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The Shrouded Isle

A Warhammer Fantasy Battle Campaign


By Jon Kerr

www.TaleOfFourGeeks.co.uk

Contents
A Warhammer Fantasy Battle Campaign ......................................................................................... 1
Introduction ...................................................................................................................................... 3
Albion................................................................................................................................................ 5
History .......................................................................................................................................... 5
The Mists Lift ................................................................................................................................ 6
The Campaign ................................................................................................................................... 7
Objective ....................................................................................................................................... 8
Painting ............................................................................................................................................. 9
Scenery Bonuses ......................................................................................................................... 10
Painting Schedule ....................................................................................................................... 11
Rules ............................................................................................................................................... 12
Creating Characters .................................................................................................................... 12
Your Armies ................................................................................................................................ 12
Additional Army Selection Options......................................................................................... 13
Heroes of Legend and Veteran Regiments .......................................................................... 13
Your Territory ............................................................................................................................. 13
The Turn ...................................................................................................................................... 13
Random Events ....................................................................................................................... 14
Move Armies........................................................................................................................... 15
Declare War ............................................................................................................................ 15
Roll for Mines ......................................................................................................................... 15
Fight Battles ............................................................................................................................ 16
Resolve Victories, Defeats & Injuries ...................................................................................... 16
Resolve Expeditions ................................................................................................................ 18
End of Turn ............................................................................................................................. 18
Racial Bonuses ............................................................................................................................ 19
The Map .......................................................................................................................................... 20
Locations ..................................................................................................................................... 21
The Games ...................................................................................................................................... 24
Weather ...................................................................................................................................... 24
Bonus Games .............................................................................................................................. 24
Regiments of Renown ................................................................................................................. 25
500pt and 750pt games .............................................................................................................. 25
Where to start?! ............................................................................................................................. 26
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Introduction
To the west of the Old World lies a raging area of ocean, thundering rain falling upon
the crashing waves like the tears of the old ones. When the storm rarely dies down,
the area is still covered by an impenetrable fog. Ship captains avoid the area like the
plague, knowing full well that no ship that ever enters that region of sea is ever
sighted again. Even on the outskirts, the fog is so thick a sailor would be unable to
see from port to starboard on the deck of his ship.
Legend tells that every few centuries, the mists clear to reveal Albion- a mysterious
and isolated isle in the middle of the sea, inhabited only by Giants and reeling with
magical energies. Tales are abundant of magical artefacts lost to the island, powerful
wizards who take refuge to hide from the world, temples which harness the winds of
magic and other such fanciful stories, but these are surely just fairy tales.
Regardless, word is spreading that the mists have once again lifted, and a strange
island is visible on the horizon. Few captains are insane enough to investigate, since
who knows how fast the storms will return? It would be wise not to ignore this
opportunity, however, since enemy forces will be quick to take any advantage that
can be gained from the Shrouded Isle. You should gather your armies...

This slow-grow campaign is designed as an easy way to build up a Warhammer Fantasy army in
manageable chunks, to set short term painting objectives, and build upon tactics gradually.
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The objective is that after 18months all participants will have a fully painted 1500pt army and an
understanding of how to be a good general!
The campaign is based on Albion, a mysterious island in the ocean to the west of the Old World.
Usually shrouded in mist and rain, the island occasionally reappears for a short time every few
centuries.
Your forces have been sent to investigate the island- to what end is up to you entirely. A
Daemons of Chaos force might wish to take control of the fabled Ogham stones, in an attempt to
tap their power to open a gate to the Realm of Chaos. High Elf forces may be racing to the Island
to ensure that the forces of Chaos do not tamper with these ancient stones and damage the
fragile barrier between dimensions. Wood Elves may wish to travel to Albion to continue their
search for the dying Wych Elm species, in the hope that the uncharted island still contains a few
groves of these magical trees. Other races may simply wish to fight, plunder, loot or look for the
legendary artefacts on the island. Your motivations are your own.
Terminology:
Throughout this campaign pack there will be references to multiple different rules sets and other
terminology. For those not necessarily familiar with Warhammer Fantasy:

Warhammer Fantasy Battle (WFB) is the core rules set for Warhammer, which will be
used for most of the games in this Campaign.
Regiments of Renown is an adapted and greatly simplified version of the WFB system,
which allows skirmish games to be played with 100pts worth of troops.
For 500pt and 750pt games, we will be using the WFB core rules with some minor
changes to reduce the devastating effects of magic spells in such small games, and allow
more flexibility in army selection.
Triumph and Treachery is an addition to the core WFB rules to allow multiplayer games
for up to 5 players. It also includes a mess with your mates mechanic using decks of
cards to provide additional rules, similar to games like Munchkin.
Storm of Magic (SoM) is an addition to the core WFB rules to allow insane, large scale
games of Warhammer with additional monsters, huge spells and random effects. The
SoM book contains stat-lines and points values for a huge range on monsters and
creatures. This is further supplemented by the Monstrous Arcanum book from Forge
World which adds to the available selection of creatures. This campaign will not only use
the full SoM rules for a few fun games, but will also allow the use of SoM and Monstrous
Arcanum units to be taken in standard lists.
For this campaign:
o Turn- One turn takes place over one month of real time.
o Season- One season consists of three Turns and as such lasts three months.
PDFs for all army books and Warhammer supplements (including SoM, T&T, and
Monstrous Arcanum) can be found in the following super-secret location!
www.taleoffourgeeks.co.uk/PDF

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Albion
Albion is a small island located in the Great Ocean, near the Old World. It is said that it rains
every day in Albion, and the islands are shrouded in mist and heavy fog and the land is
predominantly bogs, marshes and fens. This damp and gloomy environment is roamed by human
tribes, led by Truthsayers, guardians of the mysterious Ogham Stones, and inhabited by
creatures such as Giants and the strange Fimir.

HISTORY
A Tilean explorer and conqueror, Curious Gesar, the so-called First Citizen of Remas, was the first
to reach the shores of the misty islands and tried to bring the native barbarians his view of Tilean
culture. He wasn't successful, and resorted to taking Hengus the Druid and the two biggest
Giants of Albion with him back to the Old World to prove the existence of the magical island.
Back in Tilea he was assassinated and the giants now roam the Old World as mercenaries.

The Ogham Circles that dot Albion were erected by the giants of the land, under instruction from
the human Truthsayers during the First Great War against Chaos and work to steady the Winds
of Magic that blow from the Realm of Chaos in the north. Perhaps it is this magical saturation
that causes to abnormal weather which usually shrouds the island. The degeneration of man on
the island to Barbarians of the Stone Age or - at best - early Iron Age may also be a consequence
of this magical influx, or at least their complete lack of contact with the outside world.
After the second Great War against Chaos the cursed Daemon Prince Be'lakor managed to
escape his fate of madness and imprisonment and started to materialize in the Citadel of Lead in
the north eastern Albion. He misguided some of the Truthsayers to become his Dark Emissaries
to help him regain corporeal form. The Dark Emissaries roamed the Warhammer World in search
of any evil, warmongering, ambitious or at least greedy leader, to convince them to journey the
Islands of Albion. Using these forces they intended to divert the energies of the Stone Circles and
allow their Dark Master to materialise. Those Truthsayers that weren't corrupted also travelled
the Old World to find help against their fallen brothers.
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Fleets of all States and Races set sail to reach the shores of Albion to help or to stop the Dark
Master and to earn the artefacts of the Old Ones and so the events of the Shadows over Albion
took place.
In the aftermath of the Shadows over Albion some Dark Emissaries fled from the island and a few
Truthsayers followed them to hunt them down. Both sold their services to armies across
Warhammer World as mercenaries, using their ability to raise and control Fen Beasts for the
benefit of their employers.

THE MISTS LIFT


Once again the mists over Albion have lifted. Many races have sent landing parties back to the
island to once again colonise the territory and search for any magical artefacts which may
provide benefit.
Upon reaching the isle, no sign of any of the previous expeditions can be found. Your scouts
bring back word of other forces beginning to build camps around the shoreline of the island, but
no structures remain from the previous invasion of the island whatsoever.
You begin to set up your defences and send out forces to make some headway into the territory.

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The Campaign
The format of the campaign will be as follows:

A season consists of three turns.


Each turn lasts one month of real time
AND game time. Each season therefore
lasts 3 months.
Once per month the full group will
meet to carry out a turn on the
campaign map, and decide which
players will be paired up for games.

Each player starts at a certain point on


the map and can expand their territory
outwards, partly dependant on
winning/losing games.

You can play as many games per month


as you like, but only one game per
month fully counts towards the
campaign (there are other benefits to
playing additional games, detailed later in this pack.)

The first season starts with 100pt Regiment of Renown style games (a slight variation
on the standard rules, but generally you will need less than 10 models).

The second season starts at 500pts and we increase by 250pts per season. By the end of
the 18 month campaign we will all have a 1500pt fully painted army, and fingers crossed
we can all go to a tournament and have a proper good piss up!

Season
Season 1- Summer

Real time
June, July, August 2014

Season 2- Autumn

September,
November 2014

October,

Season 3- Winter

December 2014 ,
February 2015

January,

Season 4- Spring

March, April, May 2015

Season 5- Summer

June, July, August 2015

Season 6- Autumn

September,
November 2015
December 2015

The Battle
Albion

for
Total

October,

Games
Regiments of Renown (100pt games).
One game per month for three months.
500pt Warhammer Fantasy games (see
500pt rules changes). One game per
month for three months.
750pt Warhammer Fantasy games (see
750pt rules changes). One game per
month for three months.
1000pt Warhammer Fantasy games.
One game per month for three months.
1250pt Warhammer Fantasy games.
One game per month for three months.
1500pt Warhammer Fantasy games.
One game per month for three months.
1500pt
Triumph
and
Treachery
(multiplayer) grand finale.

18 Months real time.


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OBJECTIVE
The objective of the campaign is to collect Relics, while simultaneously capturing territories to
put your empire in the strongest position possible. The final battle of the campaign will decide
which empire gains final domination over Albion and ultimately wins the campaign.
Relics are the remnants of magical artefacts scattered throughout Albion, and will provide your
race with a huge advantage in the final Battle for Albion at the culmination of the campaign.

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Painting
At the beginning of each season, you must demonstrate exactly which models you have painted
that season and how many points they add up to. As long as the total is over 250pts, youve met
your target! You are one step closer to a finished army.
All games must be played with fully painted models! If you dont meet your painting
requirements you can continue to play games at the next point value but you will be playing
games at a disadvantage. Work out how many points you were short by in your painting target
last season and this must be subtracted from your army points total in every game until you
meet your target!

Points penalties are not cumulative from season to season, but you still arent permitted to use
unpainted models in any game. This just means that failing to meet your target might result in a
short term penalty, but longer term you should be able to juggle some points around, spend
some extra on wargear, and ensure you are back to having equal points in your future games.
While the above rules might sound harsh, its all in the spirit of the campaign. The idea is to have
some light pressure to reach your painting targets and continue to progress through the army.
250pts should not be too onerous for anyone and equates to roughly a unit, large monster or
character per season (3 months!).
Tips and tricks:

Get your Core selections (the bulk of your troops) done early in the campaign. The
minimum core allocation for a 1500pt army is only 375pts. Once that core is done you
may never have to paint troops in bulk again!
Use your characters as a Get out of Jail free card. A Lord level Wizard will be
approximately 250pts alone, for a single miniature! Consider saving him for that month
when real life/work get busy and you cant complete your painting allowance.
Similarly, large monsters can be up to 250pts for a single miniature. While this is a large
and time consuming project, its much more rewarding than batch painting infantry. Use
this opportunity as a break in between painting your large units!

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SCENERY BONUSES
Creating themes pieces of scenery to go with your army is a great way to build up a collection of
scenery for gaming with, that you can take anywhere.
As a bonus award, each piece of scenery you build for your army (to a maximum of four, but feel
free to create more!) will give you a bonus for capturing an enemy territory! Your opponents
Fortification Save roll (detailed in the Blood in the Badlands rules) will be at -3 for a single roll,
giving you an almost guaranteed capture of an enemy tile! This cannot be used on the
opponents Capital.

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PAINTING SCHEDULE
Bear in mind that you need to meet the following painting schedule to keep up with the
campaign:
Season
Pre-Campaign

Real time
Pre June 2014.

Season 1- Summer

June, July, August 2014

Season 2- Autumn

Season 4- Spring

September,
October,
November 2014
December 2014 , January,
February 2015
March, April, May 2015

Season 5- Summer

June, July, August 2015

Season 6- Autumn

September,
November 2015
December 2015

Season 3- Winter

The Battle
Albion

for
Total

October,

Painting Requirement
Regiments of Renown (100pts individual
models) plus your 3 army counter tokens
(details given in the Rules section).
400pts models to bring your total up to
500pts ready for Season 2.
250pts models to bring your total up to
750pts ready for Season 3
250pts models to bring your total up to
1000pts ready for Season 4
250pts models to bring your total up to
1250pts ready for Season 5
250pts models to bring your total up to
1500pts ready for Season 6
Some additional SoM monsters might be
required for the Battle of Albion!
You are finished! Enjoy your 1500pt
army.

18 Months real time.

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Rules
The following rules provide everything you need to play the campaign.
The group will meet once per month to carry out the campaign turn. Each of these meetings
will actually involve carrying out the end of the previous turn, and the start of the next turn,
since the sequence of each turn requires a break to play games in between.

CREATING CHARACTERS
Before the campaign starts the first thing each player needs to do is create three characters that
will lead your armies to war. One of these commanders will be the overall leader of your empire
during the campaign, and the other two will be his or her lieutenants.
Each character should be chosen as a unit choice from your army book (dont worry about
upgrades or equipment; this can change freely between games). You should also come up with
some background for each character and for your force as a whole. At the minimum, 3 facts
about each character will give your opponents some flavour and an idea of who they are up
against, and a few bullet points to describe your empires origins and objectives for the campaign
will provide immersion into the storyline.
Each of your characters will lead one of your armies during the campaign, as detailed below.

YOUR ARMIES
During the campaign you will have 3 separate armies represented on the campaign map by a
25mm round token. This token must be built and painted before the start of the campaign, and
can be anything you like to represent your army.
Each army must be led by one of your three
Heroes of Legend. This model must be the armys
general. Their wargear and magic items may
change freely between games, but they must stay
as the same type of character. If they are a Hero
level character, they can be promoted to a Lord
level by paying the appropriate points when
writing your army list, but they can never be
demoted again once this is done.
Army lists can change freely between games,
providing all models used are painted. Be awarethe native Giants of Albion take great offence to
list tailoring (writing an army list to be effective
against a particular race or army who you happen
to be playing against that month!). Anyone
suspected of doing so will be punished harshly!

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ADDITIONAL ARMY SELECTION OPTIONS


In addition to your standard army selection rules (taking note of the minor changes at 500pts and
750pts, detailed later in this pack):

Units from the Storm of Magic and Monstrous Arcanum books may be taken as Rare
choices in any army.
Truthsayers and Dark Emissaries may be taken as Hero choices using the rules and
points costs from Storm of Magic.
All Games Workshop data slates/scrolls of binding available online are permitted, as are
any rules published in White Dwarf.

HEROES OF LEGEND AND VETERAN REGIMENTS


As the campaign progresses, heroes and regiments might perform great deeds and earn renown
across Albion. Some units may find themselves promoted to Veteran Regiments. These units
must be given a name and some background information. Once a unit is promoted to a Veteran
Regiment they can no longer be modified- they must be fielded at exactly the same size, with the
same wargear, fighting for the same army (and Hero of Legend) whenever that army is involved
in a battle.

YOUR TERRITORY
At the outset of the campaign, we will generate starting territories before the first turn.
Players roll off. Starting with the player with the highest roll and moving clockwise around the
table players will place their capital, and take control of the 6 surrounding map tiles by placing
their flags in the tiles. Players can then place a single mine and a single fortress anywhere within
their empire.
For The Shrouded Isle campaign, at least one of these starting tiles must be a coastal tile when
you place your capital. This represents your armies landing their ships on the coasts of Albion
and setting up a base camp for further operations on the isle.
Each player then places their first army token (representing their Regiment of Renown landing
party) anywhere within their Empire and the first season of the campaign can begin!

THE TURN
At each of the below steps, players act in order of
smallest empire to largest before moving on to the
next step. Roll off to resolve ties.
1.
2.
3.
4.
5.
6.
7.
8.

Random Events
Move Armies
Declare War
Roll for Mines
Fight Battles
Resolve Victories, Defeats and Injuries
Resolve Expeditions
End of Turn
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RANDOM EVENTS
Each player rolls a D66 on the Random Events table and resolves the event.
Random Events Table
11 Recalled from War. Remove one of your
armies from play until the start of the next
season.
12 Embattled. Roll 2D3 when moving all your
armies this turn and pick the lowest result.

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Enemy Sympathisers. Any fortification saves


you have to make this turn are at an
additional -1.

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Assassin! Pick one of your Heroes of Legend


and immediately roll on the Character Injury
table.

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15

Deserters. Pick any of your tiles and remove


the flag.

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Plague. Remove one of your fortresses, cities


or mines, but leave your flag in place.
Stoking Unrest! Pick any of your enemys tiles
(other than their capital) and remove the flag.

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Settlers. Pick an unclaimed tile and plant your


flag in it.
Raiding Party. Pick a rivals tile without a city,
fortress or mine in it and plant your flag in it.
Sappers. Remove one of your enemys
fortresses, but leave their flag in place.
Grab the Gold! Pick an enemys mine and
plant your flag in it.
Seize the Crown! Pick an enemys city (other
than their capital) and plant your flag in it.

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The Winds of Change. Move one of your


enemys armies one tile back towards their
capital.
Forced March. Move one of your armies again.

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Swift Steeds. Roll 2D3 when moving all your


armies this turn and pick the highest result.
Bad Intelligence. You can move one of your
enemys armies this turn.
Unfurl the Flag! One of your units immediately
gains a free magical standard, as per result 4
on the Spoils of War table.
Regiment of Renown. One your units
immediately gains Veteran status, as per
result 5 on the Spoils of War table.

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Spies. In your nest game you may take a look


at your enemys army list before you pick your
own.
Dawn Attack. In your next game the enemy
must roll a D6 for each unit before
deployment. On a 1 they do not deploy and
must enter play as Reinforcements instead.
Scouting Force. In your next game, after both
sides have deployed, you may redeploy D3+1
of your units. You also gain +1 to the roll to
see who goes first.
Its a Trap! In your next game you may use
Admiral Ackbar as a special character.
Actually, you can just decide whether to
deploy and go first or second.
Prepared Ambush. In your next game, you may
pick which scenario you play and whether to
deploy first or second.
Stacking the Odds. In your next game your
army is 25% larger than your opponents.
Siege Force. If you win a battle this turn you
automatically capture the tile you are fighting
in.
Slave Labour. You can re-roll the dice for one
of your mines this turn.
Diplomacy. Pick an opponent. They may not
challenge you this turn.
Infiltrators at court. Pick an opponent. You
may pick who they challenge this turn.
Secret Tunnels. You may pick any opponent to
challenge this turn, regardless of location.
Blood Sacrifice. You may force your enemy to
re-roll any rolls he makes on the Character
Injury table this turn.
Treasure Map. Gain a relic and place a mine
anywhere on the map.
Unwritten Victories. Pick one of your armies
and immediately roll on the Spoils of War
table.
Treasure Chest. Gain D3 Relics.
Cunning Commander. For the rest of the turn
you count as having the smallest Empire.
Bolstered Defences. Any fortification saves you
make this turn are at an additional +1.
Reinforcements from home. For the rest of the
season, you gain an extra army!

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MOVE ARMIES
Each turn (month) your army can move D3 tiles (roll separately for each army). You must keep at
least one army within your own territory at all times to defend.
Armies may move up to D3x5 inches if they start and end their move on a coastal tile. This
represents the army using their ships to move quickly and raid along the coasts of the isle. If an
army chooses to move in this way, it must roll a D6 after moving. On a roll of a 1 the army is
removed from play as if destroyed- their fleet has been battered by the weather, ambushed by
pirates, or hunted by sea monsters. They will be placed back at their Capital at the beginning of
the next turn.
Armies return to their own territory at the end of each season. Starting with the player with the
smallest empire, players each place their three armies anywhere within their borders.

DECLARE WAR
Starting with the player with the smallest army, each player challenges another player to battle,
attempting to capture their land or drive off an invading army. Only one challenge may be issued
or accepted per turn. When it is your turn to challenge, the following list must be followed in
order:
1.
2.
3.
4.
5.

If you have an army in the same tile as another (non-allied) player, you must issue a
challenge to them.
Otherwise, if another (non-allied) player has an army in your empire, you must issue a
challenge to them.
Otherwise, if you have an army in another (non-allied) players empire, you must issue a
challenge to them.
Otherwise, if none of these apply, you must challenge any player an ally could challenge
instead.
Finally, if none of the above apply, you must challenge a non-allied player of your
choice.

ROLL FOR MINES


Your mines represent the ability of your empire to generate coin, be that through actual mines,
agriculture, manufacture, taxation or exploitation. Your armies are fuelled by this flow of gold,
supplying them with food, arms, reinforcements and in some cases mercenaries. Roll a D6 for
each of your mines and consult the following table:
Dice Roll
1
2-4
5-6

Result
Collapse! The mine is exhausted. Remove the mine.
Gold and Iron. The next time you fight a battle with this army, you may take an additional
D6x10 multiplied by the Season number, worth of points.
Fabulous Treasures! Not only do you find a relic (add it to your tally) but also a magical
artefact. One of your Heroes of Legend may take a magic item worth D6x10 points for
free (this does not count towards his magic item points limit, but the other usual
restrictions apply). If that character is ever slain in a challenge the free item is lost!

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FIGHT BATTLES
Whenever you agree to fight a battle, you and your opponent need to nominate which tile on the
map should be representing this. This will usually be obvious, such as the tile occupied by both
armies, or the tile occupied by the invading army. In other situations use your judgement.
If one army is larger than another (for example, due to a roll on the Spoils of War or Mines table)
it may not be more than 25% larger than the opponent.
See The Games section late in the rules pack for more details on how each game should work.
Have fun!

RESOLVE VICTORIES, DEFEATS & INJURIES


In the aftermath of a battle, a victorious army may be emboldened and gain great rewards,
whilst the defeated army may be routed and demoralised.
The victorious player must roll a D6 on the Spoils of War table, whilst the defeated player must
roll on the Ignominious Defeats table. Both players must roll on the Character Injury table for
every Hero of Legend that was removed as a casualty during the game.
Finally, the winner must roll a D6:

1-3 the defeated army manages a controlled retreat and is driven back one tile towards
its own empire (or capital).
4-6 the defeated army is so badly smashed that it is removed from play as the survivors
scatter for home. It will regroup as normal at the end of the season.

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Spoils of War
D6
Result
1
Living in Infamy. Tales of the misdeeds of your army spread amongst the enemy, fostering a
burning hatred at the sight of your banner. Whenever this army next fights a battle against
your defeated foe, all their units suffer from Hatred.
2
Elite Army. The next time you fight a battle with this army, the limits on Special or Rare
choices are increased to 75% and 50% respectively.
3
Ranks Bolstered. The next time you fight a battle with this army, you may take an additional
D6x10 multiplied by the Season number worth of points.
4
Beneath a Proud Standard. Pick one of our units and name it as a Veteran Regiment. They
may take a magic standard worth up to D6x10 points for free. If the standard is ever lost in
battle, the magical standard is lost permanently.
5
Valorous Deeds. Pick one of your units to be recognised for its valiant efforts and rename it
as a Veteran Regiment. Roll a D6 to see what special rule it gains (re-roll if it already has this
rule). 1= Devastating Charge, 2= Frenzy, 3= Always Strikes First, 4= Immune to Psychology,
5= Stubborn, 6= Fear (or upgrade to Terror).
6
The Glitter of Gold! Not only do you find a relic (add it to your tally) but also a magical
artefact. One of your Heroes of Legend may take a magic item worth D6x10 points for free
(this does not count towards his magic item points limit, but the other usual restrictions
apply). If that character is ever slain in a challenge the free item is lost!

Ignominious Defeats
D6
Result
1
A Sound Beating! When your army next fights the race that defeated them, all enemy units
cause Fear!
2
Walking Wounded. Pick a unit from the defeated army. It is unable to fight this armys next
battle.
3
Understrength. Pick a unit from the defeated army. It fights at half strength in this armys
next battle.
4
Inexperienced Leaders. Pick a unit from the defeated army. It has Stupidity in this armys
next battle.
5
Green Troops. Pick one of your Veteran Regiments. They lose one of their abilities or magical
standards gained from being promoted.
6
Vengeance will be Ours! When this army next fights a battle against the race that defeated
you, all your units gain Stubborn.

Character Injuries
D6
Result
1
Serious Injury. Roll again. 1= Dead!, 2= -1M, 3= -1WS, and -1BS, 4= -1S, 5= -1T, 6=-1A. If any
characteristic is reduced to 0 then the character is too infirm to take part in any further
battles, unless their characteristic started at 1, in which case re-roll the result.
2
Captured! The enemy have taken the character hostage. If they still hold him/her at the end
of a season each hostage is worth 1 relic. To rescue him, youll need to defeat the empire
that captured him or play a special scenario.
3
Minor Injury. Roll as for a serious Injury, except that the result only applies in the next
battle. In this case, Dead is instead Coma, and the character may not take part in the next
battle.
4
Psychological Injury. Roll again. 1= Fear race fought against, 2= Frenzy, 2= Hate race fought
against, 4= Stupidity, 5= Stubborn, 6= Immune to Psychology. If the character already had
the rule, roll again.
5
Wheres my sword?! One random magic item owned by the character is lost in the battle.
The enemy may roll a D6: on a 6 they can add it to their own roster! Otherwise the item is
lost forever!
6
Heroic Escape! Not only has he recovered but he is changed by his ordeal and gains +1 to a
random characteristic, to a maximum of 10.

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RESOLVE EXPEDITIONS
As well as defeating enemy armies, your own armies can launch expeditions to do all manner of
things, from conquering enemy tiles to fortifying your empire.

If your army was driven back by another army it may not do anything else this turn- it is
too busy making a retreat.
If your army is in an unclaimed tile you may claim it. Place your flag in it.
If your army is in a tile occupied by an enemy army and a battle wasnt fought, roll a D6.
1 your army is removed.
2-3 your army is driven back a tile.
4-5 the enemy army is driven back a tile.
6 the enemy army is removed.
If an army is in its own empire it may build a fortress, a mine, or a Wizards tower if
there is not one already. Each tile may only have one building, however. If there is
already a fortress there you may replace it with a city instead. Each army may only build
once per season (3 turns).
If your army is in an enemy tile that does not contain any enemy armies, you may
attempt to conquer it. The enemy player may attempt to make a Fortification Save to
see if he can garrison his lands in time and stave off the attackers. The defending player
rolls a D6 and applies the following modifiers:
The tile borders the attackers territory. -1
The tile is adjacent to a defending fortress. +1 (cumulative)
The tile is adjacent to a defending city. +1 (cumulative)
The defender can attempt to bribe the attacking army! For each relic handed
over the defender gains +1.
If the roll is a 6+ the defender successfully protects his territory and the tile does not
change hands. If the save is failed, the tile is conquered.

END OF TURN
Tidy up the board and begin the next turn. At the end of each season, players should remove all
their armies and replace them anywhere in there empire (starting with the player with the
smallest empire). Armies that were previously scattered can now regroup and be placed on the
board as normal.

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RACIAL BONUSES
Race
Beastmen

Bretonnians

Chaos Dwarfs
Daemons of Chaos

Dark Elves

Dwarfs

High Elves

Lizardmen
Ogre Kingdoms

Orcs and Goblins

Skaven

The Empire

Tomb Kings

Vampire Counts

Warriors of Chaos

Wood Elves

Special Rules
Beastmen are driven into a state of fury by the trappings of civilisation. Any tiles
occupied by a Beastmen army, and any adjacent tiles, do not gain bonuses to
fortification saves from fortresses or cities.
Armies of crusading knights ride full pelt across the land seeking the grail.
Bretonnian armies add an additional +1 when rolling to see how far they move
(on land!).
Chaos Dwarfs combine their foul magicks and engineering skills to horrific
effect. A single Chaos Dwarf Wizards Tower may also count as a Mine each turn.
Daemons of Chaos are immaterial creatures of magic manifest. Before any
armies are moved, the Daemon player may move his armies 1 tile in any
direction. In addition, one per turn after challenges have been declared the
Daemon player may swap the position of any two of his armies.
The Dark Elves capture slaves to toil in their mines. For every campaign battle
(not bonus games) won in the previous turn, a Dark Elf player gains +1 to any
rolls on the Mine table. In addition, a Dark Elf player counts all coastal tiles as
adjacent to their empire, regardless of its true position.
The mines of the Dwarfs are sturdy and well-defended structures. Dwarf mines
add +1 to the fortification saves of the tile they are in, and cannot be exhausted
(ignore a roll of a 1 on the Mine chart).
The Elves of Ulthuan are swift, their armies moving at great speed. Whenever
moving an army, a High Elf player may re-roll the dice to see how far it moves.
In addition, a High Elf player counts all coastal tiles as adjacent to their empire,
regardless of its true position.
Slann Mage Priests scry the future from their Temple-cities. Lizardmen Cities
also count as Wizards Towers.
Ogre tribes migrate across the land, never settling in one place for long. The
capital city of an Ogre empire can move in the same way as an army, but may
not leave the borders of its empire.
Any area invaded by the greenskins quickly becomes infested. Whenever an Orc
& Goblin army is removed from the map, immediately replace it in an
unoccupied tile anywhere in its own empire.
The surface dominions of the Skaven are the tip of the iceberg, their true
empire stretching far beneath the surface. Once per turn, a Skaven army may
move anywhere on the board instead of moving normally. When doing so,
however, roll a D6: on a 1-2 the army is removed as the tunnels collapse. On a
3-4 the expedition is resolved as normal. On a 5-6 the expedition is resolved as
normal but in addition a mine is placed on the destination tile.
The lands claimed by The Empire are garrisoned with serried ranks of State
Troops. Empire cities and fortifications provide an additional +1 fortification
bonus.
Many of the warriors of Nehekhara still lie buried beneath the sands, ready to
answer their Tomb King. Once per turn a Tomb King army may remove any one
of their armies from play and place it anywhere within their empire. A Tomb
King player does not have to leave an army within his empire, so long as he
moves an army back if attacked.
Animated by powerful necromancy, the Undead are not easily put down.
Vampire Counts characters may re-roll results on the Character Injury table. The
second result is final.
The Warriors of Chaos are the masters of conquest and slaughter, readily razing
cities to the ground. When a Warriors of Chaos army is conquering a tile, any
fortification saves made by the opponent incur a -1 modifier.
The spirits of the forest are angered by the presence of intruders. Wood Elf
players add an additional +1 to fortification saves made for forested tiles. In
addition, once per turn one Wood Elf army may move from one forested tile to
another, anywhere on the map.

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The Map
The campaign map will be based roughly on the map of Albion below, using Mighty Empires tiles.

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LOCATIONS
The following locations will be present on the Campaign Map.

Fortress

When fighting in this tile or in an


adjacent tile
None.

City

None.

Mines

None.

Wizards Tower

If a player owning this tile fights a battle


in this tile, their wizards gain the
Loremaster special rule for the duration
of the game.
On a roll of a 3+, a random Giant may be
caught in the crossfire of the battle. Place
a Giant model in the dead centre of the
battlefield. At the end of each players
movement phase he moves 2D6 in a
randomly determined direction. If he
moves into base to base contact with a
unit, he counts as charging. In this case,
the charged players opponent counts as
controlling the giant from this point until
he is unengaged, and begins moving
randomly again.

Location

The Giants Causeway


A series of
mountains, lakes and
valleys in the
northern regions of
Albion. The last
remaining Giants
reside here- this once
proud race now
devolved to a state
of idiocy due to
millennia of
inbreeding.
Ogham Stones
(multiple locations)

Place a piece of scenery to represent the


Ogham Stones. These count as Arcane
Ruins.

The true purpose of


these mysterious
standing stones is
unknown- but the
earth is saturated
with magical
energies around the
landmarks.

If a player controls this tile


A fortress adds +1 to the
fortification save of any
adjacent
tile.
A
tile
containing a fortress can
only be captured if the
attacker wins a Siege
scenario.
A city adds +1 to the
fortification save of any
adjacent
tile.
A
tile
containing a fortress can
only be captured if the
attacker wins a Siege
scenario.
They may roll on the Mines
table as part of their turn.
Rolls on the Random Events
table may be reversed (so a
56 can be taken as a 65).
They may take a single Giant
as a rare choice in any/all of
their armies for 80pts! Use
the rules from Storm of
Magic. Additional Giants can
be taken by armies who
have access to them in their
army book for the usual
cost.

They get +1 to all


channelling attempts in all
games. This is cumulative if
multiple Ogham Stones tiles
are controlled!

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Location
Great Ogham
The greatest of all
the Ogham stones, in
the centre of Albion.

When fighting in this tile or in an


adjacent tile
Place a piece of Scenery to represent the
Great Ogham. This counts as a Wizards
Tower.

Bogs/Marshes

All units count as being in difficult terrain


at all times.

Isle of Wights

Place a number of pieces of scenery to


represent barrows. Any unit within 6 of
a Barrow causes Terror.

This island off the


coast of Albion is
host to a large
number of ancient
barrows. The dead
do not rest easy
Pillar of Agog
This ancient shrine to
long forgotten
deities still reaches
towards the cloudy
skies in defiance of
time itself. The
ground is darkened
with the blood of
ancient sacrifices.
Citadel of Lead
Almost nothing is
known about this
huge fortress, except
that does not appear
to be as ancient as
the architecture
across the rest of
Albion. It comprises
entirely of metal,
with seemingly no
way in or out

If a player controls this tile


At the end of the game, the
Great Ogham counts as 5
relics. If a player owns the
Great Ogham they get +1 to
all channelling attempts in
all games. This is cumulative
if multiple Ogham Stones
tiles are controlled!
They may take units of
Fenbeasts as special choices
using the rules from Storm
of Magic.
You may take a single
Banshee or Wight as a hero
choice from Warhammer
Armies: Vampire Counts in
any army.

None.

If a player still has a


captured enemy character at
the end of a season, they
may sacrifice them at the
Pillar of Agog to gain D3
relics.

Place a piece of scenery to represent the


Citadel of Lead. At the start of every
magic phase the Citadel casts a random
spell from the Lore of Metal (excluding
the signature spell) on the closest unit.
This counts as a bound spell cast at the
basic casting value.

Any wizard may swap


choose to use Searing Doom
as their signature spell.

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Location
Stormhenge
This circle of cracked
and shattered
Ogham stones now
draws unpredictable
magical energies in
the form of
devastating lightning
bolts from the
heavens.
Tower of Llenog

When fighting in this tile or in an


adjacent tile
Place an item of scenery to represent
Stormhenge. At the end of each magic
phase, roll a D6. On a 6+ Stormhenge
casts Chain Lightning at the nearest unit,
counting as a bound spell with the basic
power level.

None.

If a player controls this tile


They gain +1 to the casting
rolls of all Heavens magic
spells in all games.

The Tower of Llenog counts


as both a Fortress and a
Mine that can never be
exhausted- re-roll results of
a 1 on the Mine chart.

An evil fortification
built by the ancient
Fimir, this is one of
the last bastions of a
dying race. It is here
the Fimir bring their
helpless victims to
work as slaves in
their mines.

If the Tower of Llenog is


owner, Fimir Balefiends may
be taken as Hero choices
and Fimir Warriors may be
taken as Special Choices.

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The Games
Each turn you will have an opponent whom you must play your main campaign game against.
The army list used must include the applicable Hero of Legend, depending on which armies
instigated the battle on the campaign map.
Scenarios from the Warhammer Rulebook should be used in all games. Roll to determine this
randomly. If the Watchtower scenario is rolled, use a Blood Forest as the objective rather than a
Watchtower. Mark the central point of the forest and use this point to determine who has
control of the forest for the purposes of victory conditions.
(For Regiments of Renown games use the scenarios printed in the T4G rules pack.)

WEATHER
At the start of each game, before rolling to determine the scenario, roll 2D6 and consult the
following chart to determine the weather conditions:
Roll
2D6
2-3

4-5

6-8
9-10

11-12

Weather Result
Freezing Deluge. All units count as being affected by the Iceshard Blizzard spell while
the pouring rain continues. Roll a D6 at the beginning of each player turn. On a 5+ the
rain down.
Driving Hail. Roll a dice for each unit at the start of each turn. On a 4+ they take 2D6
Strength 1 hits. Roll a D6 at the beginning of each player turn. On a 5+ the hail dies
down.
Always Raining. The incessant drizzle has your troops damp, cold and grumbling, but
otherwise unaffected.
Impenetrable Fog. On the eve of battle a dense mist settles across the field. Do not roll
for a scenario- play a Pitched Battle with the following deployment rules. Both players
must identify their three most expensive units (excluding characters) and, in secret,
draw a diagram of the deployment of these units, splitting the deployment zone into 6
wide sections and designating which unit will deploy in which section. Once complete,
both players then reveal their decision to their opponent, and roll off to determine who
starts deployment first. Deployment then takes place using the Alternate Deployment
rules, starting with the 3 declared units within their chosen zones as each players
first three deployments.
Winds of Magic. The winds of magic wax and wane throughout the battle. When rolling
for Winds of Magic in each magic phase, the casting player rolls an additional D3 and
adds this many dice to his Power Pool.

BONUS GAMES
Additional games may be fought in addition to the campaign game each turn. These games can
be arranged outside the usual mechanic for choosing opponents, and can be standard WFB
Games of any size or Regiments of Renown games. If your opponent is in agreement, you can
even use a different army/race for bonus games, since these are just for fun. The fully painted
rule is still in operation, however!
For each Bonus Game you win, you can apply -1 to an enemy Fortification Save during the
campaign turn (to a maximum of -2 per roll, though you could choose to affect multiple
opponents!)
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REGIMENTS OF RENOWN
Regiments of Renown games should use the
rules published on the Tale of Four Geeks
website
here
http://taleoffourgeeks.co.uk/regiments-ofrenown/
Please note these rules are a slight variation
on the official GW rules set. While the pack
above was written for a tournament, please
ignore the details specific to the event itself.
The adapted rules also include a number of
scenarios which add an extra level to the
RoR games and keep it interesting.
Since the RoR games are so fast, it might be
best to play a Best of Three system when
playing campaign games to make it last
longer. This must be agreed with your
opponent before the first game starts;
otherwise the first result stands for the
purposes of the campaign.
Things to note:
Your leader will gain bonuses after every game as per the Leader Advancement table.
They can claim advancement for every RoR campaign game played during Season 1, and
for the first Bonus Game each turn during Season 1 (to clarify; only one Bonus Game per
turn counts towards Leader Advancement.)
After Season 1, your RoR Leader becomes an additional Hero of Legend for the duration
of the campaign. This character is not one of your initial three Heroes of Legend, and
they cannot lead one of your armies. Instead, they can be taken for free in every
campaign game played for the rest of the campaign (we assume they roam around your
empire, heading to where the fighting is thickest, so they do not need to be attached to
one specific army). This model is worth 50 Victory Points if killed, and must roll on the
Injury Table as per any normal Hero of Legend.

500PT AND 750PT GAMES


For games at 500pts and 750pts the following changes to the rules will be in place:

Restrictions on minimum unit sizes are lifted.


For example, this would allow a Beastmen player to take a single Minotaur
rather than a unit of 3+.
This change allows some variation in the army lists which might not otherwise
be possible, and provides the opportunity to mix up your painting by doing
different types of models.
You must still take minimum unit sizes where possible. For example, if the
Beastmen player wanted to field two Minotaurs they must make a unit of 2
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together, and cannot both be fielded individually. If the same player took a unit
of 3 Minotaurs (meeting the minimum unit size) he may take an additional
Minotaur as a separate unit consisting of a single model.
When rolling for the Winds of Magic, rolls 2D3 dice instead of 2D6 dice.
As usual, the casting player gets the sum total of the dice and the dispelling
player gets the single highest number.
This reduces the potential for magic dominating the game at such small point
levels.
Boosted versions of all spells are banned.
This prevents the big spells from destroying units outright at such small point
levels.

Once the campaign reaches 1000pts, the standard Warhammer Fantasy Battle rules will be in
place for all games with no restrictions or changes.

Where to start?!
The best place to start is by planning your 500pt army list. Once you have an idea what might be
in your 500pt army list its easy to choose a few models which can represent your Regiments of
Renown 100pt scouting party.
A 500pt army will generally consist of:

Your general. Usually in the region of 100-150pts.

Your core unit. The 25% minimum works out at 125pts at 500pt level, but its sensible to
spend around 250pts on core to get some bodies on the ground at this stage.

Something interesting from your Rare/Special choices. You should have 150-200pts left
over to spend on something fun- a small unit of Special troops, a monster, or few
monstrous infantry. You may want to spend a few of these points on a cheap wizard
from your Heroes slot, if your general isnt already a wizard!

Once you have any idea of what your 500pt army will eventually look like you can think about
what your shopping list for the next 6 months is going to look like!
Based on the models you will need for your 500pt list, you can also plan out your 100pt RoR list
and decide which models you need to buy first.
Most importantly- get painting! Get your 100pt RoR warband knocked together and get started
on the 500pt army as soon as possible. The first seasons painting will be the most demanding 3
months (turning your 100pt warband into your 500pt army!), as you will need to paint nearly
400pts worth of models, most of which will be Core troops! Once you are over this hurdle its
easy to just keep ticking over to meet your 250pts per season.

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