Professional Documents
Culture Documents
With thanks from, Andrew Bainbridge, Dan Barnes, Nick Bayton, John Bracken, Adam Chrimes, Jon Leigh, John Hampson, Mark Hampson, Benjamin Hayes, Paul Hickey, Adam Snook, Ollie Whant, Callum Williams & Mitchell Worton Written and produced by: Mitchell Worton & Mark Hampson With Additional Contributions by: Adam Chrimes Design and Artwork: Mark Hampson
CONTENTS
Introduction.................................................3 Anthony Saliba - Beastmen..............36 The Twin Moons..........................................4 Jon Leigh - High Elves.....................37 The Marshes........................................6 Spring..........................................................38 Marshes of Madness Guide.................8 The Map............................................40 The Rules....................................................12 Spring Turn 1....................................42 The coming of Morahngol Ktah......14 Spring Turn 2....................................52 Getting the Essentials........................15 Spring Turn 3....................................58 Marshes of Madness Rules...............16 Azharr of the Marshes of Madness...60 Special Rules.....................................17 Summer.......................................................64 Special Scenarios.......................................19 The Map............................................66 Underground Caverns.......................20 Summer Turn 4.................................68 Alternative Siege Scenario................21 Summer Turn 5.................................70 The Players.................................................22 Summer Turn 6.................................74 Andrew Bainbridge - Dwarfs............24 Conquering Karak Zorn....................76 Dan Barnes - Skaven.........................25 Nick Bayton - Night Goblins............26 John Bracken - Vampire Counts.......27 Adam Chrimes - Tomb Kings...........28 John Hampson - Orcs & Goblins......29 Mark Hampson - Beastmen..............30 Benjamin Hayes - Dark Elves...........31 Paul Hickey - Lizardmen..................32 Ollie Whant - Ogre Kingdoms..........33 Callum Williams - Wood Elves.........34 Mitchell Worton - Ogre Kingdoms...35
Over the course of the last six months, a few avid hobbyists who play at Warhammer World quite regularly decided to run a campaign in the Marshes of Madness. This book will retell those tales.
INTRODUCTION
o where to begin? It was the cold month of December 2011 and Games Workshop had just brung the Blood in the Badlands book out for us Warhammer hobbyists to indulge in. Luckily living close to Warhammer World had a massive benefit as we were able to go and talk to the guys who wrote the book on the day of release. It was great to see Warhammer in such a new and exciting light after playing tournaments for so long - so without much hesitation myself and Mitchell Worton decided to write something quite a bit mad. Of course we decided to use the rules from the Blood in the Badlands book but we wanted to make it our own flavour of the same thing, so we moved south - into the Marshes of Madness. Mitch came up with the concept of the antagonist of the campaign, and that beast is known as Morahngol Ktah! A mighty denizen of the Chaos powers, and a monstrosity which is looking to destroy all around it, however nobody knows why. It was Morahngol Ktah that spawned the concept for the campaign and within days wed
fleshed out the land that we were going to be fighting over and all of its scenery and areas. This book is our chronicle of the fun we had during this campaign, weve included turn by turn run downs of each campaign turn as well as the odd battle report thrown in their to show you whats going on! Weve had bezerk Storm of Magic games, mixed in with Underground Battles and conflicts in the desert - onto our final scenario games which ranged from Conquering Karak Zorn to killing Morahngol himself. We hope that this document is entertaining, as we all had an absolute blast with it, there has been some crazy stuff happen over the course of the 6 months that have been bamboozling. As well as rivalries that were sparked up in the first few turns of the campaign which ended up enveloping into a bitter hatred... Of course all in the name of fun, but in the name of fun we must wage war! Mark Hampson
On one of the dreaded nights that the twin moons wax in tandem, there are those that claim to hear a voice- sibilant and mocking, drifting down from cursed Morrsleib. These incidents are usually confined to those considered mentally unstable and the journals of many a generation of Sanitorum Doctor has recorded the ramblings of these unfortunate souls. There remain a few however, who are considered to have been of otherwise sound mind and yet on those dreaded eves, swear to hear the chattering of some otherworldly presence, calling out to them from the Witch moon. Though easily dismissed by many as a simple mental by product of the eldritch power that saturates the land during the cursed nights, those that consider themselves of a rational, scientific disposition would no doubt be unmanned to discover that behind these ramblings lies a terrible truth- Something does exist, out there in the firmament and it is calling out. Morrsleib is pure chaotic energy given solid form. A vast formation of what man races call Warpstone or the Godstone, Morrsleib contains the power to reshape entire worlds. Its mere proximity to the Old world on nights which it grows gibbous alters the flow of magical energy across the earth. Upon its roiling, jade surface, lays terrible potential. Despite its barren appearance, Morrsleib is far from lifeless. Upon its surface, whole legions of malformed chaotic entities are birthed and snuffed out in milliseconds. Cities and edifices of appalling twisted geography are torn from the Warpstone surface and cast down just as quickly. The twisted surface of the chaos moon is ever shifting and were a mortal being to catch but a mere glimpse, he would surely be driven insane.
prosecuted in the harshest, bloody fashion. Although records of these cults can found within the church of Sigmar, the gathering of its followers is confined to Hexensnacht or Geheimnisnacht when the domain of their lord waxes full in the heavens. Naturally on such nights, heretical cults are rife throughout the land and the ramblings of those who speak of a vast entity residing within the moon are largely dismissed for vile heretics. In comparison to the pantheon of the chaos gods, the followers of Morahngol are relatively few in number. Their emergences are also erratic, with some nights of dread passing without action on their part. This could explain why their preaching of a god upon the moon has never been connected with those that hear voices calling out to them from Morrsleib. In any case the moon of death is naught but an omen of madness and terror and few like to dwell upon it when its gibbous nights have passed. Amongst the teachings of these cults, it is said that Morahngol was created millennia ago when the vast polar gates of the Old ones were rent apart by a tide of devastating chaos energy. This energy roiled and spilled across the world and a portion of it was given solid form and cast up into the heavens where it hung in the sky, circling the earth and bathing it in its malevolent light. The teachings say that as the orb began to circle the world, Morahngol was formed from the bedrock of Warpstone, tearing into reality with a terrible birth scream as its form asserted itself. Like all creatures of chaos, Morahngol is an arrogant and malevolent being. He looks upon the lesser creatures of the old world with amused contempt. Though he is only able to influence his followers but twice a year, Morahngol is a creature of ageless power and reckons the passing of time differently to other beings. As Morrsleib passes further from the earth, he remains content to reside amongst his ever shifting world, drawing his plots against those below, his boundless mind imagining the deaths of a thousand civilisations. And yet, in recent years, there have been signs that even one as deathless as he, has begun to succumb to a sort of ennui. The cults of Morahngol have grown more ambitious, their sacrifices growing in number as whole families are slaughtered. More people are brought to Sanitorum gates across the Empire, their minds ruined, babbling incessantly about voices from beyond the heavens. Morahngol Ktahs influence is being felt more keenly than ever before and many are those who find themselves staring skywards, fearing the night when that phantasmal orb waxes full in the sky, for they can sense that something ancient and dreadful waits upon the surface of that blasted orb. Morahngol-Ktah has begun to draw its plans against the old world. His coming will topple empires and reshape the earth. Those who stand against him will be destroyed and their cities cast down, but for those few who recognise the potential, the child of Morrsleib can offer gifts of unrivalled power. Only one thing is certain- where he walks, the world will weep.
Yet upon this landscape of change, there is one constant. A creature of vast intellect and appalling power resides upon its surface- Morahngol-K`tah. A being of terrible potential, the child of Morrsleib is barely recognised amongst the beings of the old world. Though undoubtedly potent, the creature is by no means as powerful as the pantheon of Chaos gods- indeed to those dread deities, Morahngol is little but a bastard child of their own power, a mere scintilla of their own strength. Despite this, Morahngol has managed to exert his influence upon the lesser races amongst the old world, in particular the humans. Over the past few centuries, Hedge wizards and malcontents alike have gathered together in forsaken corners of their lands to offer up tribute to the child of Morrsleib. Activities of these cults range from the carving of crude likenesses (or the closest approximation their mortal minds can comprehend) of Morahngol to the seizing of innocents in order to offer up bloody sacrifice, though the child of Morrsleib cares not for such gaudy displays of devotion. These cults are inevitably uncovered by the Witch hunters of the Empire and its followers
Adam Chrimes
THE MARSHES
The Marshes of Madness are the focal point of this campaign, but the map extends far to the south all the way to the border of the great Tomb King empire.
he Marshes of Madness are a bleak and unforgiving place it constantly wreaks of the disturbed forms of trees and the rotting of corpses mixed with the undergrowth. But although it is a hellish place to wage a war, it does have a huge amount of gold and valuables which have been left their by hopelessly lost travellers. The Marshes are full of swamp trolls in Spring and no general would want his army to be smashes to pieces by the migrating hordes of these stupid creatures - but by Summer it will be open for conquering. The area Morahngol is plaguing ranges from the Marshes, all the way down to the deserts of Khemri where the undead are constantly stirring. The Great Mortis River gushes down from the mountain range from the east which lines the whole map with their high peaks and unforgiving cold. The Billowing Mountains jut out of the eart, signalling the end of the Marshes to the north, and surrounding these mountains are vast caverns which contain a huge amount of gold and other precious substances, the Marshes are a civilizations dream - if they can survive of course!
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D - Fozzriks Wizarding
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Spire
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Howd You Do Dat?
The map was made up of two full Mighty Empires kits with an extra three expansion kits. Overall it consists of 108 tiles. And just wait till Summer, its going to get - oh, hang on, youll have to wait and see.
Billowing Mountains
Azharr was a mighty prince of Araby and decided that he wanted to build a mighty fort and start a new state of Araby to the east in the Marshes of Madness.
The Billowing Mountains mark the edge of the marshes and are a happy sight to many travellers who attempt to make their way though the madness. The land around the mountains is green and full of life, there are even a few rougue tribes of humans and orcs farming this fertile land. The mountains themselves are not massively tall compared to the Worlds Edge Mountains, however their postion in comparison to the dank marshes means that the
moisture seeps up the slopes and condenses as it rises making it look like the mountains have billowing clouds streaming of their peaks.
Morahngol Ktah
To the west of the marshes is one of the greatest piratical cities in the Warhammer World - Pinzence. A great city full of scallywags and scoundrals from accross the whole globe, the naval might of this city is so great that it could sink an Empire armada within minutes - so most generals know that it is best to leave the pirates alone. To attack the pirate city head on would be suicidal as the armies trying to conquer the marshes are doing so by sea, and the pirates could cut them off extremerly easily. The pirates there have become much more defensive since the coming of Morahngol Ktah and they know not to trust anybody or anything.
When Morahngol Ktah crashed into the earth after escaping from his bind to the moon Morrslieb. He left an almighty crater; the dust blasted out by it blotted out the sun for many months, killing crop and life for miles across the marshes. The crater is now just a glowing scar which changes the winds of magic constanly, to fight here is to endure madness - but the benefits are huge.
A daemon? Most people believe so, but when Morrsleib cracked open, and a sickly green comet crashed into the earth the only real thought in anybodies head was that it was a working of chaos. Morahngol survived the impact with the earth, and tunneled his way underground where hs used the mantle of the planet to regain his strength and regenerate his form. His prescense was rarely felt until he began to travel, in a chaotic and insane fashion, usually burrowing underground - but wherever this beast went a storm of magic, the likes that had never been seen would follow! It is this insane nature that is attracting the races of the world to the Marshes as they need to decide whether to kill Morahngol Ktah or to enslave it to their will. But can mere mortals bind a daemon of this stature to their will? Nobody knows, but only through time and enduring Morahngols constant fury, will the armies making camp in the Marshes be able at least attempt to attack the beast. Not many have seen Morahngols true form and survived, so knowledge and information is key to success against this beast. However be known, that when Morahngol rears his ugly head above ground, it turns armies into gibbering wrecks and can infuse godly abilites into troops - such is the way of Morahngols Madness.
Treesinging Tower
The Treesinging Tower was original just a plain wizarding tower, but an epic clash very early on in the campaign resulted in the Wood Elves laying claim to the magical structure. It is now a building of the forest, most of its walls are now solid oak and the esscense it gives off beams with life and great beauty. The Treesinging Tower is truly a force of good in the evil of the marshes.
and Mork. This mighty stone statue is a tremendous feat for a race of dimwits however, and those who lay their eyes on it do feel deeply disturbed by its evil. However to an Orc, to lay eyes on the mighty effigy is to insight violence, and the Orcs believe that the only way to be green is to be mean and it sends them into a frenzied state!
Desert of Khemri
The Words Edge Mountains line the eastern border like a great spine of rock holding the low lands together, The mountains in this area are some of the highest in the whoe mountain range which stretches all the way from the chaos wastes to the jungle like southlands.
No mortal can comprehend the harshness of the desert, and the unforgiving nature of the lack of water and intense heat. The Deserts of Khemri is also known as the land of the dead as the mighty Tomb Kings lay claim to this area and will fight tooth and nail to protect it. Being armoured is a sin in such a place, and you can be dragged down by your own weight, let alone the evil sand serpents wholl rip you down under the sand for a quick snack!
Karak Zorn was once a mighty Dwarven hold of the ancient Dwarf empire, but had fallen into an abyss after epic clashes with the Night Goblins and Skaven. The Skaven currently hold the upper reaches of the hold, whereas the Night Goblins are in control of the lower mines, how long these races have been battling over the hold are unknow n but it is recorded that the Dwarfs were eventually destroyed almost three hundred years ago. Karak Zorn has a massive throng of treasure however that the warring races dont seem to care for, so this is a gold mine waiting to be openend.
Tower of Pain
The Tower of Pain was constructed by a strigori vampire for his own sadistic pleasures and to ensure the suffering of the living. The walls of the tower are covered with jutting spikes, meathooks and all forms of spikey objects which are used to hang up the lving and omit them to a hidieous form of torture.The tower is a wizarding tower allowing magic users a greater use of their powers, and also can be used by travelling vampires to heal wounds theyve attained as the screams of dying are more than enough to fix any member of the undead.
To the south is the Great Mortis River, a huge meandering river which spanses the entire breadth of the marshes of Madness. The river begins at the foothills of the Worlds Edge Mountains and runs along the northern ridge of the deserts of Khemri. The river opens out into a monstrous mouth by the time it reaches the sea allowing many great ships to sail up and make dock in the many bays. This allows the armies who dwell here to send reinforcements easily, and the spread of troops isnt an issue if youre lucky enough to find your self in possession of the river.
Numas
Orc Rock
Numas is the great northern city of the Tomb Kings, and has stood for many thousands of years. Numas is the first defense against any would be invaders who may be stupid enough to try and conquer the land of the dead and most of those who try fail when they reach the guarded black city. Numas is riddled with booby traps and mazes to protect the treasure withing, and if you make it past these death traps then you have to stand up against the might of the furious dead who linger here eternally.
Underground Caverns
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To the west and south of the billowing mountains is a land full of immense caverns and underground fissures which stretch for miles around. These are full of gold and other precious metals and gems which are hugely useful to the armies of the marshes. The huge caverns beneath the ground allow for any battles commencing here to be done underground, a dangerous form of warfare which if done well can turn away even the most deadly of hordes.
Fozzrik was a mad man and a wizarding genius and has created many wonders in his illustrious career - but everyone started somewhere... Fozzriks Wizarding Spire is a prototype which went a bit haywire, the spire randomly decided to fire flaming projectiles into the air crashing into the ground around it. However it makes for a good residence if you can dodge your way through the singed landscape to the doors of the mighty spire.
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Regiments of Renown
An Army
I know this one seems rather self explantory, but its good to choose an army which youre going to enjoy using for a solid period of time, as well as enjoy recording its victories and losses as well as its heroes feats.
Eventually during the campaign your armies will gain Regiments of Renown through some valourous deed. When this happens you may select a unit from that army to gain an extra benefit, these units must always fight now whenever the army does.
Army Counters
Army Lists
Every player has 3 armies in the campaign so youre going to need that many army counters, these are best of round bases with anything of your choice on top to distinguish that the army is yours. It helps to paint the edge of the bases the same colour as your flags as it makes it much easier to look at on the campaign map.
Army lists are extremerly fluid and can change from game to game, as long as your Heroes of Legend stay the same and your Regiments of Renown are used then anything goes.
Heroes of Legend
Each of your armies is going to need a Hero of Legend, someone to lead the force to victoy. A Hero of Legend doesnt have to be the army gen-
Its great to document everything as you go, and also handy to write everything that happens down just in case you forget - especially what you may gain from the random events table!
Fun
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To use the contents of the Marshes of Madness you will have to have the Blood in the Badlands book. The campaign essentially uses the turn system from the book to run the campaign as well as govern all the players and their individual armies. The book contains another campaign run by members of staff at Games Worksho HQ and is written by no other than Andrew Kenrick of White Dwarf. The setting is the Badlands which is just north of the Marshes of Madness, and they seemed to have as much fun as we did when doing their campaign. The main difference between our campaign and theirs, is simply whats on the map. We have different special places and different rules to use them, as well as a variance from the Flying Fastness and all of their end of scenario games.
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All games for the end of seasons are obsolete to those in the book. We have created our own end of season battles see below. All special rules for Fortress, Cities, Mines and Wizards Towers are the same however every other special location is obsolete and is replaced with the ones that follow.
SPECIAL RULES
Pinzence: Is the great pirate city of the Marshes of Madness coast and is home to an array of different scallywags and thieves. The city has been recently attacked by Morahngol himself and the combined might of the pirates there and their battle ships managed to repel the constant onslaught of the beast and many of the pirates have learned some of the beasts weaknesses. Pinzence isnt captured at the end of the autumn scenario, essentially the tile it is in acts as a normal tile; its just the army that holds it wouldnt dare provoke the pirates until now. The reason for this invasion is detailed below. 1 Relic Numas: This is the great northern city of the Tomb Kings Empire and is ruled by the Great King Phar. This city is teeming with the lifeless Tomb Kings and is the first sight of true civilisation south of the Marshes of Madness. A Tomb King Player must start on this tile and deploy his lands first at the beginning of the campaign. Numas has a fortification save of 2+ to show that it is a huge fortified city and requires some serious moving. If the Tomb King Player still owns Numas at the end of the campaign then it grants 1 Relic, Numas can never be destroyed. 1 Relic Treesinging Tower: This Wizard Tower was as simple as its name states until a great battle early on in the campaign allowed the Wood Elves to lay claim to it. Theyve now turned it into a Treesinging Tower which aids the Elf mages in their magical ways. This acts as a Wizarding tower thats has been conquered by the Wood Elves and turned into a denizen of the forest. All spells from the Lore of Athel Loren, Life & Light are a +1 to cast. 1 Relic Orc Rock: To the eastern mountains is a mighty effigy of the Orc gods, Gork and Mork. This monstrous statue looks down from the mountains conjuring violence into any greenskins nearby. Any battles here use these rules, any spells cast from the Lore of the Little or Big Waaagh are at +1 to cast. Also any failed animosity tests may be re-rolled. 1 Relic Morahngols Crater: When Morahngol struck the earth he left a mighty crater, and his presence has never diminished. Any battles in Morahngols Crater are always Storm of Magic games no matter where Morahngol Ktah is on the table. 2 Relics
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Extreme Magical Malformation The presence of Morahngol actually benefits most of those around him, perhaps a work of Tzentch or some other dark chaos god. Before the game starts each army must choose one of the following Special Rules: Always Strikes First, Armour Piercing, Devastating Charge, Fear, Flaming Attacks, Frenzy, Hatred, Immune to Psychology, Killing Blow, Magic Resistance (1), Poisoned Attacks, Regeneration (6+), Scaly Skin (5+) or Swiftstride. Roll a D3; this is how many units in your army that will have this special rule for this game. However the units chosen must be randomised only Infantry, Cavalry, Monstrous Infantry, Monstrous Cavalry or Warbeasts may be chosen for this. Additionally, if youve selected one of these special rules already then it cannot be selected in ensuing similar games.
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The Marshes of Madness campaign uses the normal rules from the Blood in the Badlands in terms of the racial special rules. Treat all the armies rules as the same in all respects.
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Dawn Attack In this game your enemy must roll a D6 for each of their units before deployment on a 1 they do not deploy and enter play as reinforcements. Siege Force If you win this battle your automatically capture your opponents tile. Blood Sacrifice You may force your opponent to re-roll any rolls he makes on the Character Injury table this game.
SPECIAL SCENARIOS
The Marshes of Madness campaign doesnt use the Blood in the Badlands special rules, instead it uses its own version for each season.
Autumn goes from Turn 7 until Turn 9 and will end with the final scenario, Desecration of Pinzence.
Spring is the beginning of something new, and seeing as the year is afresh all is calm, most know however that this is the calm before the storm. This season doesnt have any special rules, due to the campaign only starting out and the fact that there are a lot of people involved. All things act as normal from Turn 1 until Turn 3, with the final end of season game being Azharr of the Marshes of Madness.
Summer brings life, but in this campaign it brings the evolution of Morahngol Ktah and most likely that will bring a huge amount of death. For the entirety of the summer season Morahngol Ktah will have is power magnified, primarily from the strength of Morrsleib during this time and also the fact that hes getting used to this mortal realm. At the beginning of each campaign turn when Morahngol is moved and resting in his final position, you must determine which tiles will be Storm of Magic. For summer, all tiles adjacent to Morahngol are Storm of Magic as well as all the tiles that are adjacent to those! So be prepared for some Storm of Magic madness in the summer season, its time to get your wizards ready. However you will be rewarded for your heroic efforts if you achieve victory in such a storm, granting you 1 Relic for every Storm of Magic game you win in summer. Summer goes from Turn 4 to Turn 6 and will end with the final scenario, Conquering Karak Zorn.
Winter has set in and the Marshes are now beginning to freeze, Morahngol has also lost some of his power due to his pounding at Pinzence. However battling in winter is always a risk as the cold can snap down at any time and the risk of snow is huge. Roll for each battle in this campaign turn and roll a D6, on a 1-3 the battle commence as normal. However on a 4-6 a wintry storm has swept over the battlefield, all models have a limited vision of 24 and may not shoot range weapons or cast magic past this new range limit - Stone Throwers may fire indirectly still however. Deserts of Khemri tiles always commence as normal however, its too warm to snow in the desert. Winter goes from Turn 10 until Turn 12 and ends with the final scenario, Hunting of Morahngol Ktah.
Autumn brings the gradual decline of the greenery and the life of the world as it prepares itself for the cold winter. Morahngol however is still as malicious as ever but his power has lessened now that Morrsleib has waned in strength. However although Morahngols lost a bit of his magical edge, hes still left his mark on the land around him, and due to the chaos that ensued in summer the empires of the Marshes have been ravaged. Before each campaign game begins in autumn each player must roll a D6 and consult the table below: 1 2 3
Magical Curse In this game all your wizards have been wracked by the recent Storm of Magic, all your wizards are at -1 to cast. Whats That? In this game one of your Heroes of Legend gets a free magic item worth D6x10 points. Its A Trap In this game, you may pick whether to deploy and go first or second.
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A battle has ensued in the underground passages known as the great Underground Caverns, these battles are perilous and dangerous for all who wander here let alone start a war. The Underground Caverns are of great use though as they harbour some of the rarest metals and precious gems.
UNDERGROUND BRA WL
The Setting: The Underground Caverns are a treacherous place full of peril and danger. The armies that are fighting here have decided that it may be easier to crush their enemies in the tight confines of tunnel battling as opposed to outright war on the ground. The tight confines of the caves give rise to bloody battles especially if one force is trying to carve its way through the Underground Caverns for glory. The Armies: The armies that will be used for this battle will depend on who has moved into this tile in the specific turn. If two armies have challenged each other and youve rolled an Underground Brawl then use this scenario. Each player then chooses his/her army up to an agreed level; wed recommend 1,500 2,000Pts for this game. Deployment: The attacking force deploys his first unit, and then followed by the defender. Continue in this way as described in page 142 of the Rulebook. First Turn: Both players roll a D6, the player who deployed first gets +1 to this roll. The player with the highest score gets to go first. Game Length: This game lasts for 6 turns or until a suitable agreement is reached. Scenario Special Rules: This game uses all the normal special rules for underground fighting as described in the Blood in the Badlands book. See Page 68. Also fleeing units always flee towards their deployment zone, essentially the long board edges act as impassable terrain in a similar way to the Battle for the Pass scenario from the Rulebook. Victory Conditions: This scenario uses victory points to determine the winner as per a normal battle.
The Setting: If a siege game needs to be played, usually because an enemy has attacked your city or vice versa, then continue with a siege game if possible. However due to limited resources and terrain if this is not possible then follow the rules detailed below. Essentially this scenario has skipped the siege itself and details the initial battle before the defending army retreated to their fortress and then the final battle when the enemies have broken into the fortress and the defenders are having a heroic last stand. The Armies: The armies that will be used for this battle will depend on who has moved into this tile in the specific turn. If two armies have challenged each other and it needs a siege scenario but you dont have a fortress then use this scenario. Each player then chooses his/her army up to an agreed level; using any Regiments of Renown or Heroes of Legend that are in the armies present. The Battlefield: This scenario is split into two games which must be played in synergy. The first game is a standard Battleline scenario which has the attacker and defender using equal armies to an agreed level. If the victor of this game is the defender of the city/fortress then the invading army has been repelled and it acts as being defeated in respects to the campaign rules.
your own skins. For this scenario, each army will need an equal amount of points to an agreed level, any character that died in the previous Battleline are presumed to return with D3 wounds up to their starting level. The Defender must set up half of their force in the circular deployment zone which is 6 from the edge of the table. This force must roll on the Starvation Roll as detailed in the Blood in the Badlands book Pg89, showing that the infantry have been starved and are weak. However these units when fleeing may only ever run towards their deployment zone, if theyre in their deployment zone then these units are presumed to be unbreakable, if a unit runs back into its deployment zone then they rally instantly. The attackers then set up their entire army anywhere on the table as long as it is 18 away from the defenders units. The relief force arrives on the opposite short side of the table indicated by the arrow as detailed in the Relief force roll on Pg89. These units do not roll for starvation, but however flee as normal and do not count as unbreakable if within the centre deployment zone for any reason. Game Length: This game lasts for 6 turns, after this roll a D6 and add the game turn if the result it a 12 or more then the game ends. If it isnt then continue to do this at the end of each game turn until 12 or more is rolled.
However if the attacker wins then the defender has crumbled on the battlefield and must now retreat to their castle to weather the storm. Essentially the siege section of the battle Victory Conditions: This game uses victory points to deterhas been omitted however it now continues as if the attacker mine a winner; however there are a few extra bonuses to add. has broken through the walls and is surrounding the remainIf the defenders has a unit from the centre defensive army still ing warriors in the centre of their city/fortress.
within the centre deployment zone at the end of the game then it grants 200VP. If the attacker has a unit in the centre deployment zone at the end of the game then it grants 100VP. If the attacker wipes the centre defensive army out, this does not include the relief force then it grants 500VP.
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The winner then gets to conquer this tile, follow the rules for winners and losers as is detailed in the Blood in the Badlands book.
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DW ARFS - BLUE
ANDREW BAINBRIDGE
HEROES OF LEGEND
Iorghen Ulventand A mighty Dwarven Lord has been sent to destroy Morahngol Ktah by his hold, setting up camp in the Marshes of Madness. Boris Yonnson An oath saying Daemon Slayer who turned to the path of the slayer long ago, do not doubt the power of his axe! Ragnar Olsurund The greatest Rune Lord to ever grace the Marshes of Madness, his craftsman abilities are second to none and his ability to quell magic is of no equal.
DAN BARNES
Dan Barnes is a sneaky fellow, one of the sires of the council of thirteen you see, with the news of the campaign making its way to his ears he couldnt resist the chance to manage his Skaven empire to victory and of course have a laugh at the same time. Dan was brought to the campaign by Adam and quickly started scheming with his rat enfused brain, and being the only Skaven player on the map he could see a brilliant opportunity to impress the council and the great horned rat with his dastardly deeds. Morahngol Ktah was the ultimate prize they thought, and if they could deliver this monster to the council then the clan would be elevated to a new status within Skaven society something every Skaven general would want. So be this a warning to you campaigners, the dastardly Skaven are on the rampage to conquer your lands and melt your armies with the glow of warpfire and as usual there is thousands of them! The Skaven took control of the green lands just south of the Marshes of Madness, with the two empires of Ogre Kingdoms to the west over the mountains and the Wood Elf Empire to the south near the dead lands. The Skaven also took control over Fozzriks Wizarding Spire, ensuring that any battles they fought here would be a highly magical affair; of course anything the Skaven could get their hands on would be highly useful in their pledge to the council.
Andrew Bainbridge is an honourable member of the Bugmans Brewery team at Warhammer World, which is a fitting job for him as hes fielding the mighty Dwarves. After talking to him about the campaign and giving him a draft of the rules pack, Andrew was infused with the visions of glory and reconquering the lands of his Dwarven forefathers. Hes an avid Dwarf player with a huge army of 20,000Pts, a Dwarf throng hed quite happily muster together to smash his enemies aside however the other players could only ever dream of having that many points! Being his favourite army, Andrew could only really bring the Dwarfs and be truly happy so without further ado he took control over the southern Great Mortis River area just west of the mighty Tomb King Empire. Around him however were the Dark Elves to his west with the Beastmen to the north of him on the coast, lots of enemies to be cast aside by the strength of well-made Dwarfen steel. Many of the players were confused over Andrewss lack of mountain scape in his area, but he remarked that hell conquer most of the map, so by then hell have as many mountains to mine as he likes! Beware campaigners, the Dwarfs are on the move and theyre agenda is to destroy Morahngol Ktah and wipe you out with the clatter of axes and the power of black powder.
HEROES OF LEGEND
The Artist Formerly Known As The Horned Prophet An evil Greyseer whom has spelled great evil across the land many times, to mess with him is to mess with death itself. Slick The Skaven the highest on the pile, making him the mighty Warlord of the clan itself, hes quick, clever and not to be underestimated. Draxqueek Sat aloft the unwieldy Plague Furnace is Draxqueek the pestilent Plague Priest, he is the sire of Clan Pestilens and his objective is to rot away all that stand in his way.
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NICK BA YTON
JOHN BRACKEN
John Bracken is another member of the illustrious events team at Warhammer World and works alongside Nick in ensuring that Games Workshop runs the best events in the world! Of course, in Johns downtime he likes to play Warhammer and after a conversation with Mark decided hed join the campaign in summer using the undeadly undead of the Vampire Counts. The threat of the Vampire Counts would of course shake up the players of the Marshes of Madness as they truly are a terrifying sight to behold and when they arose at the end of spring, those nearby could only quiver in fear. John put his new empire to the very east of the map in the Worlds Edge Mountains, his Vampire Counts ready to start the search for Morahngol Ktah in earnest. Of course the players nearby would now have to look over their shoulders as the threat of an onslaught on Undead is too much of a risk to not worry about. To the west of Johns empire are Dans Skaven as well as Callums Wood Elves and to the south are Pauls Lizardmen and to the north are Jons newly built High Elf empire. So beware fellow campaign players, as the lords of the night have arrived and theyre ready to kill all who stand in their way in the search for Morahngol Ktah who the Vampires see as a power of undeath.
HEROES OF LEGEND
HEROES OF LEGEND
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ADAM CHRIMES
TOMB KINGS - PURPLE
Adam Chrimes is a common visitor to Warhammer World and above all else he loves a bit of wargaming. He plays both fantasy and 40k but due to Mitch and Marks insane idea of doing a Warhammer Campaign hell soon be vying for land in the great Madness Marshes. As well as being a brilliant Warhammer general, Adam also has an amazing ability to write about things in a fantastical way and has become one of the campaigns scribes, making sure we get to show you as many battle reports as we can. Hes a good laugh, and one of the original people to sign up to the campaign as well as a great promoter, it definitely wouldnt have happened without his help. However be prepared for Adams glorious conquering of undeath, as the Tomb Kings will cast you down with gleaming scimitar and mighty bow in their quest to quell their lands of the living. Adam is bringing the Tomb Kings to the Marshes of Madness, and being the only local army to the area he gets to set up his empire around the northern Khemri city of Numas. Well see how his Tomb Kings fair against the Lizardmen to the east, Dwarfs to the west and the Orcs & Goblins to the north. Surely glorious legions of Tomb Kings will pour out of Numas in the search for Morahngol Ktah and ensuring their mighty empire isnt cast down by these would be invaders. But undoubtedly the Tomb Kings of Numas will be a force to be reckoned with throughout the whole campaign from the desert to the marshes.
JOHN HAMPSON
HEROES OF LEGEND
King Raamket II The current Tomb King of the mighty Numas, his will is iron and his bidding shall be done, be afraid all that stand in his way. Alhazred Behind every army is a Hierophant but Alhazred is the greatest to have served in life, and now in death has an extra more chilling edge. Mekhenty-ir Din This noble and loyal Tomb Herald is the second hand man to King Raamket II himself and would gladly give his life to grant the kings wishes. Waaaaggghhh! And then there were Orcs John Hampson is a new player of Warhammer and has taken up the mantle of being the campaigns Orc player, which means he is a loose cannon, most likely to bash the nearest thing as hard as possible! He got roped into the campaign when Mark, his son, talked to him about it and thought it would be good fun for him to get involved he responded with an excited yes, as long as you tell me what to do! The Orcs & Goblins always act as a bull in a china shop when it comes to Warhammer and its no different when it comes to the campaign map either, in fact their armies always come back meaning that theres always a constant stream of angry green skins ready to rip your face off. So hear this campaign players, always look over your shoulder for the green tide, as before you know it youll be lost at sea, struggling to survive after the crash of every wave.
the Orcs touch will be pushed to destruction, so Morahngol better be prepared for a green tide.
HEROES OF LEGEND
Grimtor Ironside A mighty Black Orc Warboss who had his fame stolen from him by his inbred cousin Grimgor Ironhide Grimtor is now on a rampage to rebuild his name so that he can be da big boss. Wurrzag The mighty Great Savage Orc Shaman himself has come to the aid of the Orcs who are planning on rampaging through the Marshes of Madness. Ardbeg Another Black Orc Warboss, who is simply just. Ardbeg!
John took hold of the centre area just north of the Tomb Kings and was surrounded by a plethora of other armys empires. The Orcs & Goblins had the Lizardmen to the south east, the Wood Elves to the north east, the Dwarfs to the south west, the Skaven to the north and the Beastmen to the west a truly beautiful place for a rampaging Orc general to bash some heads. Somehow through some diving intervention the Orcs may complete their mission of dealing with Morahngol Ktah; however theyll probably just stumble over him and think hes in it for a fight which is the usual greenskin way of dealing with things. But whatever happens there is no doubt that anything
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MARK HAMPSON
BEASTMEN - GREY
Mark Hampson is the co-founder of the Marshes of Madness campaign and was one of the lunatics to come up with most of the rulespack in all of its crazy glory. In the meantime, whilst getting everybody together and writing like a man possessed, hes been scheming his beastly domination of the marshes the idea of defecating on and destroying society around him was quite appealing. Mark is also one of the game masters and has been keeping everybody updated via the newfangled workings of the internet and facebook and alongside Mitch will hopefully keep the whole campaign in tip top shape through the many weeks and months. So if youve got any sense at all, youd do your best to keep an eye on those anarchic Beastmen as youll never know when theyre marauding hordes will thunder into your battle lines crushing your empires finest warriors. Marks Beastmen took hold of the coast on the west side of the map, near the Underground Caverns as well as the Billowing Mountains and north of the Great Mortis River. The Beastmen had quite an empty void to their east, with the Dark Elves to the south and the Ogre Kingdoms to the north adjacent to their empire. One thing was certain there was going to be a lot of battles with the Ogres as there was a mass of gut and fat bearing down on them. So onwards to anarchic glory the Beastmen go, hopefully theyll put a few new heads on their trophy racks and somehow do the bidding of the Chaos gods and perhaps in some way defeat Morahngol Ktah.
HEROES OF LEGEND
Gorgaronn The mighty and local Gorgaronn is a famous Beastlord in the area and is infuriated by the new empires being built up in the Marshes of Madness time to sort it out! Ganthagor A magical Great Bray Shaman of much respect within Gorgaronns herd, who has been in his prime for many years as one of the greatest shamans of all time. Morghanoff This incredible Doombull is used as Gorgaronns mighty armoured fist, the behemoth of muscle tends to lose his mind regularly though and has been known to fight the Beastmen himself.
HEROES OF LEGEND
Tzcast Shivrite The Dark Elves are renowned for their use of dark magics and Tzcast is one of the greatest to have ever walked this earth, beware of this Supreme Sorcerer. Khalek Kharaidon Khalek is a great Dreadlord of the Dark Elves and his evil and malice is countable too none, beware of his cruelty and sadism. Uraithen Blackheart Uraithen is a fellow Dreadlord, his reputation just as evil as his counterpart and his tactical might just as effective.
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PAUL HICKEY
LIZARDMEN - SKY
Paul Hickey is no other than the legendary manager of the Warhammer World store, and by George he knows how to play Warhammer! Paul was hooked from the moment he saw the rulespack and instantly decided hed be fielding his ancient Lizardmen to battle and to ultimate victory in the Marshes, so between working in the store and managing all the goings on that goes with that, hell be battling with us to see whos got the most steel. Paul also plays a range of games, and being the store manager seems to have a bit of a competitive streak which should definitely spice things up! So beware all campaign players for the Lizardmen will strike you down in the name of the old ones, and theyve been prepared for the coming of Morahngol Ktah for thousands of years can you deny them eventual glory? Paul set up his Lizardmen Empire just north of the great deserts of Khemri and linear to the great ridge of mountains to the east. The Lizardmen had the native Tomb Kings to their south with the fickle Wood Elves to the north, the rampaging Orcs & Goblins were situated to the west of his empire perhaps a threat too close. It would seem that the Lizardmen would be at constant war with the undead of Numas as well as fending off the hordes of Orcs and armies of Asrai before them if they wish to conquer all, and kill Morahngol Ktah in the name of the Old Ones.
OLLIE WHANT
HEROES OF LEGEND
Qlk Qlk Boq-Zmn A Skink Priest with a great affinity for the winds of magic, hes one of Lord Paos most loyal servants. Tcho-Pi Tcho-Pi The mighty Saurus Oldblood of whom has fought in many battles, his cold blooded mindset enabling him to command the great armies of the Old Ones. Venerable Lord Pao Lord Pao is a might Slaan of great age and wisdom, he leads his empire with the divine light and guiding hand of the Old Ones nothing can stand in his way. Ollie Whant is one of two Ogre generals in the campaign and was brought to the fore by Adam who made him fancy a bit of glory in the name of the great maw! Ollie plays a range of games and usually delves into the futuristic universe of Warhammer 40,000 but he couldnt resist the chance to get his fatties into the thick of it and carve himself an empire. Alongside Mitch who likes to use Gnoblars, Ollie tends to go the way of the Ogres and uses his mighty herd of Thundertusks to stomp around the table bringing with them a horrendous ice storm of which to freeze his enemies in their tracks. To underestimate the Ogres of the billowing mountains is to underestimate death, and the likely hood of the Ogres stomping around in your back yard is incredibly high so be warned Ollie set up his empire just west of the billowing mountains and on the coast of the marshes, taking hold of many of the Underground Caverns which lie there ready to be mined. The Ogres kin were to the north of Ollies empire with the destructive force of the Beastmen to the south and over the mountains and far away are the scurrying hordes of Skaven who no doubt would try their best to topple the Ogres. So with an incredible belly laugh, the Ogres empire was ready for war, and with their new found allies to the north surely nothing could stand in the way of the mighty Ogres!
HEROES OF LEGEND
Kleef Tulipgorger A Danish Slaughtermaster, his great gut helping him cast the magic of the maw and spreading carnage where ever he goes. Yakob Clockstomper A great gutted Tyrant of the tribe, his ability to stomp clocks as well as the infantry of many an army is quite a scary sight. Pepijn Another wizard in the form of a Slaughtermaster, an equal too Kleef and just as powerful on the field of battle.
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CALLUM WILLIAMS
WOOD ELVES - WHITE
Callum Williams is the campaigns only Wood Elf general and was one of the first campaigners to get on board with the Marshes of Madness after hed looked through the rulespack. Callum is most likely scheming the best way of returning order to the forests of this area through the elven might of his Asrai and the forest spirits themselves. Callum has an affinity for the Wood Elves and is an extremely hard general to beat, making one of the oldest armies in Warhammer as hard as nails after all these years. So beware players of the Marshes, the Wood Elves are out for vengeance in the name of the forest youd do your best not to displease them or youll quickly be met with death!
MITCHELL WORTON
Mitchell is the founder of the campaign and came up with the original concept of Morahngol Ktah in all of his gribbly evilness With Marks help they managed to come up with a complete rulespack which perhaps resembles a lunatics ramblings, and one which will hopefully offer up lots of enjoyment and fun for all players involved over the coming weeks and months. Mitch has an affinity for the fatties but his heart is with his Gnoblars and with the one known as Cribbins, a mighty Gnoblar warrior! Although there are two Ogre armies in the campaign Mitch will surely go his own way about carving an empire in the Marshes, however you can guarantee it will be Gnoblar based on all accounts. But beware the Ogres of the north and their ninja greenskin midgets may be isolated, but if youre not careful theyll find a way to belly flop you. Mitch took control of the very north of the campaign map, taking hold of the areas of countryside around Pinzence and most of the area west of the Marshes of Madness. His only enemy within close proximity are his fellow Ogre kin who are just south of his empire, the Skaven are the next closest opponent and are situated to the south east this means Mitch can only truly expand his area with ease? But will it go his way? Most likely the two Ogre players will ally together meaning that the north will be Ogre country, but will anyone stand in their way or will the might of the Ogres prove too much for those who venture there?
HEROES OF LEGEND
Neastara An elegant Life Mage of the Wood Elves and one of their greatest magic users to ever walk the earth. Her affinity with the lore of life is unequalled. Aurdurthu A monstrous Treeman Lord whose mission is to cleanse the Marshes of all evil and bring the forests back under control of the tree spirits. Delendil The Alter-Kindred Lord, a nimble and otherworldly fast warrior of the Wood Elves, to encounter him is to suffer a quick and silent death.
Callum set his empire up to the north of the deserts of Khemri just south of Fozzriks Wizarding Spire and to the south east of the Billowing Mountains. The Wood Elves had the Skaven to the north and the Lizardmen empire to the south east, the Ogres were too the west over the mountains with the Orcs & Goblins to their south. Although the Wood Elves are quite surrounded theyll be able to use their forest special rule too allow them to move around the board extremely easily, so without a doubt well be seeing little pockets of Wood Elf empire popping up all over the place so look out for those pointy eared folk.
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JON LEIGH
ANTHONY SALIBA
HEROES OF LEGEND
Ithalean, Prince of Cothique A High Elf prince who has come to the Marshes of Madness with his lord to quell the world of Morhangol Ktah. Bel-Thiniar the Radiant, Archmage of Hoeth One of the most glorious Archmages of Ulthuan has graced his the Marshes with his prescense in hope of quelling the chaos. Elthair the Brash, Dragonfiend A mighty High Elf lord who rides atop his lethal dragon Ismenios and has come to the Marshes of Madness to destroy the evil that stirs there and to bring order to the area.
BEASTMEN - BROWN
Anthony Saliba is a staff member at the Warhammer World store and is a massive fan of Warhammer above all else, aside from his Beastmen, Anthony has a massive 10,000Pt Warriors of Chaos army - he is truly dedicated to the ruinous powers! Anthony decided to bring his Beastmen to the campaign however perhaps to assist the dark gods in their quest to snub out Morahngol Ktah or perhaps to wreak as much anarchy as possible. The Beastmen themselves have entered the field for the beginning of summer and are looking to cause mayhem for the players who currently live there, of course they wont go down without a fight! Anthony built his empire to the very north east of the map, just above the newly opened Marshes of Madness. The Beastmen had settled in a fairly open piece of the map by to their west were Mitchs Ogres as well as Dans Skaven to the south west and Jons newly formed High Elf empire to the south. The Beastmen have arrived in their droves, and if there werent enough already then there may be too many now! So look up your daughters players of the marshes as Anthonys Beastmen are on the lookout for carnage!
HEROES OF LEGEND
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SPRING SEASON
So Spring begun with, and with a spring in our foot, and hunger in our belly we set of in attempting to carve out our empires. This was the map before Turn 1 had commenced.
Whilst nine of the races are battling over the sodden ground of the marshes others are instead fighting up to the North the War of the Shield in some of the greatest and most gruesome battles ever fought in the history of Chaos existence. All available forces of Order are forming a defensive shield far to the North of the Marshes of Madness, preventing the overwhelming hordes of chaos gaining access to Morahngol. As Morahngol hit the earth the worshippers of Chaos began to hear voices in their heads, pushing and urging them to destroy the spawn of Morrsleib. The constant and urgent nature of the voices forcing every Warrior to make for war and head south with all haste, making an army of Warriors, Demons, Beasts and the Damned of such vastness they would span an entire horizon. The forces of Order acted with admirable speed and courage, forming an alliance to prevent the forces of Chaos from entering the Marshes and slaughtering the armies that hunt for the Chaos God of Confusion. However as each day passes the forces of Order concede inch by inch of blood soaked ground to the Chaos alliance. One year; the armies in the south are informed, One year to find and kill Morahngol Ktah or be thrust into an abyss of darkness forever. The initial armies of the Marshes had deployed and Morahngol was ready to move - the mighty Marshes of Madness are closed to the campaigners in this turn and will open in Summer. Each player recieved seven starting tiles and could place a capital city as well as a mine and a fortress to try and increase their empire.
All races of the known world have sent forth their greatest armies to the marshes of madness, each seeking out the Chaos God Morahngol Ktah for their own unique purposes. As colossal armies clash in the Deserts, Open Plains, Mountains and Coastlines to the North of Khemri the beast they hunt grows ever more powerful
A - Pauls Lizardmen consistently attacked Adams Tomb Kings during the Spring pushing back his empire. B - A mighty battle broke out at this simple Wizard Tower between Callums Wood Elves, Dans Skaven & Mitchs Ogre Kingdoms. The Wood Elves came out on top and renamed the tower the Treesinging Tower. C - The campaigns first game broke our between Animals Dark Elves and Andrews Dwarfs, who in turn pushed the Dark Elves back and crushed them. D - A two turn fight broke out between Ollies Ogres and Marks Beastmen which resulted in both sides taking bloody noses. E - The Dark Elves of Animal, sailed up the shore to attack Mitchs Ogres for them to be cast back to sea. F - After building a new mine, the Beastmen were pushed out of their new abode by Andrews Dwarfs, only for them to win it back and then destroy it by accident! G - After being confronted on all sides, Adam managed to push back an Orc & Goblin invasion from the north. H - Mitchs Ogres were mysteriously attacked by a rogue army of Adams Tomb Kings at the very north of the map. I - An epic 3 way ended with Johns Orcs being victorious over Andrews Dwarfs and Marks Beastmen.
f d c
e h b
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the campaign for Morahngol, led by Big Boss John Hampson, stuffing his Boyz into the thick of it (as any Orc Warboss worth his salt would) in the middle of the central plains north of the River. The Mage-Priests of the Lizardmen found it wise to send the Sky blue army to destroy the Chaos God, they also found it in their wisdom to send Mage-Priest Paul Hickey to command them, his first move to begin their divine quest was to build a temple city just to the North of Numas, also bordering the mountains containing Karak-Zorn and the central plains. The host of Dark Elves sailed under black sails to the mainland south of the marshes and landed on the north bank of the Great Mortis River near the coast. Led by the Dread Lord Animal they set up their city along the banks of the River, ready to sail and attack crucial locations along the coast if need be. The massed sickly green armies of the Ratmen burrowed out of their under-empire to spread the tide of Skaven across the campaign map, appearing to the south of the Marsh their leader Grey Seer Dan Barnes prepared his plague furnaces and Hellpit Abominations and scurried forth to conquer.
A tribe of Ogres migrated to the badlands ready to spread their Blood Red flags throughout. Ready to smash and, whenever the mood takes them, to feast, they looked to their Overtyrant Ollie Whant who decided they should first set up Camp to the north of the open plains and close enough to feel the comfort drawn from the mountains. A contingent of White Wood Elves bound from the forests went forth to the grasslands just north of the open plains, setting up their city south of the Skaven, ready to halt their tide and bring the death to Morahngol. High Born Callum Williams was charged with the task and was determined to do so by any mean necessary. Even the Dwarves wandered forth from their great mountain halls, hammers and axes in hand; ready to bring death to Morahngol and any who would stand in their way. Dwarven Lord Andrew Bainbridge ensured his artillery was of a Dwarf standard, ready to hurl, shoot and fire at any who dare oppose the rise of the grumpy blue beards. A fledgling Ogre tribe garbed in orange blundered its way towards the chaotic beast, finding themselves setting up camp to the West of the Marshes next to the Pirate City of Pinzence. Oddly enough they are led by Gnoblar Chinbiter Mitch Worton; beggars cant be choosers I suppose. The grey Beastmen of the forests appeared blinking into the sunlight, seeing the hideous display of organisation and the progression of society in the uninhabited Marshes filled Beast Lord Mark Hampson with a burning fury, ready to rampage through civilisation and return anarchy to the land his beasts moved south of the woods into the open plains where the hardest fighting was to be had.
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velociraptor cavalry. Though thoroughly beaten, the veteran warriors held by virtue of being steadfast. All the while, a chorus of moans echoed up from the dwarfs, complaining at the lack of skill displayed by their opponents and that Dinosaurs used to be scarier back in my day. In his turn, Andrew attempted to charge the hammerers into the corsairs. The hammerers- having longer beards and therefore knowing better than he however, came up with snake eyes on their charge distance, deciding to have a scotch egg or something instead. The artillery continued to chip away at Bens bolt throwers with little results. The quarrellers continued their bullying of the crossbowmen, finally breaking the elves and forcing them to flee from the Dawi shafts (giggity). Combat saw more of the longbeards fall, though bereft of the added strength of their lances, the knights found carving through the dwarfs to be more of an arduous process than they originally thought. The corsairs and black guard swept into the hammerers. Royal bodyguard to Dwarf lord Iorghen Ulventand, the dwarfs hefted their mattocks in preparation for the fight. The crossbowmen managed to catch Uraithens eye and rallied as they realised the inventive torture their general might have waiting for them if they continued to leg it. A barrage of bolt thrower fire saw the crew of a grudge thrower thoroughly spitted. In combat, the Cold one knights finally broke the longbeards, running them down and crashing into the grudge thrower ahead. Despite seeing his most veteran clansmen run down, Iorghen gripped his axe haft, sweeping the blade through a handful of elves. Despite the frenzied efforts of the corsairs, not nearly enough of the dwarfs fell and the druchii were pulped as dozens of hammer heads descended onto their skulls. The stunned few survivors took the decidedly wise initiative of buggering off. Snarling behind his fantastic ginger whiskers, the dwarf lord ordered his unit to restrain, turning them to face the marauding cold ones. Racing to the aid of the grudge thrower, Iorghen and the hammerers crashed into the cold ones. With battle fully joined, targets for the quarellers were sparse and so they continued the campaign of intimidation, shaving a few more elves off of the crossbow squad. Combat saw the knights butcher the grudge thrower crew and their lance tips pierced the armour of a few hammerers, who repaid in kind. Whilst their subordinates clashed, the two lords locked eyes, Uraithen raising his blade and letting out a sibilant hiss of challenge to the dwarf lord who raised his rune axe in reply. The nimble elf darted forward, his blade sweeping under Iorghens guard. Unfortunately, the blade skittered off of the gromril plate of the dwarf lords armour. Iorghens rune axe landed more telling blows, cutting grievous furrows into the noble and his mount. With the battle entering its final stages, the blood-
ied corsairs continued to limp to safety, whilst the elves shot down the crew of the cannon, already acknowledging that the engines had done their work. In the swirling melee, Uraithens blade once again failed to land on anything remotely fleshlike. Iorghen had grown weary at this point and deciding to put the proverbial brick into the marigold glove (Had to nick that one Andrew), dispatched the Dreadlord, the runes etched onto his axe blade blazing as they cut into his body. Seeing their lord cut down bodily, the Cold one knights felt the sneaking suspicion that something was amiss, begin to dawn upon them. This sudden pessimistic outlook was reinforced when the Remaining hammerers lashed out, knocking them from the saddle. With a few final bouts of desultory shooting, the smoke cleared to find that Andrew had all but wiped the Druchii from the field. Save for the crossbowmen and remaining bolt thrower, his foes were routed. First Blood to Iorghen Ulventand.
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The combat round saw the Cold one knights tear into the longbeards with all the gusto to be expected of
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Turn three sees battle joined as the dryads sweep into the ogres, followed by the wardancers charging into the rear, leaving the ogres scratching their heads in confusion as they were sure they checked that wood on the way in. Bolstered by the sudden aggression from their side, the glade guard take heart and rally. Over on the right flank, the musk of fear is verily squirted as the warpfire thrower crew fail to wound the treeman as it thundered into them. The mournfang trot onto the board just in time to watch their perambulating comrades counter charge into the wood elves, possibly spurred on by the tinny yell of Belly bounce! thrown up by fez. The plague censer bearers are over come with a sudden protective urge in regards to their clan skyre buddies and rush to their rescue, charging Willow Smith. With the battle in full flow, Naestra attempted to find herself a centre of calm. Her attempts to shift the woods was easily dispelled by the artist formally known as, whilst the grey seers own warp lightning based efforts were similarly stopped. Finding herself besieged on both sides, the wood elf barely dispelled toothcracker on the ogres. Naestras concentration finally slipped as she rolled another irresistible as she cast shield of thorns on the dryads. Her luck finally ran out as the roiling energy swept her into the realms of chaos. As the tear in reality closed over, many could swear that the faint echoes of malevolent laughter could be heard drifting over the battlefield. With the troublesome mage dispatched, the skaven felt their grip upon the winds of magic tighten, allowing the plague priest to cast wither upon the Treeman, the forest spirits bark form becoming tarnished with rot. Shooting saw the arrows of the glade guard take down 8 of the plague monks, severely diminishing the unit. The leadbelchers took aim at the dryads, two of the forest spirits being taken down by heavy shot. The combat phase opened with the fanatics of clan pestilens swinging their censers bodily, wafting heavy clouds of warpstone based plague over their towering foe. Three of their number appeared to be significantly less devout than their brethren, succumbing to their own gas. Unperturbed by the spasming corpses of their brothers, nor the jellied remains of the former warpfire thrower crew; the plague censer bearers lashed out with their flails taking 5 wounds off of the treeman, reducing it to one wound. Grievously wounded though he was, the skaven made a fatal error in leaving Willow alive as he proceeded to tear apart the rat folk, over running into the stormvermin commanded by the grey seer. Howling out a challenge, The branchwraith swiftly dispatches the ogre champion dense enough to accept. Her kin lash out with preternatural swiftness, taking a hefty toll on the ogres, the equally agile wardancers cut heavily into the rear ranks of the ogres also. However, considering the overwhelming mass of sheer mean fat surrounding them, it
seemed that their efforts would be in vain. Clutching at the dice, Mitch then proceeded to astound us all by simply not hitting very much at all. Even the famously violent (and corpulent) Marek, seemed disinterested in the mortal combat raging before him, barely striking down a single dryad. For all the ogre fluffage occurring, the ridiculousness of the melee was further compounded when Callum then decided to pass an obscene amount of ward saves. Clearly blessed by the spirit of Orion, he appeared to have not only survived by the skin of his arse, but had also won combat! Having assessed the situation from a tactical standpoint, Fez felt it was better if the ogres decided to cheese it, the lumbering brutes breaking in all directions, some even lucky enough to make it out of the reach of the vengeful Asrai. Turn four commenced with the wardancers continuing their relentless pursuit of the ogres. The tattooed warriors leapt into the fleeing ogre unit, cutting them and the battle standard bearer to ribbons. Not particularly encouraged by the untimely death of their chums, the rest of the ogres politely declined to return to the battle, thighs chafing as they continued to run. Over on the right flank, the roaming tree kin charged into the much depleted plague monk unit, the impact almost jarring the priest from his high platform. Without the aid of his learned comrade, the wood elf magic phase was left to Willow who had a pop at tree singing, only to find it masterfully dispelled by Dans grey seer. Trying his best to ignore the boisterous trees laying into the unit, priest Draxqueek decided to bestow his blessings upon his own men, gifting their blades with a patina of blessed filth. In combat, Willows rampage was sadly halted as the lumbering giant found himself pierced upon many halberds, his oaken form crashing to the ground before he even had a chance to strike. Breathing a sigh of relief, The artist formally known as the horned prophet, claimed that he had everything under control from the start and hissed at his troops to reform. The treekin tear through the plague monks, paying no heed to their poisoned blades. Their triumph was short lived as the plague monk downed one of the creatures with a mighty swing of his flail, before yelling at his fume addled crew to unleash the smog wreathed wrecker ball attached to the plague furnace. Colliding bodily with the tree kin, the wrecker took a great toll though not enough to swing the combat in Dans favour. However, drunk on poisonous fumes and filled with a sense of self righteousness, the priest remained unbreakable. The game reaching its final stages, the wardancers turned on the mournfang, their slender blades still slick with the blood of the monstrous cavalrys kin. With a mighty squeak, the gnoblars rushed to the aid of their heftier comrades, connecting with the wardancers. The Dryads charged into the remaining leadbelchers who could only watch dumbfounded as the forest spirits came upon them, shrieking hellishly. True to form, the rest of Mitchs ogres fled off the table, Fez shouting well wishes to the remnants of his
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battle line as he rode atop Mareks shoulders. Despite having soul control over the winds of magic this turn, Dans grey seer was unable to perform even the most paltry of cantrips. Shooting was hardly more eventful, the glade guard firing arrows into the approaching mass of the hellpit abomination, managing to take three wounds off of the dread creature. In the combat phase, a clash of heroes ensued as Cribbins, the battle scarred gnoblar nipple biter mercernary, bellowed a challenge towards the branchwraith. Now, whilst it may have appeared to all participating that Cribbins was cut down grievously by the marauding forest spirit, we have it on good account that the nimble mercenary in fact evaded her blows by dint of his natural agility and was later seen scurrying towards the rear of the ogre ranks. The nimble wardancers were noticeably fatigued after their earlier slaughter and so their blows fell short of the mournfang, who repaid the blood debt, crushing a few. Not to be outdone, the mighty gnoblars lashed out, taking down a further two! The diminished Man eaters lash out at the dryads but find themselves unable to overcome the vengeful creatures. Their resolve breaks and they flee. Over on the right, the wood elves impetus stalls as, unable to dent the plague furnace, the tree kin are felled (tee hee), leaving only one remaining. Going into the final turn, the wizards tower was still in the hands of the wood elves, though they faced a mass of skaven that threatened to overwhelm them. To emphasise this point, Dan sent his slaves into the glade guard, trusting
in sheer numbers to win over actual, you know...competency. The magic phase was once again desultory, with warp lightning failing to go off once more. combat, the Gnoblars continued to excel themselves, cutting down more of the wardancers and swinging the combat in their favour. The agile glade guard cut deep into the skaven slaves, their natural skill making sure that their blades slipped easily past any form of guard the rats could muster. Though the roiling mass of teeth and claws dragged a few of the elves down, the Asrai still prevailed, though the vast amount of ranks supporting the skaven meant that their courage was sufficiently bolsterered. The remaining tree kin was finally dispatched by Draxqueek whos squeaks of victory died as he realised he was fairly high up and bereft of followers to push him. Sadly his cries of assistance were lost amongst the din of battle. With combat raging at the base of the edifice, the game drew to a close with the Hellpit and the slaves vying for control against the glade guard. With the tower looking to remain in no-ones hands, the mighty tome of rules was consulted where it was discovered that if anyone of the contesting players had slain an army general then that would count towards secondary victory conditions. With his army having herded Marek Fatback off the table, Callums Wood Elves had just clinched it! The Asrai seized the tower just barely, Dans grey seer sending up a barrage of inventive curses towards the victors.
DESERT DA WNS A
s the warriors of the Old ones marched relentlessly through the punishing desert heat, the ground beneath them began to shift. Disturbed from their slumber, the legions of Numas arose from the ground, sand running from their skeletal forms in heavy rivulets. Despite rising to meet the enemy force encroaching upon their homeland, the incantations of awakening were flawed, with King Raamket II and his herald emerging away from their tomb guard. Similarly, the skeleton warrior horde found themselves separated from the main battle line. Offering his sincerest apologies, Alhazred, the armys Hierophant, kindly put out the pressing matter of the approaching dinosaurs. The battle begun with the king and his retainer shuffling their dessicated limbs to the tomb guard. Alhazred urged his skeleton archer unit forward, whilst the skeleton warriors struggled to rejoin the main bulk of the army, bereft as they were of the liche priests incantations. Magic saw the master of the mysteries attempt to cast an incantation of protection upon the army, shielding them from harm until the divided force could gain a semblance of coherency. He found his best efforts effortlessly dispatched by the Slann mage priest, the ancient mage becalming the winds of magic, denying Alhazred the power required to cast. Raising a dessicated fist towards the enemy, the hierophant shook it vigorously in the toads direction. Shooting saw the blessed arrows of Asph take down a few of the saurus warriors, the enchanted missiles jinking and changing course mid air to strike their targets. Taking advantage of the Nehekarans disrupted battleline, the Slaan urged his army forward, Terradons swooping ahead on leathery pinions, preparing to drop heavy rocks upon the undead. Bands of skinks followed in their wake, blowpipes drawn (though what they hoped poison would achieve against an army entirely bereft of veins is anyones guess). The saurus advanced more cautiously, the brooding warriors closing ranks around their glorious leader. On the right flank, several packs of salamanders sprinted ahead, preparing to unleash gouts of fiery breath on the somewhat flammable Raamket. Were he still able to sweat, Alhazred would be perspiring like a proverbial, as he struggled to contain the roiling energies harnessed by slann. Despite his best efforts, the mage priest was able to cast wither on the tomb guard, desiccating further, their mummified forms. The prowling salamanders took advantage of these turn events, one of the creatures slaying 15 of the tomb guard with a single breath. His packmates were less successful, choosing instead to snack upon the skink handlers constantly poking them in the nether regions. Justified some might say.
Adam Chrimes
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destroyed the chariots utterly, prompting a victory squeak from the skink priest. The salamanders continued to bully the tomb guard, wiping the last out and consuming the tomb herald in fire. Filled with righteous anger (and annoyance at his slooooooow limbs), Raamket hefted his mighty kopesh, preparing to fall upon the salamanders. As he charged majestically forth, a shadow fell across the sun and pausing to look up, Raamket saw a terradon passing overhead, followed by a rock falling towards him with unerring accuracy. Thus was the Regent of the Northern marches taken out of the battle by the most slapstick of fates. His ruined body exploding into a swarm of scarabs, he slew the skinks who had such temerity to lay him though, before darting away to his necropolis, to rest and regrow his corporeal form. Bereft of their kingS leadership, there was little the Nehekarans could do but delay the inevitable for as long as possible. Just when despair began to set in (Well an undead sort of ennui), the hierophant revealed he had an ace up his mothbitten sleeve. Pointing beyond the embattled saurus, he motioned to the ground behind them, the sand undulating as the trio of sepulchral stalkers prepared to emerge, petrifying all those who looked upon them. His triumphant expression was short lived however as the shifting stopped, the constructs deciding theyd rather not get involved at this juncture. Unleashing a flurry of inventive swear words, Alhazred watched as the mighty necrosphinx was laid low by a rampaging stegadon. The final blow came when the skeleton spearmen finally arrived from their ramble, defeating a small band of skinks. The idiotic grins plastered on their fleshless faces was more than the hierophant could take. With a mental command, he ordered the remnants of the force to retreat, abandoning the mine to the Slann.
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Pauls Lizardmen had a confusing start to Turn 2 after they captured and then progressively lost it again almost instantly at the hands of the Tomb Kings. Paul decided to pull back and build up his empire but in the meantime would need to fight again for the mine he desired, once again making war with the Kings of Numas. After being defeated by the Dwarfs in Turn 1, the Dark Elf army was destroyed leaving Animal to fend for his empire with only two armies. However instead of consolidating his position, the evil Dark Elves set sail in search of prisoners and headed north up the coast all seemed quiet where they had landed however it wasnt long before Mitchs Ogres clambered down to the ocean to frolic and sunbathe on the seaside, however instead they needed to fend off a druchii invasion. Dans Skaven took a pounding in Turn 1 but despite their early setback in their massive three way game, Dan continued to build up his empire only to find the Wood Elves doing the same. Again, annoyed with the Wood Elves intervening with their plans the Skaven pushed forward to squash these Elves of the forest; surely they wont defy the wants of the council this time? After Ollies Ogres suffered a major defeat against the Beastmen and had lost an army, it seemed like it was time to sit back and consolidate his position. However the evil Beastmen seeing their advantage decided to push forward and attempt to push the Ogres out the way however the Ogres wouldnt be fooled so easily this time. This is their land you see! After their epic victory in Turn 1 against the might of the Ogres and the hordes of Skaven, the Wood Elves turned the Wizard Tower into a Treesinging Tower a deity of all things good. Callums Wood Elves then continued to push their way into the north using their forest movement to take the armies residing there by surprise, perhaps the Asrai are building a second empire? But despite their expansion the Skaven, annoyed by their previous defeat, didnt want any of it and stepped in to stop them conquering even more of the marshes.
Andrews mighty Dwarfs hit out against two foes in Turn 1 casting them all aside, firstly beating Animals Dark Elves on the Great Mortis River and secondly pushing back a Orc invasion to the north of his Empire. Using their advantage the Dwarfs continued to push on, and rather strangely managed to conquer a mine deep within the Beastmen territory much to the confusion of all The Beastmen that were there were furious with this turn of events and persisted to do battle with the perpetrators. Mitchs Ogres were defeated at the Treesinging Tower, a battle theyll want to quickly forget as well as building a fort in Turn 1. The next turn started with a bang, as the Ogres were making their way to the seaside to eat ice cream and go to the arcades, they noticed a plethora of black ships making their way to the coast. Before they could say Cribbins get my lunch the Druchii attacked, and began to mobilise on the seafront annoyed by this occurrence and having to take off their arm bands and deflate their dingys. Battle commenced! Marks Beastmen had defeated Ollies Ogres near the Underground Caverns in Turn 1 and had cut himself a sizeable empire. Turn 2 began where Turn 1 left off and the Beastmen seeing their advantage pushed into the Ogres empire hoping to push them back further a grudge match of epic proportions it seems! However the Beastmen horde on the coast that had just finished building a mine got a bit confused when it was overtaken by Dwarf miners Some kind of Dwarfen trick? Whatever it was the Stunties needed to be squished!
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BESTIAL REVENGE
he rain was falling hard on the battlefield, the mountains nearby had whipped up a storm in the day and by late eve was abrupted by the claps of thunder and the flashes of lightning. The Ogres had advanced to their position, rain running of their blood encrusted armour which had been put there by the Beastmen theyd tried to stop in earlier weeks. But they couldnt forget the previous loss theyd suffered and the sight of the hill scape before them being filled with those same Beastmen who defied them, unsettled them greatly this was going to be an almighty grudge match; one the Ogres desperately needed to win. A regiment of renown came into view; the now mighty Bestigor newly named the Ironsmashers after their crushing victory over the Ogres had made them infamous among the war herd. Their giant axes, rusted and bloodied were held high, taunting the Ogres as they set up their battle line; they wanted to continue their dominance over the fat ones. At the head was Gorgaronn, majesty among Beastmen, his breath condensing in the air in great plumes as he began to work himself into a frenzy, shouting orders and smashing his great Brass Cleavers together ordering his minions to taunt those before them. The Ogres, although greatly demoralised by their foes, hadnt come unprepared. They now had knowledge of this army and its leader and knew what they needed to do to beat them but the battle didnt follow suite to their plans. The Beastmen advanced first, the great ranks of Gors and Bestigors marching down the hill, with the entourage of Chariots packed together on the left flank and the Minotaurs stomping a mean path on the right flank. Without hesitation the main bulk of the Ogres force moved forward with the Mournfang cavalry on the left restraining their mounts as they remembered all too well the pain of a Razorgor charge. The great Thundertusk sucked the very cold out of the air around it, making it snow on the battlefield for a few minutes as it did its ice blast attack on the Ungor warriors for it to fall short, rather annoyingly for its riders. The Beastmen progressed to move forward attempting to slam the Tuskgor chariots into the stationary Mournfang for them to fail on both accounts. The Ungors however, worked up into a blind rage by Gorgaronns endless chanting charged off into the Ironguts taking the Ogres by surprise, and although the Ungors were beaten by the huge elite Ogres they held tight and did not flee. With the Chariots failing to charge the Mounrfang the giant cat riders saw the opportunity to smash through their nemesis with sheer strength of impact, the first chariot turned horn and fled whereas the second Tuskgor crew took the brunt of the impact. The Mounrfang smashed the wooden frame aside and trampled over it continuing on into the Razorgor chariot, the Beastmen had failed to get the essential charge off this time but the Ironsmashers bundled forward to assist their beleaguered comrades from the ensuing onslaught.
Battle Standard attempting to gain the advantage on their enemies. But unfortunately for the Ogres the Mournfang were then cut to pieces by the mass of attacks the Bestigor could deliver and ran from the victors, the Bestigor then took this advantage to slam into the Ironguts flank and reignite the hatred between the two units however the mass of Bestigor persisted to wipe out most of the Ogres down to a man, but the stubborn Ogre didnt budge. The Ogres right flank was doing a better job however; the great Thundertusk bundled into the swathe of Gors before it stamping many of them into the muddy puddles beneath their feet. However the Thundertusks impetus was not enough to cast the Gors and Gorgaronn down and got stuck in combat with the horde of Beastmen, the then fuming Minotaurs were able to rampage into the side of the beast and the combined might of these forces pulled the Thundertusk down. However this confusion helped the Ogres in the end as all the Beastmen units were out of sync and had spread themselves all over the place, the Ogres needed to break the army not defeat it in this case so the Kleef Tulip Gorger and his huge mob of boys charged off into the victorious Gor unit and with the huge volume of impact hits and attacks the Gors were completely disorientated and demoralised, not even Gorgaronns shouting and screaming could stop the unit from fleeing the impact of such a huge body of fat!
Quirm. Pushed up through the tunnels, his arms bound behind his back, with such force that it was almost as if their fellow Skaven didnt want him anymore. Meanwhile the Wood Elves decided to accept the challenge made by their foes and set up their own battle lines in response. Naestara the life mage had experience in fighting these defilers and arranged her units to counter strike the Rat horde with forest spirits whilst raining arrows down upon their soft heads. The Wood Elves took the initiative and sent their Dryad forces ploughing forwards towards the Skaven. The legendary Tree Man of the Wood Elf force Willow Smith watched the battle unfold patiently from the cover of a nearby wood, waiting for his moment to strike. Now Naestara closed her eyes and drew power from the winds of magic, managing to conjure up a decent 9 power dice, she began casting spells using the power of her magic to move woods around the battlefield, protecting herself and bolstering the toughness of her units. The Rats looked to their newly acquired Grey Seer expecting him to dispel the spells coming forth from Naestara. The seer simply cackled madly as the magic flew all about them unhindered followed by a hail of arrows, which mainly missed the Skaven forces due to the distance between the opposing armies. A little disconcerted by their new arrival the Skaven reacted. Wood Elf fast cavalry, attempting to flank the Skaven by approaching their right flank via the ruins were taken aback as when they passed the rubble plague censor bearers flew out charging at the Elves and their mounts. However the Rats were disorientated and were unable to hit their prey. As the Wild Riders braved the noxious gasses brought forth by the censor bearers the cut through the Ratmen with the ease and grace expected of an Elf. Afterwards charging onwards towards the plague furnace and Draxsqueak the monk. Meanwhile the Warlord Slik Ordered his units to advance, readying his blade to strike down the spirits of the forest that had thwarted him once before. Then the eyes of Quirm lit with an eerie green glow and he laughed maniacally before sucking all the power he could from the winds of magic, throwing all of his strength into sending the 13th spell at the Wood Elf Naesara and her squad of archers. The force of the spell was so immense that the Elves could do nothing but watch it happen. Naestara, the Wood Elven battle standard and the captain of the archers watched as the rest of their unit scream blood curdling screams before the fabric of reality around them was torn and they mutated into Clanrats, their hideous remains knotted together on the grassland they lay on as the effects of the spell proved too much and they died. Rather then be panicked by the decimation of his squad the captain roared in defiance at his now hated enemy, promising to take as many of them to the grave with him as he could.
The remaining Gors and Gorgaronn did manage to rally in front of the pursuing Ogres, but due to the mass confusion with the rest of the Beastmen army the Kleef and his Ogres could not be stopped and persisted to wipe Gorgaronn and the Gors off the table in a final belly flopping charge. The Ogres had managed to pull victory from disaster in the end, and the Beastmen army that remained looked on in horror as their general was defeated, the Ironsmashers and their Wargor took the initiative and took the opportunity to flee the battle before the Ogres could call for reinforcements. A battle unjustly lost? Or perhaps revenge for the carnage the Beastmen had done to the Ogres earlier on in the Spring, whichever way you look at it, the Beastmen and the Ogre Kingdoms would now have a bitter hatred for one another perhaps for months.
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The Mournfang persisted to cast the Tuskgor chariot down, but the contraption ended up too tough to destroy, and seeing their chance attacked the Wargor carrying the
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However the spell also had major ramifications on the demented soul who cast it. Abusing the winds of magic in such a way that Quirm had would not go unpunished. The fabric of reality exploded around this suicidal Seer as he detonated, sending ten of the Stormvermin that were with him to their graves along with three unlucky nearby plague monks. However the warped mind of Quirm was not sucked into the abyss and he alone stood in the centre of a blackened crater, still cackling whilst he burnt. However the rats that had survived the detonation were used to Skaven weaponry backfiring and did not flee but trudged on forwards. Shaken by the destruction of her squad Naestara called upon the magic of life to undo the hideous mutations of six of her archer companions and bring them back to the world of the living. While she did this the BSB, angered by the death of his comrades notched the Hail of Doom arrow into his bow and fired it at the Stormvermin, as the arrow whistled through the air it splintered into many shards and pierced nine of the already depleted Stormvermin who finally decided theyd had enough and turned their tails on the enemy, squeaking as they fled. The few brave wild riders who charged the plague furnace launched themselves from atop their mounts onto the furnace with Draxsqueak and butchered him. The plague monks took umbrage and charged atop the furnace with them. Gladly sacrificing themselves for the good of the forests the Wild Riders fought and fell before the monks. As the last of their kin stood atop the furnace he heard a loud CLUNK above his head, looking up just in time to see the wrecker ball fall from the furnace before it crushed his small fame to dust. As this occurred Quirm let out an almighty Squeak (as almighty as a squeak can be) and swung back round to face the enemy, the stormvermin, very much fearing this nutcase, followed suit. As they did so The Hellpit Abomination Experiment 313 lurched forward in front of the Skaven battle line. Now facing his foe again Quirms whiskers twitched as once again his eyes glowed their fell glow and the 13th spell was once again irresistibly cast at those that remained in Naesalas unit. The six revived archers fell to the spell. The Captain also fell. As did the BSB. Then Naesala herself hunched over screaming as the warped power of the dreaded 13th spell tore her body apart and she, like her fellow comrades, collapsed onto the grass. Quirm Screeched with unbridled glee at causing such devastation and as he did so imploded once more with the power of the Dimensional Cascade, incinerating seven foolish Stormvermin who came too close and five plague monks. After the explosion Quirm, still screeching in delight, was sucked away into an abyss of darkness for all eternity. At the sight of this madness a unit of Dryads manoeuvred in front of the remaining Stormvermin ready to stop them in their tracks. Meanwhile the Treekin charged the plague furnace, ready to finish what their Wild Rider brethren started.
Seeing the Hellpit Emerging from the Skaven line a squad of Wood Elf Archers opened fire upon it, only one arrow penetrated the Hellpit, making it roar an unearthly roar that shook the ground, charging onwards towards the spirits of the forest. The Treekin smashed into the wooden frame of the furnace, wrecking the structure and reducing it to splinters. The Plague monks reacted but were unable to penetrate the toughened bark of the Tree Demons, but the monks, angered by the loss of their machine stood firm to exact their revenge. The thirteen remaining Stormvermin, along with the Warlord Slik, charged the pretentious Dryads standing before them. The Dryads cut through the remaining Stormvermin to reach Slik, as the Branchwraith saw the Warlord the Skaven called forth his two assassin bodyguards. The Dryad called out a challenge and one of the assassins stepped forth to accept, protecting his master and easily cutting the Dryad to pieces before the creature could lift a gnarled limb. The other assassin killed two more Dryads as they attempted to swarm the Warlord. However he was unable to kill many that ran past him to the Skaven Hero. Slik Squeaked in fear, he didnt think he was actually have to fight! He drew his weapon and lashed out randomly at the Dryads, who simply stepped to one side then struck his Rat foe down. The other stormvermin were overwhelmed and seeing their commander die, scamper away as fast as they could. Now the other unit of Dryads caught the Hellpit unaware and charged into its left flank but were unable to wound the monstrosity. Experiment 313, annoyed by the Dryads, decided they would be better flattened and, rearing up on itsermrearing up into the air proceeded to collapse down in an Avalanche of Flesh upon the Dryads, crushing nine of the spirits to dust, the Dryads then thought better than to continue attacking such a creature and ran for their lives. The Treekin finished off the Plague monks and turn to see the destruction being carried out by Experiment 313 started moving in to combat it. Before the Treekin could charge the Hellpit, however the Legendary Willow Smith burst out of his forested hiding place and moved to stop the Experiments rampage. The Hellpit slams into the Heroic Treeman, the ensuing wrestling match reached epic proportions, shaking the very roots of the trees in a nearby forest. Then the Hellpit grabbed Williow Smith, slamming his head into the earth, shattering the forest Demon into splinters. The hellpit then turned from its kill and slammed into the Treekin, ripping through them like paper. Thats all I know Master SQUEAK! Chattered the Clanrat. Experiment 313 ran off into the swamps after the battle, shall we sent a squad to recapture him? Yes muttered The Artist Formerly Known as the Horned One I had plans once you knowAnd soon they shall come to fruition.
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Mitchell Worton
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SPRING SCENARIO
The Armies
This scenario is for an even number of players; each player choosing his/her force from their armybook using any Heroes of Legend or Regiments of Renown that they wish from any army rosters. Each players army should be the same size; the chosen points limit for this game will be 2,000Pts.
Special Rules
Both the Dawn Attack and Ruins of Azharr scenario use the Madness Marshes special rule as detailed on page 17. Also all forests are mysterious and must re-roll any results of 1.
The Battlefield
Magic Armour: This cape has been crafted out of the back of a Marsh Troll and offers a hard and strangely clammy extra defence against enemy attacks. The Marsh Troll Cape grants the wearer a 6+ save as well as Regeneration (6+) this can be combined with other armour as normal.
Set up as many tables as there are pairs of players ready for a Dawn Attack game. This represents the armies stumbling over one another as they try to find their bearings on their way to the Marshes of Madness heartland. Each player is drawn from a hat, so that player 1 will play player 2 on the first Dawn Attack table this then continues until all the tables have a game ready to go. All of these games must commence at the same time, as the first victor gets to move on to the next scenario named The Ruins of Azharr. The individual Dawn Attack games are to determine what order the winning players move on to the central prize, this will be detailed later. Victory is determined as per the normal rules for a Dawn Attack game, so get your victory in quickly as youll stand more of a chance of claiming the Madness Marshes.
Arcane Item: Azharr wasnt a wizard, but he did use his huge collection of prototype Wizarding staffs and wands to make a damn good mess of his enemies. (One game only) Azharrs Knowing Staff grants the wizard bearing this item to know one more spell than he normally would.
Game Length
Victory Conditions
The winner of The Ruins of Azharr is determined by the amount of objectives won; see capturing objectives Pg407 of the rulebook. If there is a tie, then the players who lost the Dawn Attack games must decide who should conquer the Madness Marshes tile. Each player that made it to the final battle gets a piece of the spoils of Azharrs items and trinkets however, to determine what each player received look at the spoils of war section below.
Enchanted Item: Legend tells that Azharr was a massive gambler, and he often diced with his enemies. Little did they know that the dice he was using had magical powers? (One use only) Activate this at the beginning of your turn. This item can target any one model on the table top, for the entirety of your turn the selected model must re-roll any successfully passed ward saves or armour saves it needs to make.
Dice of Azharr
Arabian Gemstone (Count as Luckstone) Sand of the Desert (Count as Gleaming Pennant)
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he Spring Scenario started off with a bang as 8 of the 10 armies competing in the Marshes of Madness turned up for glory. Four tables were set up, and each players name was drawn from a tub to see who would be playing who in the first stage of this mighty scenario. The initial games were:
The games were vigorous, and needed to be fast paced as the first through the initial round would be going on to the final table and would be able to pick the best spot to capture Azharrs mighty fortress. The catch was that your units needed to stay out of as much trouble as possible in the first game, as if they got too butchered then theyd struggle to have enough strength in the final game. The first player through was Callum with his Wood Elves who managed to take the Dark Elves out extremerly quickly, in the end Callum had lost very few of his army and looked in good shape to win the final scenario. Second through was Mark with his Beastmen who survived the battering from the Dwarf warmachines and managed to get through to the final game. However his monstrous Minotaur unit had been completely destroyed in the process, but fortunately the main core of his army was still intact. Dan got through to the centre table next, after an extremerly close battle between the Tomb Kings. The Skaven however suffered massively against the undead, and had very few rats left on the table to try and capture the final table. Last through was Mitch, whos Ogres had seen off an entire horde of Orcs without losing many men. It seemed that Mitch was in the best contention in terms of survivability but would have to deploy last on the table.
zharrs forgotten fortress was set up, and the final four armies were ready to take it to their enemies to conquer the Madness Marshes. The objectives were set out, and on the final Marshes table all hell broke lose! Callum deployed central with the bulk of his Wood Elf army intact, he fronted up on all sides, trying to make sure that his units of Dryads were on the objectives. Mark deployed next and put his huge Gor units as close to Callum as he could, and on the other side of the table Dan put his Skaven force facing the Beastmen and had the Wood Elves too his left. Mitch deployed last, taking the distant board edge, and was quite a way from the exposed flank of Callums Wood Elf army. After much fighting, the inevitable happened, Mitchs Ogres would have steamed over the armies that were fighting in the centre and although we couldnt have been certain we had to declare Mitch the winner as we had run out of time. We did manage to get 3 turns done however, and the Beastmen did manage to take on the Wood Elves head to head and come out on top, while the Wood Elfs continued to attack the Skaven bringing their numbers down. But the huge untouched Ogre army stomping across the Marshes would have surely been enough to flatten the dwindling forces of the other races. Mitch went on to conquer the central tile of the Marshes, and all the players got a certain amount of relics for their efforts, as well as the magic items above! Good job boys.
Adam Chrimes (T omb Kings) vs Dan Barnes (Skaven) John Hampson (Orcs & Goblins) vs Mitchell Worton (Ogre Kingdoms) Mark Hampson (Beastmen) vs Andrew Bainbridge (Dwarfs) Benjamin Hayes (Dark Elves) vs Callum Williams (Wood Elves)
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SUMMER SEASON
So Summer begun with an absolute bang! We had four new players enter the fray, and a map expansion which had a whole range of brand new things. And to make it better, Morahngol is growing in power!
So with a little rest, the ten armies who had fought during Spring could reflect on what had happened so far in the campaign. The seemingly unstoppable Wood Elves continued to expand a new empire too the north of the map whilst keeping hold of their initial one to the south, overall the Asrai seemed unstoppable! Pauls Lizardmen had also cut out quite an empire to the south and after smashing the Tomb Kings to pieces in the first few turns had looked to other lands to try and conquer as they seemed to be persistently good at winning games. But regardless of this, Dans Skaven were winning in Relics and his small empire was churning them over for him at a constant rate. However Mark and Adam struggled to get any Relics during the whole of the Spring season, but Mark did salvage some for himself in the final battle. Overall everyone had a joyous three turns, Adam was the most destroyed by the end, but is looking to right the wrongs that were done to him in the Spring season. So summer begins! And we have to introduce four new players to the Marshes of Madness, firstly is Nick Bayton who will controlling the devious Night Goblins and has placed his empire to the very centre of all the carnage to the west of the map. John Bracken has placed his empire in some new tiles too the east and seems defiant that the Lizardmen and Wood Elves bordering his empire will meet their end. Jon Leigh arrived with the mighty High Elves, taking hold of the norhern territory of the Marshes of Madness. Whilst Anthony Saliba took over the north east of the map with his anarchic Beastmen, looking to sew disorder into the fighting armies all around him. Morahngol himself has increased in power for Summer, the moon Morrsleib was waxing, surely Storms of Magic would break out everywhere now! Beware, for to fight in this magnified storm is to warrant death...
All races of the known world have sent forth their greatest armies to the marshes of madness, each seeking out the Chaos God Morahngol Ktah for their own unique purposes. As colossal armies clash in the Deserts, Open Plains, Mountains and Coastlines to the North of Khemri the beast they hunt grows ever more powerful
i j e b c d g h f a
A - Orc Rock was added the map, an effigy of the Orc gods. B - Morahngols Crater has finally become visible for all to see and the land around it are now conquerable. C - Nicks Night Goblins poured forth into the Beastmens empire to be repelled. D - A massive 3 way broke out between the Orcs & Goblins, Dark Elves & Dwarfs. E - The nasty Night Goblins moved north to attack the Wood Elves & Ogre Kingdoms. F - Many battles ensued between the Orcs, Night Goblins and Lizardmen. G - The Vampire Counts fight against the High Elves and Beastmen here. H - War breaks out between the alliance betwetn the Lizardmen and the Wood Elves. I - The Ogres of Mitch look to repell the Beastmen from their runined fortress. J - Carnage breaks out around Ollies empire.
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Vampire Counts had decided that it was time to plague the living, and their empire was made clear by the passing of the great mists. John Bracken was commanding this army and decided to hit out as quickly as possible as his Vampires would surely be thirsty for blood. The Vampires made a bold move and pushed forward to attack the campaign leader with, it would be a bloody battle against the Wood Elves. Also to the north west, John B pushed another Vampire horde to deal with the schemeing Skaven - only time will tell if these were wise decisions. Anthony Saliba entered the fray from the north, a roaming band of Beastmen who were looking for bloodshed and were infuriated by the arrival of new lands and cities in their Marshy home. The Beastmen decided that the best course of action would be the smash the closest enemy possible and rampaged into a three way against Adams Tomb Kings and Mitchs Ogres - surely a battle of epic proportions!
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The armies battling for supremacy of the Marshes of Madness had turned their attention to the lost hold of Karak-Zorn. This once mighty Dwarfen city had succumbed to the onslaught of the Skaven and Night Goblins many hundreds of years ago and is still to this day the scene of constant war.
The Setting:
Karak-Zorn was once a great city of the Dwarfs until it fell suspect to the never ending hordes of Skaven and Night Goblins. Now it is but a shell of its former glory but it is still one of the largest holds in the southern mountains. Due to this the armies that have taken refuge in the Marshes of Madness have decided to push out the unwanted inhabitants and claim it as their own. Any treasure here has most likely been stolen or defaced by Skaven or Goblin hoarders. Who knows if they managed to crack open the ancient treasure hold though?
SUMMER SCENARIO
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6D6 Skaven Slaves appear from the depths, randomly determine which chasm they arrive by. 5D6 Skaven Clanrats appear from the depths, this new unit has a Clawleader but no standard bearer or musician. Randomly determine which chasm they appear by. 4D6 Skaven Stormvermin appear from the depths, this new unit has a Fangleader but no standard bearer or musician. Randomly determine which chasm they appear by. Something bad has lurched above ground, roll a D6: 1-2 D6 Rat Ogres and 3 Packmasters appear with a Master Bred. 3-4 3D6 Plague Monks appear with a Bringer of the Word. 5 1 Doomwheel appears. 6 1 Hellpit Abomination appears. Randomly determine which chasm these units appear on.
central prize, this will be detailed later. Victory is determined as per the normal rules for an Underground Brawl game, so ensure you stop your opponent from blocking you out of the main hall as youll want to be in with a chance of conquering Karak-Zorn. Unfortunately the loser of these first games must sit out of the next stage just grab a beer and enjoy, oh wait, youll get to...
The Armies:
This scenario is for an even number of players; each player choosing his/her force from their armybook using any Heroes of Legend or Regiments of Renown that they wish from their army rosters. Each players army should be the same size; the chosen points limit for this game will be 1,500Pts and 3,000Pts for respective scenarios. The 3,000Pt army should include everything that the 1,500Pt army has; essentially it is the full force of the invading army.
Conquering Karak-Zorn
The final battle is now in full flight, the losers have fled the scene and the victorious armies have mobilized to their full might and are ready to pulverise their stronger foes and conquer this illustrious hold. For this game each player that won the previous Underground Brawl scenario gets to use their full 3,000Pt force. Units that took casualties may regain D6 wounds, whereas Characters, Monsters, Warmachines and Chariots regain 1 wound up to their maximum. The first player who wins his game gets to decide which deployment zone to set his first 1,500Pts into; this is the army that was used in the first game. The other 1,500Pts is then brought on as reserves in ensuing turns. The second player who wins then chooses his deployment zone, and so on. Once everybody has deployed the game can begin.
To add a bit of spice, the players who lost the first game get to jointly control these Skaven units, perhaps an opportunity for sweet revenge be it though the hands of the rats. Once three units have been rolled for, they are then randomly placed 1 away from a chasm facing any direction that the players decide. There are 6 Skaven chasms on the tabletop randomise which one that they deploy next to. After the Skaven have been deployed in this manner it is essentially their turn, and they will constantly go first from now on at the top of each new game turn. As each turn passes the Skaven army always gets three additional units, however the chasms can be destroyed by the invading armies. To do this an invading unit must move within 1 of the chasm, for the remainder of that turn, that unit cannot shoot, cast magic or fight in combat. At the end of the turn roll a D6 on a 4+ the unit has managed to collapse the chasm, on a 1, 2 or 3 the unit has failed to block it and it stays open for the Skaven to pour out. If at the beginning of the Skaven turn there are no chasms open then no more units get to crawl out from the depths theyve been blocked off!
Special Rules:
This scenario is split into two, an Underground Brawl scenario and the final Conquering Karak-Zorn scenario. Both missions use the underground battles special rules detailed in the Blood in the Badlands campaign book. Underground Brawl is detailed on Page 20, whereas Conquering Karak-Zorn has additional rules which will be detailed later.
Shard of Morahngol
The Battlefield:
Set up as many tables as there are pairs of players ready for an Underground Brawl game. This represents the armies finding individual entrance holes into the main hall of Karak-Zorn and on their way theyve found another invading army and must dispose of it before it gets to its full strength. This game uses the 1,500Pt force, as the main bulk of your army is stuck back in the tunnels and cant join in on this tightly spaced melee. Each player is drawn from a hat, so that player 1 will play player 2 on the first Underground Brawl table this then continues until all the tables have a game ready to go. All of these games must commence at the same time, as the first victor gets to move on to the next scenario named Conquering Karak-Zorn. The individual Underground Brawl games are to determine what order the winning players move on to the
Special Rules:
The Conquering Karak Zorn scenario uses the Battle Royale turn system which is in the main rulebook on Page 406. This is to ensure that the game runs smoothly and allows everyone to get in on the action without having to wait around for their turn.
Game Length:
This game lasts for 8 turns with the Skaven of Clan Krave entering the fray from Turn 1 and reserves arriving from Turn 2.
Currently the Skaven control the greater reaches of KarakZorn, and theyve noticed the mass carnage thats ripping through their hold. At the beginning of a new turn, starting with turn 1, the Skaven of Clan Krave start to climb up from the depths. Roll a D6 three times to determine which two Skaven units have arrived on the battlefield for that turn:
Victory Conditions:
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The player who ends up closest to the main central pillar of Karak Zorn is the winner. This unit cannot be fleeing or be an individual Monster, Swarm unit, Warbeast or Chariot. It must be an infantry style unit, e.g. Monstrous Infantry or Cavalry for example. If a combat is the closest unit past turn 6, then continue to do combat rounds until one side is the victor, this victor then wins the scenario. If its not possible to determine a winner for any reason then its up to the losing players who controlled the Skaven to decide a winner. Each player that took part in this game gets a share of the glory, now look at the spoils of war section.
Banner of Thunder
Talisman: This bracelet couldve belonged to any conquering Night Goblin general, but for some reason this one is special. Anybody trying to hit the bearer for some reason feels an awful sense of nausea and dizziness making it difficult to stand let alone throw a punch. Any to hit rolls of 6 must be re-rolled if targeted at the bearer either in shooting or combat.
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he Summer Scenario started off with a bang as 10 of the 15 armies competing in the Marshes of Madness turned up to conquer the lost hold. Five tables were set up, and each players name was drawn from a hat to see who would be playing who in the first stage so that they may gain a foothold into the final chamber. The initial games were played at 1,500Pts:
The idea of the first few games was that the competition would be furious and fast paced ensuring that the quickest through would get a better position in the final conquering Karak Zorn scenario. Each player would have to battle their way through the Underground Caverns against some stiff competition whilst receiving as little casualties as possible. In the end, after an hour of hard battling, Callums Wood Elves, Dans Skaven, Nicks Night Goblins, Mitchs Ogre Kingdoms and Bens Dark Elves made it through to the final table. It was time to set up for carnage!
arak Zorn was ready to be conquered, the table was set and the five lucky armies who managed to find their way to the colossus chamber in the holds centre would now have to fight over it to find a winner. However not all rests easy in the chambers of the underworld, and the Skaven of Clan Krave had heard about these invaders and wanted to push them back, and as out campaign players marched into battle - the Skaven had begun to pour out from below. In the first turn, a mighty Hell Pit Abomination lurched out of one of the chasms right in the path of Bens Dark Elves, much to his disarray! Behind the lumbering beast came other units of Slaves and Stormvermin waiting to stop the intruders from taking the hold so easily. But through the carnage the rats did eventually get overturned as the players managed to close their chittering chasms. As battle commenced it seemed that Dans Skaven and Nicks Night Goblins would clash as well as the Ogres getting in on the action. Callum was held back by a swathe of underground tunnelling rats and couldnt make it to the middle pillar which was the main objective, however in the end, even though hed had to deal with a monstrous Hell Pit Abomination Bens Dark Elves managed to clinche victory from the clutches of the other players. Karak Zorn was now in the hands of the Dark Elves, and it would seem that theyre now a huge contender and a force to be reckoned with for the remainder of the campaign.
John Hampson (Orcs & Goblins) vs Benjamin Hayes (Dark Elves) John Bracken (V ampire Counts) vs Mitchell Worton (Ogre Kingdoms) Andrew Bainbridge (Dwarfs) vs Nick Bayton (Night Goblins) Dan Barnes (Skaven) vs Mark Hampson (Beastmen) Matt V aughan (Skaven) vs Callum Williams (Wood Elves)
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AUTUMN SEASON
After the chaos that Spring and Summer had thrown at us it was time to step into the second half of the Campaign with fresh vigour in our hearts, for soon well be heading towards the end of our tale.
Like a bat out of hell, the campaign circus would continue, after Animals win at Karak Zorn it was already time to crash into a whole new season and the second half of the campaign. Things are starting to get serious, Morahngol Ktah is beginning to rear his ugly head once again and its a race against time for the armies of the Marshes to establish their war torn empires so that they can lay claim to Morahngols head. Summer had been a season of betrayals, upsets, catastrophes and unlikely victories - firstly the mighty alliance between Paul and Callum was over. The top players in the campaign had attacked one another leaving their previous alliance in tatters and a new hatred would begin, of course these two players had the most to play for as their winning records were second to none. The same bitter hatreds still remained, Andrews Dwarfs still had a grudge against the Dark Elves and the Orcs & Goblins as they consistently battered against one another to the south west of the map. However a few new rivalries were beginning to coalesce in the Summer, mainly between John Brackens Vampires who were beginning to make a name for themselves against the likes of the Skaven and High Elves. And Mitchs Ogres were beginning to fall out of sorts with Anthonys Beastmen who seemed to lay waist to anything the Ogres could put in their way, all in all the Summer was a massively busy season and so much happened that its hard to remember all the epic clashes and heroic deeds. Autumn would have less change than Summer, however there is a new entrant to the campaign bearing his Skaven, and he goes by the name of Matt Vaughan. Matt took control of the last few empty tiles to the north of the map were he would find himself battling with Anthony to the east and Mitch to the west. So hunker down campaigners its time to battle through fall and try not to pass into memory like the sun of the summer season.
All races of the known world have sent forth their greatest armies to the marshes of madness, each seeking out the Chaos God Morahngol Ktah for their own unique purposes. As colossal armies clash in the Deserts, Open Plains, Mountains and Coastlines to the North of Khemri the beast they hunt grows ever more powerful
A - A massive four way broke out between Jons High Elves, Marks Beastmen, Dans Skaven and Adams Tomb Kings. B - After just winning the hold of Karak Zorn, Andrews Dwarfs were already attacking Animals Dark Elves. C - Matt Vaughan pitched his newly arrived Skaven against Mitchs Ogres in the Marshes.
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This rulespack has been designed collaboratively between a few of the campaigners. Most of the pieces of graphics had been made on Photoshop and then arranged using InDesign, certain elements were also done by hand as well.
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UNDERGROUND GENIUS
TURN SEVEN
Summer is over, and Autumn has begun - as the leaves on the trees begin to die and fall to the ground the armies of the Marshes cannot rest even for a second. Morahngol is gaining even more power and the skirmishes for land are starting to become all out blood baths - its time to see whos got the steel to make it through this phase of the campaign.
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