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25TH-27TH MAY 2018

A Campaign Weekend at Warhammer World is a unique experience like no other. Each game you play is set in the rich narrative of
the Warhammer 40,000 universe allowing players to embrace the lore and immerse themselves in a vivid story. What’s more, the
outcome of your games shapes the tale being told, so your actions on the battlefield have a direct impact on where the campaign
goes. If you want to play fun games of Warhammer 40,000, but forge a narrative with your army and fight for your faction in the
Dark Imperium, then a Campaign Weekend is a one-of-a-kind experience not to be missed.

This event is the next chapter in our ongoing Warhammer 40,000 campaign: The Tenebris system. Chaos have secured the Tenebris
Lumina – a strange ethereal essence in the system – and used it to open a warp rift. The next stage is set on the hive world of
Spyral where each alliance will fight for control of the planet. Expect planetary assaults, sieges and even covert operations behind
enemy lines. If you enjoy thematic missions set in the thrilling background of the Warhammer 40,000 universe, join the fight for
hive world Spyral!

EVENT ESSENTIALS
Date: 25th-27th May 2018
Rules: Warhammer 40,000 Matched Play
Army Sizes: 2,000 points and 500 points.
Missions: Narrative
Number of games: Eight
Army Selection (2,000 points): Battle Forged with a maximum of three detachments. You are free to change your army roster
between games.
Army Selection (500 points): Battle Forged using our unique ‘Combat Patrol’ detachment found on page 7. You are free to change
your army roster between games.
Publications in use: All current and in-print Warhammer 40,000 Index books, Codexes, FAQs and Errata from Games Workshop and
Forge World, unless their release falls on the weekend of the event. We expect you to use the most current datasheets for your
models—e.g. those found in a Codex rather than in an Index if a Codex if available for your army. This means that you may use
Faction-appropriate Index datasheets that might not appear in your Codex (such as Chaplain on Bike).
Meals: Lunch is provided on Saturday and Sunday.
Dossier: Each player will receive an event exclusive dossier when they arrive. See page 9 for more details.
Other activities: Painting competitions and free entry to the Warhammer World miniatures exhibition.

MODEL REQUIREMENTS
Playing exciting, atmospheric games with fully painted miniatures is a big part of our events at Warhammer World. Therefore all
miniatures in your collection must be 100% Games Workshop miniatures and be fully assembled, painted and based. Each model
must fully represent what you have presented on your army roster (including all weapons and equipment).
Furthermore, you need to contact us to let us know about any conversions or proxies you are planning on using, and provide us
with photos of the models in question where possible. Don’t worry, we fully appreciate awesome hobby skills and cool models, but
we just want to make sure everything is super clear for your opponent and no confusion can arise during games.
We will politely ask you to remove any models that don’t meet these above standards to protect everyone’s experience. If you
would like more information on Warhammer World’s model requirements then read our guide here: https://
warhammerworld.games-workshop.com/wp-content/uploads/Model-Requirements.pdf
A HISTORY OF TENEBRIS
Tenebris is a vital populated system in a sub-sector of the Ultima Segmentum on the
borders of the Eastern Fringe. Being on the very edges of Imperial space, the system
is a last bastion and stronghold for Imperial forces. Its optimal location and features
make it vital in defense against encroaching enemies and a common mustering point
for crusades and invasions.

War in the Tenebris system was rekindled when the legions of Nurgle invaded
Boralis. Reeling from a schism of the Ecclesiarchy known as the Boralis Schism, vast
sections of the planet were already bombed out and wrecked from the aftermath of
the campaign. It was in these ruins and wastelands that the Plague God crept in. The
withered souls who eked out a meagre survival in the wreckage were open to
infection and manipulation; a mass outbreak of the Walking Pox claimed them for
Nurgle’s legions. Thousands of these groaning, shambling cadavers fell upon loyalist
cities. That first night, much of Boralis burned from Chaos’ resurgence.

With the battle for Boralis begun and the Imperium on the defence, opportunistic Invaders attacked the fringes of the Tenebris system. All
manner of Xenos and Renegade reaved their way from planet to planet and reaped a mighty toll from hapless defenders. With no-one to spare in
the defence of Boralis, the Imperium could not respond. They ceded much ground to the Invaders in the early stages of the war. It was only
infighting amongst themselves that slowed them down, but from this, an order of sorts was established.

Back on Boralis, the grinding onslaught of Chaos continued against the Imperium’s lines. Casualties were rising for both sides, both too stubborn
to cede ground to the other. On they fought, until eventually the forces of Chaos broke. The Imperium prevailed by the smallest of margins, their
stubborn courage enough to see them through. The Chaos onslaught had faltered. Boralis, a beacon of Imperial faith and majesty, would be for
the Emperor.

At this point Tenebris was a maelstrom. The Imperium desperately tried to reconnect their positions across the system, the Invaders were
rampaging further in, and Chaos either took their assault elsewhere, or burnt all in retreat. The next stages of the campaign saw many a tale of
bitter, bloody struggle. With desperation and death at every turn, the psychic upheaval in Tenebris began to take its toll.

The Tenebris Lumina, a strange astropathic conduit vital to the Tenebris system, began to resonate with energy. Astropaths were overwhelmed
with psychic signal flooding through the Lumina and were unable to communicate the other way. Tenebris was entirely cut-off from those outside
the system. What’s more, curious ethereal energy began to manifest on the battlefield. These sources of energy were difficult to grasp and would
slip through your very fingers, but for the fleeting moments they were present, they brought upon different visions of the future. All these visions
pointed to a death world called Kaladria in the galactic north-west of the system. With all haste, the alliances departed for Kaladria with the very
best of their troops.

Each alliance fought fiercely to establish a beachhead on the planet for the call of the Lumina was heard by all. Amongst the bloodshed the
Lumina’s essence was palpable, a tempting psychic source that those with strong enough will could attempt to harness it and manifest psychic
powers. It was the forces of Chaos that reached the Lumina first, defeating all before them to claim their prize. Like trying to grasp a dying star,
they collectively reached into the Lumina’s core and tore it open. They had opened a warp rift—a gateway from the material realm to the
immaterium.
OUR TALE BEGINS
Set 6 months after the opening of the warp rift, the forces of Chaos are running rampant, whilst the Invaders are consolidating their footholds in
the fringes of Tenebris. The Imperium, meanwhile, has withdrawn to their strongholds in-system. The planet of Boralis was successfully defended
from the initial Chaos uprising, the hive world of Spyral has conscripted the masses into the planetary defence force, and the stockpiled fortress
world of J’Migan is untouched from the previous wars. At the start this campaign, Chaos is in ascendance, but the Imperium and the Invaders are
ready and resurgent. The next chapter in our story is set on the planet of Spyral.

HIVE WORLD SPYRAL


The hive world of Spyral is the Imperium’s beating heart in the Tenebris system. A vast
planet teeming with Imperial citizens, its cities are huge urban conglomerations that
stretch across continents and reach miles into the sky.

Vast swathes of Spyral’s Sector Mechanicus feed the Imperium’s needs sucking up every
last natural resource available. They pollute the sky with smog and haze whilst rivers of
industrial waste ooze their way into Spyral’s toxic oceans. Conversely Sector Imperialis is
where the administrative duties of the Tenebris System lie. Endless legions of adepts
shuffle and file away papers and orders of writ all concerned with the governance of
Tenebris, whilst the gothic buildings remind all of the ever-powerful nature of Imperial
rule.

Trillions of citizens scratch out a meagre existence every day in the machine of the hive
world. Some lucky enough to see the light of day walk the streets of Spyral with their
heads bowed and their minds set to purpose. Those not required for the factories and
furnaces of industry have found themselves conscripted into the planetary defence force,
for the war has made its way to Tenebris’ capital planet. Every man, woman and child
must do their bit for the Imperium— they are naught but a resource to be harnessed and
a number to be counted in the administratum’s equation of war.

The north west of the planet, however, is very different. The arbites have forbid all
discussion of it under penalty of execution, and all Imperial communication spins a false
tale to deter the questioning mind. This region has gone entirely dark and all contact
with it has ceased. When Chaos tore open the Tenebris Lumina and a warp rift was born,
the warp storms that surged out caught this section of the planet in its psychic shockwave. Some citizens were consumed immediately by psychic
energy, their souls torn up by the Immaterium. Others went entirely mad as their minds were warped by Chaos.

This section of the planet is now fully in the hands of Chaos. Groves of Feculent Gnarlmaws, herds of shambling Poxwalkers, horrific Chaos
temples and warped ruins of the cities that were. So far, none who have set foot in this region of Spyral have returned to tell the tale, but for now,
an uneasy boundary exists between the Imperium and Chaos.

THE NEXT STAGE


The Warzone: Spyral campaign will explore the next stage of the Tenebris story—the invasion of Spyral. Spyral is the seat of power in Tenebris,
thus all seek control. All players will take part in the invasion of the hive world as each alliance establishes a beachhead on the planet. From then
on you will fight siege battles, conduct covert operations behind enemy lines and even explore the strange, foreboding territories that the forces
of Chaos have captured. During Warzone: Spyral, one alliance will emerge victorious and Spyral will be theirs.
EVENT ALLIANCES
Each player is split up into one of three alliances determined by which ticket you purchase. This means you will already know which side
you will be fighting for and what your overall goal for the campaign is. These three alliances are Imperium, Chaos and Invaders. Below is
some basic information about the alliances, who makes up their ranks and why they are here. The detail is then up to you! Players are
encouraged to forge their own narratives for their army – where they’ve come from, where they’re going, individual motivations and
overall objectives.
Each alliance will have an event staff member assigned to it. This means you will get regular updates, will receive orders and objectives,
and be given important choices to make during the weekend. Can the Chaos players keep their focus on the overall objective? Will the
Invaders establish some unity, or will there be infighting? As well as the results of your games, your briefs with your alliance staff member
is a chance for players to have a direct impact on the story being told, and to make important decisions on the overall strategy of your
alliance.

IMPERIUM
Players belonging to this alliance make up the inhabitants of the Tenebris system and those coming to its aid. The primary objective for
this alliance is to hold their ground on Spyral, then push out to reclaim all sectors of the planet.
Players are encouraged to think about why their army is in the Tenebris system. Perhaps they are a regiment of the Astra Militarum
defending Spyral Prime, a chapter of the Adeptus Astartes regrouping in the wake of the warp rift, or even a shield company of the
Adeptus Custodes arriving to reinforce the system.
Players belonging to this alliance MUST use an army that has the IMPERIUM faction keyword.

CHAOS
Players belonging to this alliance make up the Chaos forces dominating the system. Not only have they set much of the Tenebris system
alight, but they run rampant in the wake of the warp rift now open. They seek to consolidate their victories and burn Tenebris to the
ground.
Players are encouraged to think about why their army is in the Tenebris system. Perhaps they are an army of World Eaters in the thick of
the carnage and bloodshed, a cohort of Daemons fresh from the Immaterium, or even a regiment of Renegades and Heretics who have
forsaken their oaths and pledged themselves to the Dark Gods.
Players belonging to this alliance MUST use an army that has the CHAOS faction keyword.

INVADERS
Players belonging to this alliance make up the raiders, renegades and
rebels who established a foothold in the fringes of Tenebris during
the previous campaign. They may also be allies of those in the first
wave, now arriving to lend aid and continue the war.
Players are encouraged to think about why their army is in the
Tenebris system. Perhaps they are an army of Ork looters
resplendent upon their mounds of booty, an aggressive T’au sept
seeing opportunity in Tenebris, or the esoteric Eldar with their eyes
on the Lumina.
Players belonging to this alliance must choose an army a little
differently. Any army that DOES NOT have the CHAOS or IMPERIUM
keyword is permitted e.g. any Xenos army. Or, an army that DOES
have the CHAOS or IMPERIUM keyword MAY be taken, however they
must fully embrace the rebellious and renegade nature of their
alliance. For example, they could take a chapter of Space Marines or
Astra Militarum, but narratively they have gone rogue and are thus
pursuing their own agenda.
To further support this, any players that choose this alliance and use
a CHAOS or IMPERIUM army may NOT take any unique characters
without checking with the events team first (contact details are at the
end of this pack). A unique character is any model that has a rule in
its description which reads ‘only one of this model may be included in
your army’. The reason for this is very simple – certain characters are
staunchly loyal to their faction and wouldn’t turn their back on them!
For example, Roboute Guilliman is a famous hero of the Imperium,
and it wouldn’t be appropriate for him to fight as a renegade (and
would detract from the narrative experience if he did). However,
Ahriman of the Thousand Sons is often pursuing his own agenda, thus
he would have a place as a renegade away from the main invading
Chaos force.
CHOOSING ARMIES
This event will use elements from both Narrative Play and Matched Play from the Warhammer 40,000 rulebook. When building
your army for the event, follow the Matched Play (pg 214) and Battle-Forged (pg 240) rules in the Warhammer 40,000 rulebook.

The games themselves will be split across three different formats and you will require an army for all of them:

 Standard of 2,000 points.


 Combat Patrol of 500 points (see ‘Combat Patrol’ later on).
 ‘Flex’ system of up to 3,000 points (see ‘Friday Night Flex Game’ later on).

This means the event will consist of different types of games throughout the weekend all exploring a different angle of the
Warzone Spyral story. Note that each army does not have to be separate. You are free to use models from your 500 point Combat
Patrol in your 2000 point army.

You are allowed to change your army roster throughout the weekend. This is so players can build their armies to embrace the
narrative of the mission and the objectives at hand. For example, your forces might be tasked with assaulting an enemy position
and capturing it from them. Thus you might replace your fortifications and artillery positions with transports and fast attack.

We expect players to follow a certain code of conduct if they do change their army roster. For instance it’s not acceptable to see
what army your opponent has, then change your roster to deliberately counter them. This goes against the spirit of the weekend.

MISSIONS
We will be using the Matched Play mission rules (pg 215) of the Warhammer 40,000 rulebook. These are Psychic Focus, Strategic
Discipline and Tactical Reserves respectively. In addition, the Chapter Approved Matched Play mission rules (pg 67) will be in use, as
will the beta rules for ‘Smite’ and ‘Targeting Characters’ found here: https://whc-cdn.games-workshop.com/wp-content/
uploads/2017/12/40k_8th_ed_Beta_Rules.pdf

The missions themselves will then be based on Narrative Play and be given to you on the day before each round. Each mission will
reflect the story being told and will require you to adapt to the changing circumstances of the tale. This is an exciting part of
Campaign Weekends as each mission is carefully selected to further immerse players in the event. The outcome of these missions
will then impact those that follow it, so your victories will count for you and your faction.

ORDER OF BATTLE
As Campaign Weekends are fully set in the narrative and lore of the Warhammer 40,000 universe, we would ask players to
approach their games in kind. There are many ways to do this:
 Consider theme and narrative for the mission at hand when selecting your army. For example, a defensive mission would
see gun lines and fortifications, whilst a rescue mission would be better suited to fast moving units, flyers and teleporting
reserves. An appropriate selection of units really helps set the scene of a battle.
 Think about the ‘rule of cool’ and how the events of your games can forge a narrative. Could your Space Marine Sergeant
make an epic charge and defeat an enemy in single combat against the odds? Could your last few Guardsman hold the line
against an incoming horde of enemies? At the end of the event these tales of heroism will go down in the annals of history
forging a narrative of fame (or infamy) to share with other hobbyists.
 Think about the tempo of the game and how the missions objectives can be achieved cinematically. A rising crescendo of
events where there’s back and forth between both players, vital combats taking place and a finale that’s close up until the
final dice roll will create a thematic and fulfilling game for all. If one player is blasted off the table in turn one, this wouldn’t
be the most satisfying narrative game.
 Embrace the flexibility of narrative play to better suit the personality of your army. An Ork Warboss might not be so
concerned with holding ground and takes greater pride in defeating enemy warlords in one-on-one combat. Therefore the
Warboss would make every effort to meet the enemy commander in battle to achieve Slay The Warlord personally.
 Play to the very end. Some of us will remember a time where we’ve snatched victory from the jaws of defeat, and it’s a
mighty tale to be told! Even if things are looking grim early into the game, sometimes some savvy decisions and lucky dice
rolls will achieve the unexpected, be it a defiant last stand or even a crafty victory.
 Have a chat with your opponent beforehand such as when talking through their army. What inspired them to create their
army and choose those particular units? Why is their army in the Tenebris system and what are they looking to achieve?
These are just a few methods of embracing the spirit of Narrative Play and we would encourage all players to consider them. We
may do spot prizes for any heroic feats that take place during the weekend, so if it happens, come let us know!
FRIDAY NIGHT FLEX GAME
The first game of the weekend is set before the invasion of Spyral. In the
immediate aftermath of the warp rift opening, Tenebris was in turmoil.
Armies were cut off, communication was down, alliances were crumbling
and support networks were decimated. In these tense few weeks, some
warlords attempted to stabilise things and establish order, whilst others
revelled in the carnage and gave in to slaughter.

On Friday evening, game one of the campaign will tell the story of this
troubled time. Each player will play in an epic battle of betrayal and
bloodshed as they attempt to re-assert control over Tenebris. This battle
takes place in a time before the invasion of Spyral and will allow each
alliance to gain an early lead going into the planetary invasion.

The Friday night Flex game will be a Matched Play game of Warhammer
40,000 using our ‘Flex’ system. This is where you and your opponent are
free to set the points limit for your game to enjoy one big, epic battle over
the evening to use your mighty warlords, super-heavy vehicles and Daemon
Primarchs. We recommend about 3,000 points for this game, but feel free
to use more (or less) if you wish. This game is very much part of the
campaign weekend, however we understand work and life gets in the way
sometimes. If you can’t make it down for this game on Friday evening, there
will be a late registration Saturday morning in Bugman’s Bar.

COMBAT PATROL
During the main invasion of Spyral, each Warlord sends forth their scouts and specialists to gather intelligence, infiltrate enemy
lines and pave the way for their main forces. On Saturday afternoon, the Warzone Spyral campaign will follow this story as each
player plays three games of Combat Patrol. The results of these games will contribute to the overall storyline of the campaign, so
each game is very much part of the weekend, albeit on a different scale.

COMBAT PATROL GAMES


 Three games of Warhammer 40,000 Matched Play with randomly generated opponents from opposing Alliances.
 You will need an army of no more than 500 points using our unique ‘Combat Patrol Detachment’ detailed below. You may
take this detachment once.
 Each mission will be revealed before the round begins and will reflect the story as it unfolds.
 You must still select a Warlord as normal, but do not select any relics/artefacts.
 You may not use any units with a wounds profile of more than 10. Combat Patrols are your army’s scouts and infiltrators;
the heavy weapons are for the main battles!

BUILDING YOUR COMBAT PATROL


When building your 500 point Combat Patrol, use following Detachment:
PAINTING COMPETITIONS
During this event we will hold two painting competitions. These competitions are there to celebrate hobbyists who have gone the
extra mile in their hobby to create some truly special models. You are eligible to enter each category once. To enter you must have
done the building and painting yourself and the models must be from the army you are using that weekend.

The first painting competition is the Legends Painting Competition. This is perfect for any particular models in your army you are
most proud of. Its open entry for anyone taking part in the event, and the winners are determined by player vote. The winning
models from each category will win a Legend award. The categories are as follows:

 Hero of Legend includes any 1 model that doesn’t have the V EHICLE or MONSTER keyword.
 Company of Legend includes any unit of 2-5 models, or 2-3 models on larger bases.
 Icon of Legend includes any model with the VEHICLE or MONSTER keyword, or any model that doesn’t fit into the above
categories.
The second competition is the Best Army Competition. This is a prestigious award for hobbyists who take the time and put in the
effort to achieve a truly excellent standard of hobby consistently across their whole army. The Events Team will nominate a
shortlist of armies, and then the winner will be determined by player vote.

The Events Team may specify additional requirements during the event for any unusual or particularly large entries. If you have any
queries regarding these competitions, feel free to contact us before the event.

LOREMASTER OF LEGEND
Campaign Weekends at Warhammer World allow players to experience Warhammer 40,000 in a unique way by embracing the rich
narrative of the universe and play their games in a story-drive setting. This can be done in a variety of ways, from simply turning up
to play narrative-driven missions with unique victory conditions and mission structure, all the way through to collecting and
painting an army to specifically fit with the narrative being told. In short, it’s entirely up to you how much you want to dive in to the
storyline of the weekend.

That being said, we hope everyone embraces the spirit of a Campaign Weekend in some part, and would like to reward those that
do with an award called the Loremaster of Legend. This award will be given out at the events staff discretion for players that go the
extra mile with their narrative. The sky is the limit as to what you do so there’s plenty of room to be creative. Nonetheless, here are
a few examples:

 Writing an A4 page of unique background for your army that fits


with the story of Tenebris, and then making it visually exceptional
such as printing it on a scroll (or whatever works as paper for your
faction!)
 Converting and painting unique model(s) that tell a story about the
campaign. For example, a thematic unit of Spyral PDF conscripts
using the Necromunda kits with various Astra Militarum kits.
 A display board for your army that captures the turmoil and bitter
siege warfare inherent to the Warzone Spyral story.
 A unique and converted Combat Patrol army - veterans of Tenebris
who have seen all the horrors the system can conjure - yet display
their faith proudly with relics from the pious worlds of Boralis.

Creating unique elements in your army are brilliant ways of embracing


the event and having a memento to forever signify your heroic battles in
the campaign. This is a great hobby project to embark upon, but
remember it isn’t a requirement for players, it’s entirely optional.

The event staff will award the Loremasters of Legend at the end of the
weekend. If you have taken the extra time to create something unique,
come and let us know during day one. We take an active role in the
campaign and will be on the lookout for interesting things, but if you have
put the effort in to create something unique, make sure you come and
show us in case we don’t spot it ourselves.
DOSSIER
When you arrive at Warhammer World we will register you in the event hall on Friday or Bugman’s Bar on Saturday morning. Bring a copy
of your ticket with you (a digital one on a mobile phone is fine) and we will get you signed up for the weekend. We will then give you a
faction specific dossier to have a read through.
This dossier is a bespoke, exclusive collection for those attending the event. Not only does it serve as a unique piece of memorabilia to
commemorate the event, but it will also contain everything you need to indulge in the lore of Warzone Spyral and be ready for the
campaign ahead.

AWARDS
At the end of the event we will hold an award ceremony to celebrate particular feats of achievement over the weekend. The awards
available are:

 Consul - for the player from the Imperium alliance with the most Favourite Game votes, with best results from the games as a
secondary sorter.
 Marshal - for the player from the Imperium alliance with the best results from their games.

 Demagogue - for the player from the Chaos alliance with the most Favourite Game
votes, with best results from the games as a secondary sorter.
 Exalted Champion - for the player from the Chaos alliance with the best results
from their games.

 Raider - for the player from the Invaders alliance with the most Favourite Game
votes, with best results from the games as a secondary sorter.
 Reaver - for the player from the Invaders alliance with the best results from their
games.

 Best Army Nominee - for all those nominated by the event staff for the Best Army
competition.
 Best Army - as voted by you, for the most impressive looking army.

 Hero Of Legend - as voted by you, for the winner of the Hero category.
 Company Of Legend- as voted by you, for the winner of the Company category.
 Icon Of Legend - as voted by you, for the winner of the Icon category.
 Loremaster Of Legend - at event staff discretion for any players that embrace the narrative of the weekend.

SCHEDULE
FRIDAY 25TH MAY 2018 SATURDAY 26TH MAY 2018 SUNDAY 27TH MAY 2018
10.00am Warhammer World opens. 9.00am-10.00am Late registration in 10.00am Warhammer World opens
Feel free to have a look around the Bugman’s 10.30am-1.00pm Game 7 2,000 points
exhibition, play some games with
10.00am Event hall and stores open 1.00pm-2.00pm Lunch and the Best
friends and grab some food in
Bugman’s before the event starts 10.20am Event brief Army painting competition
5.00pm-6.00pm Registration 10.30am-1.00pm Game 2 2,000 points 2.00pm-4.30pm Game 8 2,000 points
6.00pm-9.30pm Game 1 Flexible 3,000 1.00pm-2.00pm Lunch and the 4.30pm-5.30pm Break
points. See ‘Friday Night Flex Game’. Legends painting competitions 5.30pm Award ceremony
10.00pm Warhammer World closes 2.00pm-2.50pm Game 3 500 points 6.00pm Warhammer World closes
3.00pm-3.50pm Game 4 500 points
4.00pm-4.50pm Game 5 500 points
4.50pm-5.15pm Break
5.15pm-7.45pm Game 6 2,000 points
8.00pm Events hall and stores close

CONTACT US 10.00pm Bugman’s closes


If you wish to ask any questions, discuss any conversions or to find out more about our events, please feel free to get in touch with us:
Phone: 0115 900 4994 Email: whworldevents@gwplc.com
Write: Warhammer World Events Team , Games Workshop, Willow Road, Nottingham, NG7 2WS

Catch up on all the latest Warhammer World news by finding us on at Games Workshop: Warhammer World

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