbreakable) and must also take Fear tests if engaged in
Close Combat with Gotrek & Felix, even if Thanquol would otherwise be immune to Fear.
MAGIC ITEMS

GOTREK’S RUNE AXE


Gotrek’s axe is a Dwarf-forged weapon inscribed with a myriad of ancient runes so archaic that no living
Runesmith is able to read them, let alone duplicate them! Where Gotrek found the axe also remains a
mystery, though some believe it is one of the ancient rune axes of the Dwarf deity, Grimnir!

Gotrek’s Rune Axe has the Heroic Killing Blow special rule. In addition, no armour saves are allowed
against any wounds caused by Gotrek’s Rune Axe.

WYRMSLAYER BLADE
A lost heirloom of the knightly Order of the Fiery Heart, the Wyrmslayer blade came into the possession of
Felix Jaeger during one of his many adventures with the Dwarf Trollslayer, Gotrek Gurnisson. When
Dragons are near, the blade seemingly awakens with a mind of its own, directing its bearer toward the
scaly wyrms.

The Wyrmslayer Blade adds +2 to Felix’s Attacks. If there is a Dragon (of any type) within charge range of
the model bearing the weapon, the entire unit the bearer is with must declare a charge against it.
Additionally, any hits caused by the Wyrmslayer Blade against a Dragon (of any type) will wound
automatically.

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