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History records you as one of the commanders taking part in "the Battle for Albion"; a campaign weekend that chronicles
the clash of nations in the year 2520...
First things first: The team running the event is there to help describe the campaign story as
it unfolds and they will work out what impact your games have upon it.
THIS IS NOT A TOURNAMENT. YOU WILL GET MORE OUT OF THE Most importantly they are there to ensure everybody has a great time. After
WEEKEND IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON all its only toy soldiers!
THE OUTCOME OF YOUR GAMES. IF YOU AND YOUR OPPONENT
ENJOYED THE GAME YOU HAVE WON. Games will be driven by the narrative of the campaign. This means that
during the course of the event various games may appear a bit one-sided
The Tempus Fugitives have designed this campaign weekend to be (we when viewed from the usual gaming perspective.
hope) as enjoyable as possible. It is important to remember that the
campaign weekend is not a tournament. If you are expecting anything In any war, commanders have to deal with unfair and unbalanced
other than to just have fun turn back now! The games you play are all situations, using cunning and skill to prevail against overwhelming odds, and
connected to part of a greater battle the clash of nations as they battle the same may be true for you. However, whatever the scenario or
to claim the magical Isle of Albion. battlefield conditions, your game and your story will always count in the big
scheme of things; the Tempus Fugitives will always try to make sure that you
Games Workshop has a really fantastic Grand Tournament programme and are not asked to play a game you simply can't win before any dice are
should you want to get involved in a true test of your skill at Warhammer cast. There will always be critically important mission objectives that you will
Fantasy Battle please contact Direct Sales on 0115 91 40000 or see the need to strive to achieve.
events page at www.uk.games-workshop.com
Most importantly remember that, as this is a team event, even if you lose
The Battle for Albion campaign weekend presents Games Workshop your individual battle your taskforce or faction may still do well overall; don't
hobbyists with an opportunity to play in a different style than they may be worry about 'winning', just think about having a good time.
used to. In short, Tempus Fugitives campaigns are all about trying out new
ideas and contributing to an adventure. In fact the story is almost as It is our hope that we can repay some small part of the kindness that the
important as the actual games themselves and players should be prepared gaming community has shown us over the years and organise a top notch
to get into the mindset of the army they have brought to battle with. event that everyone can enjoy.

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Acknowledgments Weekend Schedule


This weighty tome you hold in your slightly clammy
hands is the roadmap for the first Tempus Fugitives Saturday 1 March 2008 st
Sunday 2 nd
March 2008
Warhammer Fantasy Battle campaign weekend.
08:45 09:30 Arrive & Check-In 09:00 09:30 Doors Open
We have not arrived at this point by mere chance
or by some whim; instead we are here because of a 09:30 09:45 Welcome and Introductions 09:30 09:40 The Story so Far
number of important people helped us along the
way. The bad news is that the list is quite lengthy 09:45 10:00 The Story so Far 09:40 10:00 Game 4 Briefing
so well group them together so as to hopefully not
leave anyone out. 10:00 10:20 Game 1 Briefing 10:00 11:30 Game 4: New Frontier

Most important of all - the Tempus Fugitives would 10:20 12:00 Game 1: Exploration Party 11:30 12:30 Sunday Lunch
like to thank Games Workshop for giving many of us
jobs and an unbelievable twenty-five years of an 12:00 13:00 Lunch & Best Army Judging 12:30 12:50 Game 5 Briefing
old, yet familiar world to play with. Without their
universe to run around in, wed all be playing Risk or 13:00 13:20 Game 2 Briefing 12:50 14:50 Game 5: Death in the Marshes
Sudoku
13:20 15:20 Game 2: A Call to Arms 14:50 15:10 Break
The wives, girlfriends, boyfriends, partners and right
hands of the Tempus Fugitives for letting their 15:20 15:40 Break 15:10 15:30 Game 6 Briefing
worse halves go and play with lead dollies up
15:40 16:00 Game 3 Briefing 15:30 17:30 Game 6: Clash of Nations
north several times a year. The Tempus Fugitives are
most serious about their work and no fun was had in
16:00 18:00 Game 3: Pitched Battle 17:30 18:00 Debrief and Award Ceremony
the preparation of this weekend Any rumours of
80s disco dancing on the revolving stage in the 18:00 19:30 Dinner
Reflex bar in Nottingham high street are completely
unfounded. 19:30 23:00 Quiz and relax in Bugmans

The UK Events team deserve mention here. The


support received over the years from Brian Aderson
and Andy Joyce has meant that we have had the IMPORTANT!
confidence to try and pull these events off. This material is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Templars, Blood Angels, Blood Bowl, Catachan Jungle Fighters, Chaos Space Marines, the Chaos device,
Codex, Dark Eldar, Dark Angels, Dark Future, the Double-Headed/Imperial Eagle device, the 40k device, Dwarfs Crossed Hammer logo, Eavy Metal, Epic,
And last but not least wed like to thank all those Eldar, Eldar symbol devices, Eye of Terror, the Games Workshop logo, Games Workshop, Genestealer, Golden Demon, Gorkamorka, Grey Knight,
Hammer of Sigmar, Horned Rat logo, Inquisitor, the Inquisitor device, Khorne, the Khorne device, Kislev, Kroot, Leman Russ, Mordheim, Necron,
who have visited our website and forums. The Necromunda, Nurgle, Nurgle logo, Ork, Ork Skull devices, Skaven, Skaven logos, Slaanesh, Slaanesh logo, Slottabase, Space Hulk, Space Marine, Space
feedback and support given to our campaign Marine chapter logos, Space Wolves, Sisters of Battle, Steel Legion, Talisman, Tau, the Tau caste designations, Tyranid, Tyrannic, Tzeentch, Tzeentch logo,
Ultramarines, Vampire Count logo, Von Carstein, Von Carstein logo, Chaos, 40k, GW, Warmaster, Warhammer, White Dwarf, and all associated marks,
weekends has encouraged us to try and put names, characters, illustrations and images from the Warhammer world and Warhammer 40,000 universe are either (r), TM and/or (c) Games Workshop
together the best Fantasy Battle campaign Ltd 2000-2008, variably registered in the UK and other countries around the world, used without permission. No challenge to their status intended. All
Rights Reserved.
weekend we possibly could.

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The Great Isle of Albion


Westward from the Old World, across the Sea of Claws lies the
mysterious Isle of Albion. An Island, it is rumoured, to contain both
great power and great wealth in equal measure. Unknown to all but
the Druids of Albion, the island holds powers that an evil entity known
as the Dark Master needs to bring about his apocalyptic dreams.

Those nations across the globe that were thought to value life and
Order were visited by warrior-Druids from Albion known as Truthsayers.
These proud hedge-wizards could not allow the Dark Masters plans to
come to pass and when the magical barrier protecting Albion began
to break apart under the evil daemons attacks, they knew they had
to act. The Dark Master was no fool and foresaw that the combined
might of these so called forces of Order would thwart his plans.
Having already corrupted many druids to his dark ways, he sent the
Dark Emissaries to visit those races he knew that craved power and
riches over the noble ideals of charity and hope. These Forces of
Darkness were quick to rise to his call and they too dispatched armies
to Albion.

Now the board was set and the pieces in motion for a brutal
campaign fought far from home where each nation fought for itself
and even the noblest of ideals would be tempted by the awesome
power of Albion

The Power of Albion


Millennia ago, the High Elves fought the raw power of Chaos as it threatened to overwhelm the world and utterly corrupt the mortal races. Great magical
defences were constructed in their home of Ulthuan to hold back these evil powers. But the cradle of the Elves was not enough to prevent the forces of Chaos
from sweeping across the globe and a second part to the barrier was created in the distant island of Albion. Just like in Ulthuan, Albion was suffused with the
power of magic. Its very soil was enriched by the winds of chaos and in the skilled hands of the Forces of Order, could be used to hold back the power of
Chaos. Like other forms of energy, the winds of magic have laws that governed its behaviour, and the consciousness of the sentient beings of the world
circulated the globe in predictable patterns. One of the focal points of this magical energy was deep in the heart of Albion. This magical source has been
protected since its creation by the Veil of Mists, a thick band of billowing cloud that hides the entire Isle of Albion from prying eyes and causes the inquisitive to
be dashed on the jagged rocks that surround the land.

Certain locations in the physical world are closer to the warp and the Realm of Chaos than other places, and by some chance there exists only a thin fabric
between the physical world and the unseen world throughout Albion. It is rumoured that artefacts from beyond the stars have washed onto the shores of the
magical Isle.

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The Druids of Albion


At the heart of the magic of Albion is the power of Ogham, or the Old Faith as the Druids call it. Ogham is the concept that there is a sentience in nature, a
position supported by the existence of nature spirits across the Isle. Even the weather in Albion takes on a more elemental nature fighting against those who
threaten the balance of the land or tormented and unleashed on those who oppose a master of Ogham. It is when manipulating the elemental spirits of Albion
that the Druids come into their own and demonstrate furious energies more powerful and dramatic than those in the rest of the Old World. Ogham is more than
just a series of spells used on the battlefield, it can be used to animate the land itself in the creation of Fen Beasts as well as communicate across the Isle through
the birds of the air and beasts of the field. Normally seen as guardians of balance and the elements, the lure of the Dark Master has corrupted dozens of the
Druids and created the Dark Emissaries. These twisted creatures aggressively became involved in the affairs of the native tribes of Albion and soon put them
against one another by supporting the warlord MacDeath. In response the more interventionist Druids uncorrupted by the Dark Masters promises, went out
amongst the tribes as Truthsayers, in an attempt to restore the balance. Not long after this effort, the Dark Emissaries went out beyond Albion and began to lure
outsiders to help shift the balance of power. With no alternative, the Truthsayers journeyed beyond the Veil of Mist that surrounded Albion in search of allies.

The Heartwood
It is believed by the Wood Elves (or Asrai as they call themselves) that at the heart of every forest there is a great tree, the first tree from whose seeds the majority
of the forest sprang from. Few have seen such a tree, and its location is only known by a handful of forest creatures. Such trees were rumoured to be among the
first to grow at the birth of the world and will be the last trees to capture the final rays of the world's last sunset. It is said that the greatest of these trees is in Albion
in one of its many forests, and it is claimed that its roots have grown into the centre of the earth.

These trees are known as Heartwood trees and are among the most sacred of all things earthly, and as such are carefully revered and guarded by the Albion
Asrai and the Ogham Druids. Only the oldest and most powerful of Druids are invited to pay their respects to the tree, and it is said that only the oldest and
wisest Druids may become the companions of the tree. This Heartwood Tree hears the whispering of all the leaves in the forest and can warn the Asrai and
Druids under its eaves of any danger in the forest and its general directions. This communication comes in the form of a rustling of leaves and the
accompanying Elf or Druid simply intuits the degree of danger, its distance, and its location in the forest by interpreting the trees subtle behaviour.

The Heartwood lies in an area known as the Heartwood Grove. The entire clearing is under the massive canopy of the tree, and its earth is rent and tangled with
ancient knobby roots that stretch out for hundreds of feet around, and there are at its roots small places for Druids or injured animals to hide or weather from the
frequent rainstorms. If one is brave enough to climb the top of the tree, they may look out over the entire forest with a sense of awe. The Heartwood Grove is a
powerful location, and functions as a point of magical focus unlike any other found beyond the Ogham Stones.

So great is its power and sacredness that the Dark Master quickly identified it as a barrier to his plans for domination and focussed his might to bring that most
unholy and dark creature known as Morghur to seek it out and destroy it. Even more frightening is the secret that Druids fear and never speak of, for it has been
known for a Heartwood Tree to become infected with Chaos. The great tree's heart darkens, innocent forest creatures are driven out from its presence by fear,
and the forest itself becomes darker and more oppressive as the Heartwood Trees limbs entangle themselves in the roots of other trees, leeching the vitality out
of nearby trees, and the Heartwood itself is reputed to awaken the hunt and drink blood.

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Ogham Stone Circles


Ogham Stone Circles are locations of immense power, placed at precise locations where magic flows and pools to,
power which can be accessed by a wizard or Druid who uses the proper spells. The Stone Circles can be take on strange
characteristics reflecting the unique nature of the location and its long relationship with the magic of the earth, each
altering and changing each other. Such areas are carefully guarded by Druids and the creatures of the forest.

Any Wizard who is inside the stone circle at the beginning of the Magic phase will generate double the
normal amount of both Power dice and Dispel dice. Add the dice to that Wizards pool. Note that other
models that normally generate Power or Dispel dice, such as Dwarf Runesmiths and Empire Warrior Priests, will
generate double the normal number of dice as well. Magic items that generate Power / Dispel dice, and the
Magic Resistance special rule, are unaffected. Due to the sacred nature of the stone circle, no new Undead
models can be raised inside the circle.

Forge of the Old Ones


Golden plaques taken from the jungles Lustria and deciphered in the Empire speak of a time
eons ago when the Isle of Albion was the site of a sprawling techno-arcane complex created
by an unspeakably ancient race called the Old Ones. Their carefully aligned stone circles
and thousands of miles of impressively taut lay-lines once served to harness the mysterious
power of the Winds of Magic. This power was used to control the gigantic interspatial portals
through which Old Ones were said to traverse the sea of stars beyond this world. At some
time there was an unfortunate accident; the portals became unstable, opening a rift into the
void and creating the zone of contamination and temporal instability that is now known as
the Chaos Wastes. In order to stop their damaged portals running out of control and
engulfing the entire world the Old Ones destroyed or disabled their control complex on
Albion. A vast quantity of dangerous energy was released as a result.

This catastrophe turned the isle of Albion into a warped land that was ever afterwards
shrouded by chilling mists and ceaselessly mocking drizzle. The explosive release of energy had
the effect of distorting local time and space in surprising ways. As a result the island proved
almost impossible to find afterwards and many Old Worlders came to doubt its very existence.
Isolated from the world and from reality many of the islands inhabitants degenerated
physically and culturally, coming to live an ape-like existence alongside the other malformed
monsters of their devastated land. Despite this they still retain some vestigial memory of a time
of greatness when their ancestors helped build the stone circles and other wonders that once
formed the nerve centre of the Old Ones techno-arcane warp mechanism and are said to
guard this Forge of the Old Ones to this day.

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Outline of Play
Upon registration each player will be assigned to a team, called a Task
Force, containing several other players. You and the other players in your At the beginning of each round a Task Force that has the initiative may
Task Force are allied field commanders fighting for your people. You may attack one of the Task Forces without the Initiative. It is then the
be Dark Elves; Chaos; Bretonians; Dwarfs; the Empire or one of the many responsibility of the Task Force Commander to outline to the rest of the
other races participating. These factions represent the various sides of the players which scenarios you must play to achieve them.
conflict as they battle it out to secure the destiny of this newly discovered
isle. The Task Force with the Initiative must decide which players will undertake
each of the objectives assigned to it and note this upon their Mission
Each faction has a number of objectives to achieve over the course of the Briefing. Each objective will have associated scenarios to be played. Once
weekend. These objectives will be revealed as the campaign unfolds. they have made their decision the players in Task Force with the Initiative
must select the tables on which the games will be played; players on each
The campaign will be fought in six rounds. Each round a series of battles will side can then pair up.
be fought using the Warhammer game rules. Each player within the
campaign will take part in each round. As your games finish you must report the result (Win, Lose or Draw) to your
Task Force Commander; the Commander in turn must pass all of the
Depending on the number of armies sent to Albion by each nation, there completed mission briefings back to your Faction Marshal.
may be a number of Task Forces from each nation each with their own
agendas, strengths and weaknesses. Because of this each Task Force will Victory points are not required to be recorded for the campaign but are
be vying for glory in its own right. After all, its not just which nation claims used in games to determine whether it is a win lose or draw as per the
the island of Albion but who claims it for their nation! Warhammer rules. Your Task Force's success or failure will determine the
future objectives available in those places and, as discussed previously, it
When you purchased your ticket you were assigned to a taskforce. Before will also determine your Initiative for the next round.
the first game on Saturday you will be asked to gather at one of the task
force muster points and nominate a Task Force Commander. The role of the Should anything particularly notable happen during the course of your
Task Force Commander is of crucial importance to the team. It is the game, such as an act of extreme heroism or crushing tragedy, please let
Commander's responsibility to update the Task Force each round and then, your Faction Marshal know about it as your deeds may well become one of
at the end of each game, collate results and hand those back to your the legends of the Battle for Albion and gain additional benefits for your
Faction Marshal. Task Force...

Initiative is used from the second round of the campaign onwards. Initiative Gold
in the second round is determined by the result from the first rounds landing A win in each game gains 1000 gold pieces., a draw 750 and a loss earns
party skirmishes. Initiative in each subsequent round is determined by the 500 gold. During the weekend you can use gold to purchase interesting
results of the previous round. If the Wood Elves received a complete kicking things or horde the gold. There will be an award for the richest faction at
from the Dwarfs in round three then it is unlikely that they will receive the the end of the event.
initiative for round four.

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What You Will Need


You will require a painted Warhammer army divided into two distinct forces, as indicated in the following sections. You will require two copies of both of your
army lists. These must include all of the models in your army, their point values, and the points of any upgrades or magic items. One of these you should keep
with you during the entire weekend, and the other should be handed in at registration for inspection by a Faction Marshal.

All models MUST be painted and representative of the appropriate type of troop. The minimal standard of painting requires that at least three colours are
painted on to the model and that the bases are textured in some manner. In each round, if the Faction Marshal sees any unpainted figures on tables you will be
asked to remove them and be penalised 250 gold for each unit that does not meet these criteria.

You will need to arrange somewhere to sleep overnight. (For help contact Nottingham Information Centre on 0115 915 5330) and you will need to arrange
transport to and from the event. It is also useful to bring some spending money for refreshments and any activities you may want to take part in after the
Saturday event finishes.

in addition to your army you


will need:

this campaign pack

dice, templates and tape measure

superglue

the appropriate army book.

a Warhammer fantasy battle 7th


edition rulebook.

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Fighting for Albion


The Warhammer Seventh Edition rules will be used for this campaign Units detailed anywhere other than in the relevant Warhammer Armies
weekend, as will the latest Frequently Asked Questions (FAQ) documents book are not permitted (for example War Hydra variants). Please contact
from the Games Workshop website. You need the hardback version of the Tempus Fugitives if in doubt.
the rulebook because some of the material from the second half will
be used throughout the campaign, and the smaller Battle for Skull You may include Special Characters from their army book as
normal but certain specific restrictions may apply (seethe relevant
Pass rule book does not contain this material.
army selection).
Each player will require an army selected from a single army list - see
You must have enough models to field as a 2000 point army.
the section entitled Permitted Armies.

No allies of any kind may be taken. Dogs of War and Regiments of
Renown are not permitted in any army except Dogs of War
Neither armylist may contain more than 9 levels of magic within it. For
Tomb Kings a High Priest is considered to have 3 levels, a Liche Priest 2 and a mercenary armies. Instead Armies may use the Faction Specific
Tomb King/Prince 1. Units instead which are found in this document.

All models within your armies should conform to "what you see is what Variant army lists found in the back of some older army books and
you get" (WYSIWYG). In other words, all equipment that can be in obsolete supplements such as Storm of Chaos and Lustria are not
appropriately shown should be clearly modelled on each miniature. permitted.

Exploration Party Main Force


Small forces sent ashore ahead of the main army, Exploration Parties are Once the exploration party has established a landing point, heavier forces
selected according to the following restrictions. Part of the fun of these small are brought ashore to expand the exploration party into a full scale army.
armies is doing something a bit unique that you might not have the time to
do with a larger army. Must be no more than 2000 points.

Must be no more than 1000 points. May include different units/models to those found in the exploration party.

May include a Lord as the army general, even though a Lord choice Must include a Lord choice to act as the army general. The Lord must be of
would not normally be permitted in an army of this size. the same type as found in the exploration party if they have been taken
there. E.g. If a Dark Elf army takes a Highborn in the Exploration Party then
they must take a Highborn in the Main Force. They may not take a High
Sorceress.

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A Clash of Nations
Across the Warhammer World mighty armies march to war heralded by blaring trumpets and pounding drums. Knights in shining armour crash into regiments of
bloodthirsty warriors, while archers darken the sky with arrows. Powerful war machines belch forth death with ear-splitting fury, while great heroes on fantastic
monsters sweep into combat, turning the tide of battle as all the world fights to build a kingdom in Albion.

Beasts and Hordes of Chaos


The Beastmen of Albion live, as they do all across the Warhammer World, in roaming warbands led by the strongest among them. Beastmen hordes are
extremely dangerous in battle; a ferocious horde of brutish warriors, great lumbering chariots, packs of slavering Chaos Hounds and bands of larger beasts
eagerly tear apart any enemies that dare to stand in their way. The Beastmen pour from the forests of Albion in endless masses, stretching across the horizon.
Often the horde breaks quickly into warring factions, for the Beastmen are Children of Chaos and so order is an alien concept to them. They have been held
most recently held in check by the corrupted Albion warlord MacDeath and his dominion over the northern human tribes. But now the Beastmen warbands are
joined by warped monstrosities and mortal warriors from the realm of chaos. The ever-reincarnating creature known as Morghur has been born once more but
this time it is far from the forests of Athel Loren. He now walks the marshes of Albion, drawing the tribes of the Children of Chaos around him and it cannot be
long before it is they, and not humanity who wield the power of Albion.

Using a Chaos Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies:
Beasts of Chaos and Warhammer Armies: Hordes of Chaos with the latest FAQ
from Games Workshops website. Please contact us at the Tempus Fugitives if
you do not understand this point.

Chaos armies that include Morghur have no General as such (although


references to the armys General refer to Morghur). Morghur has a reduced cost
in an Albion Chaos army and as such costs 278 points. Remember that although
armies of Beasts that have Morghur as the general may not take mortal or
daemonic units, they may take Albion specific units found in this pack.

Galrauch, the first of the Chaos Dragons is worshipped by many of the Northern
tribes.

Neither Gorthor the Beastlord nor Khazrak the One-Eye were present in the Battle
for Albion. However, both characters are entirely usable in the campaign as
representing a different Beastman General. Simply give them a new, suitable
name and use the existing models. All of the rules found in Beasts of Chaos for
those characters apply, only names have been changed. Archaon was not
present in Albion and so may not be taken.

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Bretonnia
It was almost a year ago to this day that Bretonnias involvement with Albion began. It was during a feast in the
Kings court that the legendary Green Knight armed with an axe entered the hall and issued a challenge. He
asked that anyone present should meet him in the courtyard and using the axe, strike a single blow at him, on the
condition that the Green Knight will return the injury. Many of the foolhardy nobles at court accepted the
challenge and went out to duel the Knight. Each landed a solid blow that chopped off the Knights head and
each fully expected him to die. But each time the Green Knight picked up his own head, and told the young
noble to meet him on the Isle of Albion a year from now or their life is forfeit.

Now the Errant Knights have journeyed to Albion, their passage clear of the normal defences that surround the
realm. On its shores they have met the Green Knight who, accompanied by native mystics, charged them with a
quest to protect the land from the rampaging invaders that now threaten it. If they honour this pledge the Green
Knight agrees to release them from their vow and they may keep their heads. Impetuous as they are - each noble
places great importance on their head and readily agree.

Using a Bretonnia Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Bretonnia with the latest FAQ from Games Workshops website. Please
contact us at the Tempus Fugitives if you do not understand this point.

Bretonnia armies that include The Green Knight as its General must take Knights Errant as compulsory Core choices. All Errant Knights taken in an army led
by the Green Knight are Stubborn. Louen Leoncoeur may not be taken in a Bretonnian Army.

Chaos Dwarfs
Every three centuries the Citadel of Lead awakens for a year. In that time its inhabitants change from their metallic forms into the Chaos Dwarfs who were
originally cursed by the Isle many thousands of years ago. At the end of the year the Dwarfs feel the curse upon them once more and they return to the Citadel
to once again sleep. The stars are right and the three hundred years have passed once more. The Citadel awakes the Isle quakes with the sound of anvils and
iron. The forces of Chaos on Albion are joined by the children of Hashut.

Using a Chaos Dwarf Army in the Battle for Albion

Armies must be selected using the Ravening Hordes army list to represent Chaos Dwarfs. Please contact us at the Tempus Fugitives if you do not understand
this point.

Chaos Dwarf armies may include the Helcannon as a Rare choice.

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Dark Elves
While her son, the Witch King Malekith, fought on Ulthuan, the Dark Elf Sorceress Morathi sought to embrace
the coming storm of chaotic energy and turn them to her own ends. The arrival in Nagaroth of the Dark
Emissaries brought the situation on Albion to Morathis attention. Sensing the opportunity that presented itself
Morathi used her pacts with the daemons of Slaanesh and commanded a force to the shores of Albion intent
on seizing the power of Ogham for the Druchii.

Using a Dark Elves Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Dark Elves with the latest
FAQ from Games Workshops website. Please contact us at the Tempus Fugitives if you do not understand
this point.

Dark Elves armies that include Morathi as its General may take the Lore of Slaanesh in place of Dark
Magic. The army may also take Daemonettes and Mounted Daemonettes as Special choices. Armies that
take Morathi as its general may not include Assassins, Witch Elves or the Cauldron of Blood. Morathi and
any heroes in the army receive the mark of Slaanesh for free.

Malekith is busy butchering the High Elves in his latest attempt to conquer Ulthuan and as such may not
be taken in a Dark Elves army.

Dogs of War
Many of the armies on Albion are professional mercenaries who fight for wealth, power or for their own more personal reasons. These Dogs of War or sell swords
have no qualms about allying with the armies marshalled by the Dark Emissaries or the Truthsayers and provided there is payment at the end, will attack any of
the other nations present even other mercenary groups.

Using a Dogs of War Army in the Battle for Albion

Armies must be selected using the most recent edition of the Dogs of War armylist with the latest FAQ from Games Workshops website. Please contact us at
the Tempus Fugitives if you do not understand this point.

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Dwarfs
King Byrrnoth Grundadrakk, lord of Barak Varr was quick to respond to the mists around Albion dispersing and sent a fleet of ironclads to seize the wealth for the
Dwarfs. Led by the Kings first son, Thane Kazek, the fleet made good time across the ocean. Too good in fact and the Giants of Albion were still fiercely intent
on defending their land. Though the Druids of Ogham quickly brought the Giants away from the costal defences, it was too late. A third of the fleet lay broken
at the bottom of the sea and Thane Kazak was drowned along with hundreds of Dwarfen sailors. When news returned to Barak Varr, the King was caught in a
wave of anguish. He declared a grudge against the Albion Giants and soon his hall became filled with slayers from across the Dwarf realm all intent on earning
a glorious death by aiding the King in his grudge.

Using a Dwarfs Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Dwarfs with the latest FAQ from Games Workshops website. Please contact us
at the Tempus Fugitives if you do not understand this point.

Dwarf armies may take Slayers as Core choices provided that the Lord is a Daemon Slayer. Each unit of Slayers may include a Doomseeker for +30 points.
Doomseekers have the profile of Giant Slayers who are always placed in the front rank and always strike first.

Slayer heroes and Lords may be the army general.

Empire
Many of the Elector-Counts contributed men and gold to Emperor Karl-Franz call to fight in Albion. The arrival of a
Truthsayer from the Druids of Ogham caused quite a commotion at court and the Emperor was keen to be seen to
support the Albion druids. The Truthsayers had already proven themselves to be powerful hedge wizards and promised
access to the fertile and untapped lands of Albion in exchange for the Empires aid. In private, the Truthsayers had also
warned that a dark force was at work in Albion and threatened to bring down the barriers which held back much of the
Realm of Chaos. Remembering the nightmare that had been inflicted on the Empire in Magnus the Pious time, Karl-Franz
had no wish for a storm of Chaos to descend on his country and pledged that the forces of good would prevail in Albion.
To the Elector-Counts this promised to be a voyage of fortune seeking and the establishment of new territories, but for the
Emperor there appeared to be far more at stake

Using an Empire Army in the Battle for Albion


Armies must be selected using the most recent edition of Warhammer Armies: Empire with the latest FAQ
from Games Workshops website. Please contact us at the Tempus Fugitives if you do not understand this
point.

Empire armies may not include the Emperor. Balthazar Gelt has journeyed to the Isle of Albion to follow up on rumours of the Citadel of Lead which is said to
hold the secrets of forging an entire army of iron. So in tune is Gelt to the powers of Albion that he generates an additional power dice for use each turn.

Empire armies may include Militia representing the settlers sent to Albion. So desperate are these settlers to establish a new life for themselves in Albion that
they fight with greater fervour. Militia units receive +1 Ld.

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High Elves
The Asur know too well the threat to the world that Albion represents. Should the Ogham power fall into the hands of the forces of
Chaos the pressure on the magical wards in Ulthuan would increase to such an extent that their home would certainly be ripped
from the fabric of the world and sucked into the Realm of Chaos. Sea Lord Aislinn has been charged with leading a fleet of
Dragonships to the land of Albion and stopping this catastrophe.

Armies must be selected using the most recent edition of Warhammer Armies: High Elves with the latest FAQ from Games
Workshops website. Please contact us at the Tempus Fugitives if you do not understand this point.

High Elves armies may not include Tyrion, Teclis or Eltharion as these heroes are busy battling the Witch King in Ulthuan.
Korhil has been dispatched along with Caradrayan to ensure the Sea Lords assault is successful.

High Elf armies which contain only Lothern Sea Guard as their Core choices may make an additional round of
shooting at the beginning of the game. After deployment for both players, all Repeater Bolt Throwers in the army may
make single round of firing on the enemy. Normal range penalties and line of sight penalties apply. Once this is
complete and any panic checks have been taken, the game continues with the players rolling to see who gets the
first turn.

Lizardmen
When the island of Albion was to be taken for the Lizardmen, the great Lord Mazdamundi called for Kroq-Gar to lead the
assault. Travelling to Albion on the backs of giant turtles, the army of Lizardmen began a series of raiding and hit and run
attacks of the recently settled nations from the rest of the World. Lord Mazdamundi had decreed that no warm-blood
could be left alive on the island. Many of the peoples who survived these attacks began to believe that the Scar Leader
was a spirit of destruction angered by some other force on the isle.

Using a Lizardmen Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Lizardmen with the latest FAQ from
Games Workshops website. Please contact us at the Tempus Fugitives if you do not understand this point.

Armies that include Kroq Gar may upgrade each unit of Saurus Cavalry as Core choices with a champion, standard
bearer and musician for no additional points cost.

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Ogre Kingdoms
Skrag the Slaughterer, Prophet of the Great Maw is fixated by rumours of a great citadel of lead found in Albion. The Citadel is
said to contain forges capable of creating incredible armour and cannon, the likes of which have never been seen. For
many years Skrag has been plagued by dreams of a fantastical suit of armour that would make him a god amongst the Ogre
Kingdoms and see him proclaimed Overtyrant. Dragging his cauldron with him, Skrag has convinced a number of Ogre tribes
to follow him across the world to Albion to eat the other nations so that Skrag can claim the Citadel and find the armour that
he believes is his destiny.

Using an Ogre Kingdoms Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Ogre Kingdoms with the latest FAQ from
Games Workshops website. Please contact us at the Tempus Fugitives if you do not understand this point.

Armies that include Skrag the Slaughterer receive +1 Ld to all Bulls, Lead Belchers, Butchers, Bruisers and Iron Guts.

Ogres may NOT be taken as Dogs of War in other armies (except in a Dogs of War army).

Orcs and Goblins


In his eternal quest of a greater battle than his last, Grimgor Ironhide and Da Immortulz were an obvious choice for
both the Truthsayers and the Dark Emissaries to visit. After killing a good number of both of these visitors from Albion, a
particularly cunning Dark Emissary was able to remain intact long enough to kindle an interest in the Black Orc
Warlord. The next day Grimgor and his boys headed for Albion, intent on slaughtering the other nations in a glorious
battle.

Using an Orc and Goblins Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Orcs and Goblins with the latest FAQ
from Games Workshops website. Please contact us at the Tempus Fugitives if you do not understand this point.

Armies that include Grimgor Ironhide may take Black Orcs as Core choices. If it does so it may not take any other
Core choices and may not include any kind of Goblins or Snotings.

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Skaven
The Council of Thirteen have a vision. To expand the network of passages under the Old World to stretch to the Isle of
Albion. The Council of Thirteen command Ikit Claw and the Clan Skryre to achieve this end. Claw plans on using Skryre
tunnelling machines to bore passage from the coast of Bretonnia, under the channel of the Sea of Claws and emerge on
the white cliffs of Albion. Claw even considers laying on some form of locomotive transport to permit Skaven speedy
passage between Albion and Bretonnia at a fraction of the cost of ferrying their forces. For added muscle and tunnelling
ability, Claw has allied himself with Ghoritch, castellan of Clan Moulder. Together they will be unstoppable. The Council has
spoken. Let their will be done. Die die!

Using a Skaven Army in the Battle for Albion


Armies must be selected using the most recent edition of Warhammer Armies: Skaven with the latest FAQ from Games
Workshops website. Please contact us at the Tempus Fugitives if you do not understand this point.

Armies including Thrott the Unclean or Ghoritch, Castellan of Clan Moulder may be chosen from the Hellpit armylist found
in White Dwarf 311.

Armies including Ikit Claw, Chief Warlock of Clan Skryre may be chosen from the Skryre armylist found at the back of
Warhammer Armies: Skaven. The rules for Ikit Claw can be found on Games Workshops website.

Tomb Kings
Queen Khalida Neferher has sat in silent vigil over her kingdom since she was laid low by her vampiric cousin Neferata in
the days of ancient Khemri. In desperation Khalida had cried out to the Gods to save her from vampiric living nightmare
of eternal damnation. The Asp Goddess heard and appeared in a divine vision. The Goddess purified the vampiric taint
from Khalida's veins with poison. Unfortunately, Khalida still died but she was buried in the Asp Goddess' temple in Lybaras.
There she sits unmoving with a beautiful death mask created in her likeness. When the magical barrier around Albion
vanished and the energies of that Isle began to leak out across the seas, the power of the goddess infused her limbs
once more and she commanded her undying legions to their great golden ships. The magical balance of Albion was of
great import to the Asp Goddess as she is still greatly worshipped by many of the tribes there. With council from the
Truthsayers, Khalida descended on Albion as an avenging angel promising agonising death for any that would corrupt
those loyal to the Goddess.

Using a Tomb Kings Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Tomb Kings with the latest FAQ from
Games Workshops website. Please contact us at the Tempus Fugitives if you do not understand this point.

Armies may include Queen Khalida as a hero choice and not a Lord (although she must be the army General). The
army may therefore chose still take a Lord choice if it so wishes.

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Vampire Counts
The most infamous of the Blood Dragon Vampires was the legendary Red Duke, the scourge of Aquitaine. This mighty
and fell Vampire Lord rose in the land of Bretonnia, and only after the fierce and bloody Battle of Ceren Fields did the
ruler of Aquitaine vanquish the Undead legions of the Red Duke. But though his army was destroyed, the Red Duke
escaped. He was left a wretched shadow of his former self and spent the following centuries trying to restore himself.
After a visit from a Dark Emissary, the Baron and his followers now believe that the power of the Ogham stones can
restore his glory and give him dominion over Bretonnia.

Using a Vampire Counts Army in the Battle for Albion

Armies must be selected using either the current edition of Warhammer Armies: Vampire Counts with the latest FAQ
from Games Workshops website or if they have obtained a copy ahead of the weekend they may take the new
Vampire Counts book instead. In either case please contact us at the Tempus Fugitives if you do not understand
this point.

Armies that specifically have a Blood Dragon Vampire Lord leading them may be chosen as described in the
supplementary Blood Dragon army list found in the back of the current army book. As the Red Dukes army comes
from Bretonnia, they may use the lance formation as described in Warhammer Armies: Bretonnia.

Wood Elves
The Wood Elves living in Albion have been there for thousands of years and believe that their community is more ancient than even the Asrai of Athel Loren. The
forests of Albion are less expansive than those in the Old World and as such the Wood Elf population has never numbered more than a few thousand. Mystical
groves in the Elven realm connect the forests of Albion with those of the other kingdoms and with the mystical protection over Albion now gone, those
pathways have reopened allowing the Asrai of Athel Loren to venture across the world as simply as by stepping from one grove to the next. Now reinforced by
their distant cousins, the Albion Wood Elves wage war against Morghurs Beastmen and the other dark worshippers that threaten their existence. The presence
of the Truthsayers is barely tolerated, but all others will die by the bow and the spear.

Using a Wood Elves Army in the Battle for Albion

Armies must be selected using the most recent edition of Warhammer Armies: Wood Elves with the
latest FAQ from Games Workshops website. Please contact us at the Tempus Fugitives if you do
not understand this point.

Wood Elves (not forest spirits) have hatred against Beastmen.

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Treasures of Albion
Many strange and wondrous objects can be found in Albion. Certain locations in the physical world are closer to the warp and the Realm of Chaos than other
places, and by some chance there exists only a thin fabric between the physical world and the unseen world throughout Albion. It is rumoured that artefacts
from beyond the stars have washed onto the shores of the magical Isle.

Each battle the generals can gain treasure from the spoils of war or various incentives from the Dark Emissaries and Truthsayers. The winner of each battle gains
a magic item worth up to a 50 point for their army. The item may be from those listed below, a common magic item or race specific item from their Army Book.
The item may take the character above their point allocation, but may not be a duplicate type (e.g. an Aspiring Champion may not carry two magic swords).
Neither can it be a duplicate of an item that already exists in the 2,000 point list (No sneaky Skaven players taking two Storm Daemons). You must be able to
carry a mundane version of the item in order for it to be allowed (e.g. Giant Rats cannot have a magic banner, but Clanrats can even though you cant buy
one initially) You can spend less than the points allocation, but do not get additional benefit. You can only win one item per game.

Heartwood Staff
The great tree can be generous, and to help its companions, the Druids who keep the tree company, the Heartwood may gift them with one of its living
branches. The Heartwood Coven knows the Heartwood intimately and they may note when the tree's mood changes. In many cases the tree is preparing to
deliver its branches to one of the Druids it has chosen, and the lucky recipient has a Heartwood Staff. The Staff's powers are notable. Normal forest creatures will
not harm the wielder of the staff unless provoked needlessly. It functions as a magical weapon and can be used to injure or hurt those creatures normally
beyond the powers of steel weapons.

The staff is a magical weapon that counts as a Halberd and gives the user +1 to Dispel. The wielder may not be harmed by Forest Spirits or affected by the Lores
of Shadow or Death. Any unit the character is with gains no benefit from the Heartwood Staff.

Lunatic Sickle
This corrupt version of the Moonsilver Sickle is crafted by Dark Druids who drive a sane person mad and then kill them, quenching the blade in a pool of mercury
held in the victim's ritually prepared skullcap. Each wound inflicted by this slightly moaning blade drives them that much closer to the brink.

By day it functions as a normal hand weapon, but should the battle take place at night it takes on magical powers, functioning as a magical weapon which
causes any unsaved wounds to cause the victim to be subject to both Stupidity and Frenzy.

Moonsilver Sickle
The Moonsilver Sickle looks like a rustic and roughly hammered sickle, but nonetheless beautiful and its silver seems to have a deep glow, and it actually
shimmers in the moonlight.

By day it functions as a normal hand weapon, but should the battle take place at night it takes on magical powers, functioning as a magical weapon with the
ability Killing Blow against Daemons and Undead.

Staff of Darkness
Twisted by the Dark Emissaries, the Staff of Darkness is a potent weapon in their hands causing corruption and misery to those who oppose the Dark Master.

The staff is a magical great weapon that gives the user +1 to cast. The wielder may not be harmed by Forest Spirits or affected by the Lore of Beasts or Light. Any
unit the character is with gains no benefit from the Staff of Darkness.

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Albion Specific Units


There are several units which may be taken by many of the nations during the Battle for Albion. They are detailed on the following pages and are considered
fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Battle for Albion. Where a unit is restricted to
one army, it is clearly indicated in the unit entry.

Dark Emissary Pg 20 Jabberwocky Pg 25 The Dark Master Pg 28


Fen Beast Pg 22 MacDeath Pg 26 Truthsayer Pg 28
Giants of Albion Pg 23 Monster of Ochness Pg 27 Warriors of Bol-A-Hat Pg 30
Heartwood Centaurs Pg 25 Mounted Daemonettes Pg 27 Wicker Men Pg 30

0-1 Dark Emissary 260 points


The Dark Master corrupted roughly half of the Truthsayers to his cause. Physically weaker, but magically
stronger, these Dark Emissaries learned the Dark Master's unique lore of evil magic and quickly travelled
throughout the world. They found many lords and persuaded them to travel to Albion in order that they
might bring back a vast horde of treasure. The true aim of the Dark Emissaries was to get the mortals to
corrupt the Ogham circles and siphon power away to Be'Lakor, the Dark Master so that he may regain his
corporeal form.

A single Dark Emissary may be included in an army of Beasts of Chaos, Bretonnia, Dark Elves, Dogs of War,
Dwarfs, Empire, Hordes of Chaos, Ogre Kingdoms, Orcs & Goblins, Skaven and Vampire Counts. Dark
Emissaries count as Heroes but do not take up Hero choices in the army limitations. You may not include a
Dark Emissary in an army containing a Truthsayer.

M WS BS S T W I A Ld
Dark Emissary 4 3 3 3 3 3 3 3 8

Number/Unit: 1 Dark Emissary.

Weapons: Staff of Darkness (see Treasures of Albion).

Armour: 5+ Ward Save

Spells: Dark Emissaries are level 4 Wizards. They always use spells from the Lore of BeLakor.

SPECIAL RULES
Causes Fear

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The Lore of BeLakor NIGHTMARE Cast on 7+


The perverse arts of the Dark Emissary creates the illusion of the enemys
worst fears in front of their very eyes
This spell can be cast on an enemy unit visible to and within 24" of the
D6 SPELL CASTING VALUE caster, and which is not engaged in close combat. If successfully cast, the
unit immediately takes a Panic test. Units immune to panic are immune to
1 Bolt of Dark Light the effect of this spell.
2 Betrayal in Death
CURSE OF THE DARK MASTER Cast on 8+
3 Nightmare Remains in play
4 Curse of the Dark Master The heart of the enemy is grasped by icy tentacles of fear and doubt that
5 Fog of Death sap their strength and their will to fight.
6 Coils of the Serpent This can be cast on an enemy unit anywhere in line of sight, even if
engaged in close combat. If successfully cast, all models in the unit suffer a
penalty of -1 to all their rolls to hit (both shooting and close combat
BOLT OF DARK LIGHT Cast on 7+ attacks). Once cast, it remains in play until dispelled, or until the Wizard
The Dark Emissary conjures the powers of the Dark Master and unleashes a chooses to end it (which he can do at any time), attempts to cast another
deadly ray of pure dark energy. spell or is slain.

The Bolt is a magic missile with a range of up to 18". If successfully cast, it hits FOG OF DEATH Cast on 10+
its target and causes D6 Strength 5 hits. A mysterious fog rises from the ground, shrouding the entire battlefield. All
fighting stops for a short time, while friend and foe alike are lost in the haze
BETRAYAL IN DEATH Cast on 7+ and sinister screams fill the air.
Under the effect of this curse, enemy warriors who are mortally wounded Each enemy unit on the table suffers D6 Strength 3 hits, randomise hits as
are transformed into ghastly animated bodies and turn to attack their per missile hits. The Dark Emissary has only a limited control over the
comrades. nightmarish creatures he has summoned, so the casting player must roll a
dice for each of his own units (excluding the Dark Emissary himself or the
This spell can be cast on an enemy unit that is engaged in close combat unit he is with). On a 4-6 nothing happens, on a 1-3 the unit is affected by
and within 18" of the caster. If successfully cast, models who fall casualty will the spell exactly like an enemy unit.
attack their own side in a final spasm of unholy energy. The spell lasts until
the start of the casters next turn. Fight the combat as normal. Any model in COILS OF THE SERPENT Cast on 12+
the affected unit which is killed during the combat immediately makes one A writhing form snakes its way from the outstretched hands of the Dark
further attack against a member of his own unit before it is removed this is Emissary and wraps its coils around a single enemy warrior, crushing the life
regardless of whether the model has already fought or not. Models killed by out of his body.
their own comrades will not be affected, only those killed by the enemy. This can be cast on a single unengaged enemy model within 12" of the
The warrior will drop any weapon hes carrying and attack with his bare caster (you can even pick a character inside a unit, a war machine crew,
hands in a zombie-like fashion, thus the attack is always resolved at the or choose to hit the character or monster/chariot he is riding, etc). The
models basic Strength. In the case of mounted models, models riding victim must immediately take a Toughness test. If failed, the model is
chariots or monsters and so forth, only riders strike. If the dying model has a crushed to death (remember a roll of 6 is always a failure and models
choice of different friendly models to attack, the Dark Emissary may choose without a Toughness value fail only on a 6). No Armour saves or Ward saves
which. Casualties caused by this spell will affect that rounds combat are allowed.
resolution.

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Fen Beasts 80 points


Fen Beasts are creatures native to Albion, which are summoned by Truthsayers and Dark Emissaries to do
their biddings. They are composed of the souls and bones of creatures that where drowned in the fens and
swamps as well as of mud wet wood and rotting plants. In the centre of their roughly humanoid body a
small Ogham Stone will be embedded, that keeps the amorphous mass together. Fen Beasts are
completely mindless, don't feel any fear or pain and are extremely strong. If their summoner would be
killed, they will fall apart, becoming nothing but mud and rotting debris again.

Fen Beasts may be included in an army which includes a Truthsayer or a Dark Emissary. Up to two Fen
Beasts count as a Special choice but may act and be deployed independently. Fen Beasts are mounted
on a 40mm Base.

M WS BS S T W I A Ld
Fen Beast 5 4 3 5 5 3 2 3 5

Number/Unit: 1 Fen Beast.

Weapons: Chunks of bone, tree and rock.

Armour: 5+ Regenerate

SPECIAL RULES

Unbreakable

Fear

Channeller: The Dark Master, Dark Emissaries and Truthsayers can channel their magical powers through
their Fen Beasts. In the magic phase a Truthsayer, the Dark Master or Dark Emissary may use a Fen Beast
within 12 to cast any spell through. All line of sight and distances for the spell are measured from the Fen
Beast rather than from the wizard. The Dark Master, Dark Emissary or Truthsayer does not need line of
sight to the Fen Beast to cast through it. If the spell is miscast, the effects of the miscast are applied to
the Fen Beast and not to the wizard. Effects which destroy spells or reduce magic levels have no affect
on the Fen Beast.

Animated Puppet: If the Dark Emissary or Truthsayer is slain or removed from the table by any means the
Fen Beasts are all immediately destroyed. Should the Dark Emissary or Truthsayer somehow be returned to
life or return to the table, the Fen Beasts are not returned. The Dark Master being destroyed does not
cause the Fen Beast to perish unless the Dark Emissary has also been slain.

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Giant of Albion 185 points 3 When it crosses an obstacle. Test when the obstacle is reached.
Commanded by the Druids of Albion to act as the second line of defence
for the mystical Isle, the Giants of Albion have stood vigil over the coastline 4 If the Giant decides to Jump Up and Down on an enemy. Test
watching for any ships that might penetrate the mists. With the corruption of immediately beforehand.
BeLakor fully half of the giants are now in the service of the Dark Emissaries
and fight their brethren to ruin the sacred balance. To see if the Giant Falls Over, roll a D6. If the result is a 1, the Giant Falls Over.
If a Giant is slain, then it Falls Over automatically. To determine which
Albion Giants may be included in an army which includes a Truthsayer or a direction the Giant falls, roll a scatter die the arrow indicates the direction
Dark Emissary. An Albion Giant counts as a Rare choice. They are mounted in which the Giant falls. Place a Falling Giant Template with its feet at the
on Chariot or 50mm bases. models base and its head in the direction of the fall. Any models lying
completely under the template are automatically hit. Any models partly
M WS BS S T W I A Ld covered are hit on a 4+. A model hit by a falling Giant automatically takes
Albion Giant 6 3 3 6 5 5 3 special 10 one Strength 6 hit, which causes D3 Wounds. If the unit is in combat and the
Giant has Fallen Over while attempting to Jump Up and Down, Wounds
inflicted by a falling Giant count toward the combat result. In addition, a
Number/Unit: 1 Albion Giant.
Giant that Falls Over automatically suffers 1 Wound itself. If the Giant is in
combat, then this Wound counts toward the combat result. Once on the
Weapons: Big club, rock, tree, or similar.
ground, a Giant may get up in his following Movement Phase but may not
move that turn. While on the ground, a Giant may not attack but can still
SPECIAL RULES
defend himself after a fashion. Thus, the enemy must still roll to score hits on
him. If forced to flee while on the ground, the Giant is slain. The enemy
Large Target, Terror, Stubborn. These rules are explained in the Warhammer swarms over him and cuts him to pieces. If the Giant gets the opportunity to
rulebook. pursue his foes while hes on the ground, he stands up instead. A Giant may
attack on the turn it stands up.
Ignore Little Un Panic. Cavalry-sized or smaller models do not cause Panic
in Giants. Giant Special Attacks. Giants do not attack in the same way as other
creatures, though they select their targets as normal. To determine what
Move. Giants move over normal sized obstacles such as walls and fences happens, roll a D6 and consult one of the following tables at the start of
without breaking stride. Treat them as open ground when working out how each Combat Phase. Which table you use depends on the size of the
far the Giant moves. However, as the Giant crosses such obstacles, the Giants victim. When fighting characters riding monsters, decide whether to
controlling player must test to see if the Giant Falls Over (see below). attack the rider or mount as normal and then use the appropriate table for
the size of the target.
Fall Over. Giants are ungainly and frequently befuddled, as a consequence
of which they often trip, stumble, or fall down. When a Giant Falls Over, it Giants fighting big things (Ogres, Kroxigors, Minotaurs, or similar sized or
can easily squash anything it falls on. A Giant must test to see whether it larger creatures including Chariots) use the following table. D6 Result:
Falls Over in any of these situations.
1 Yell and Bawl
1 When it is beaten in close combat. Test once results are established but 2-4 Thump with Club
before taking Break or Panic tests. 5-6 Eadbutt

2 At the start of the Movement Phase if it is fleeing.

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Giants fighting anyone smaller than those troops listed above use the 5 Eat. The Giant gobbles up his victim up and swallows him whole. The
following table. D6 Result: model is removed from the game.

1 Yell and Bawl 6 Pick Another. The Giant hurriedly stuffs a victim into a bag, under its shirt
2 Jump Up and Down (or down its trousers if the victim is really unlucky) and attempts to pick up
3 Pick Up and another. The second victim makes a single attack (as above) to avoid
4-6 Swing with Club being picked up. Trapped models are effectively casualties, exactly as
explained in the Stuff into Bag result.
Yell and Bawl. Giants are deafeningly loud and tend toward poor oral
hygiene. Neither the Giant nor models in contact with him fight if they have Thump with Club. The Giant picks one model as his target and brings down
not already done so this round. Additionally, the Giants side automatically his club with a mighty stroke. The target may attempt to avoid the blow by
wins the combat by 2. passing an Initiative test (use the lowest if the enemy has several different
values). If failed, the target is struck and takes 2D6 Wounds with no armor
Pick Up and The Giant stoops down and selects a model (Giant players save. If a double is rolled, the Giants club embeds itself in the ground, and
choice) that is within base contact or touching a model in base contact. the Giant cannot attack in the following round while he frees it (this rule
The target may make a single attack to try to fend off the Giant. If this ceases to apply if the combat ends before the next round).
attack hits and wounds, then the Giants attack fails. Otherwise, he grabs
the model. Roll a D6 to see what he does next. D6 Result: Eadbutt. The Giant headbutts his enemy and automatically inflicts 1 Wound
with no armor saves. If the victim is wounded but not slain, then he is dazed
1 Stuff into Bag. The Giant stuffs the victim into his bag along with sheep, and loses all of his remaining Attacks. If the target has not yet attacked in
cows, and other plunder. The model is effectively a casualty and can do that combat round, he loses those Attacks. If he has already attacked, he
nothing while in the bag. If the Giant should be slain, any enemies trapped loses the following rounds Attacks.
in his bag are freed unharmed at the end of the battle. Victory Points are
not awarded to the enemy for freed models. Jump Up and Down. The Giant jumps up and down vigorously on top of one
enemy unit in base contact. First, the Giant must test to determine if he Falls
2 Throw Back into Combat. The victim is hurled back into his own unit like a Over. If he Falls Over, work out where he falls and calculate damage as
living missile. This causes a Wound on the victim with no saves of any kind already described. Any Wounds caused by the fall (on either side) count
allowed and D6 Strength 3 hits (saves as normal) on the unit. toward the combat result. Assuming that the Giant remains on his feet, the
unit sustains 2D6 Strength 6 hits allocated as shooting hits. A Giant that starts
3 Hurl. The victim is hurled into any enemy unit within 12" of the Giant to Jump Up and Down will do so in the next Combat Phase and will
randomly determine which. This attack causes a Wound on the victim with continue to do so until he Falls Over (test every turn) or until the combat
no saves of any kind allowed and D6 Strength 3 hits (saves as normal) on ends.
the unit. If no enemy units are in range, treat this roll as result 2 instead.
Swing with Club. The Giant swings his club across the enemys ranks and
4 Squash. This attack doesnt really bear thinking about. Suffice to say the inflicts D6 Strength 6 hits, allocated as shooting hits.
model becomes a casualty and is removed from play.

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Heartwood Centaurs 30 points each


The Centaurs that live near the Heartwood of Albion appear as half man and half horse. Their head, trunk and arms are seemingly those of a man while its legs
and remaining body are those of a horse. Normally avoided by the other forest creatures, Heartwood Centaurs feed on live flesh and live like beasts.
Heartwood Centaurs have brutal customs which scare the human tribes living in Albion and have a reputation for being very erratic. They can be hospitable
one moment, irrational the next. The Druids claim you should never trust a Centaur as they will betray you. If there is one thing that the Heartwood Centaurs will
oppose however, it is a threat to the stability of Albion and in these dire times they put aside their differences with their bipedal neighbours and fight against the
Dark Emissaries and their armies.

Heartwood Centaurs are a Special choice and may be included in an army of Bretonnia, Dogs of War, Dwarfs, Empire, High Elves, Lizardmen, Ogre Kingdoms,
Orcs and Goblins, Tomb Kings, and Wood Elves. They may not be taken if the army includes a Dark Emissary. They are mounted on Cavalry bases.

M WS BS S T W I A Ld Number/Unit: 5+ Heartwood Centaurs


Heartwood Centaurs 10 4 0 4 4 1 5 2 9 Weapons: Spears.

Armour: 5+ Armour Save


SPECIAL RULES
Unit Strength 2
Forest Spirits (see Warhammer Armies: Wood Elves).

Jabberwocky 180 points


One of the most bizarre creatures that dwell in the caves around the Caves of Carroll is the Jabberwocky. The awkward
beasts tend to rush out of the stinking caves towards their prey, their awkward gait and grasping claws make for a
terrifying sight as does the horrible, unintelligible burbling sounds which come from deep within its serpentine neck. Only
the Druids of Albion have been able to control such creatures and only for a short period of time.

A single Jabberwocky is a rare unit choice for any army which includes a Truthsayer or a Dark Emissary. Mounted on a
50mm Base

M WS BS S T W I A Ld Number/Unit: 1 Jabberwocky.
Jabberwocky 6 3 3 5 5 4 3 3 10

Weapons: Fangs and claws.

Armour: 4+ Scaly Skin.

SPECIAL RULES
Poisoned Attacks
Unbreakable
Terror
Large Target (Unit Strength 4)

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0-1 MacDeath 410 points


MacDeath was once the tribal chieftain of the warriors of Glamis (a land to the north of Albion). He was
corrupted by the three Dark Emissaries sent by BeLakor. MacDeath was brave and powerful, but,
unfortunately, he is not virtuous. Eventually, MacDeath realizes that his skills with a sword are better than those
with a crown, as he finds himself unable to be anything but a tyrannical king. His "fail-safe" approach to
problems is violence. His conscience eventually catches up with him, and MacDeath is psychologically
tormented with the guilt of the atrocities he had so willingly committed. As a result he is excessively cruel and
driven quite mad by the inner conflict of him mind.

MacDeath may be included in an army of Beasts of Chaos, Dark Elves, Dogs of War, Empire, Hordes of Chaos,
Ogre Kingdoms, Orcs & Goblins, Skaven and Vampire Counts. MacDeath is a Hero choice. You may not
include MacDeath in an army containing a Truthsayer.

M WS BS S T W I A Ld
MacDeath 4 7 4 4 4 3 8 4 9

Number/Unit: 1 MacDeath.

Weapons: Twin Blades of castle MacDeath.

Armour: Heavy Armour and a 4+ Ward Save

SPECIAL RULES

None of woman born may kill me!


MacDeath is supremely confident in his own capabilities. Whenever MacDeath is in hand-to-hand combat, he will always issue a Challenge to single combat
against any enemy characters, whether you want him to or not and always accepts if the enemy declares the challenge first. When MacDeath is fighting in a
challenge, he fights with the fury of the deeply conceited, so can re-roll any failed rolls to hit and to wound.

Twin Blades of Castle MacDeath


MacDeath is extremely adept at fighting with his two magic weapons, attacking in a blinding-fast flurry of blades. He uses both of them at the same time,
granting him +1 Attack in close combat. All these attacks allow no Armour Save.

Unnatural Destiny
MacDeath has the Regenerate special rule. He is also Unbreakable.

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Monster of Ochness 250 points


Legend speaks of a horror too foul to name that is said to spill from the lakes around Ochness. They are whispered to be a
foul abomination of Chaos, a creature taken by the dark gods and corrupted for their entertainment or possessed by
ravenous daemons. Ochness monsters come in many forms, but each is a creature of muscles, sinew, fangs and claws, with
only one thought driving it, to charge headlong into the enemy, tearing and goring a bloody path across the battlefield.

A single Monster of Ochness is a rare unit choice for any Beasts of Chaos, Dark Elves, Hordes of Chaos, Ogre
Kingdoms, Orcs and Goblins or Skaven army. Mounted on a 50mm base.

M WS BS S T W I A Ld
Ochness Monster 6 4 0 7 5 6 3 5 5

Number/Unit: 1 Ochness Monster.

Weapons: Fangs, claws and the occasional flipper.

Armour: 6+ Scaly Skin.

SPECIAL RULES
Unbreakable
Terror
Large Target (Unit Strength 6)

Mounted Daemonettes 30 points each


Daemonettes often ride into battle upon elegant mounts that are swifter than any mortal steed. Like all Slaaneshi creatures, these lithe daemonic mounts
possess a disturbingly hypnotic appearance and unmistakable sinuous beauty.

Mounted Daemonettes are a Daemonic unit for Beasts of Chaos and Hordes of Chaos armies. If the General is a Daemon they are a Core choice. Otherwise
they are a special choice. Mounted on Cavalry bases.

M WS BS S T W I A Ld Number/Unit: 5+ Mounted Daemonettes.


Daemonettes 5 4 0 4 3 1 5 2 8 Weapons: Claws and tongues.
Mount of Slaanesh 10 3 0 3 3 1 5 1 8 Armour: 5+ Daemonic Save

SPECIAL RULES
Daemonic (Mark of Slaanesh)
Aura of Slaanesh (enemy in base to base contact are -1 Ld)
Steed attacks are Poisoned and Always Strike First.

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0-1 The Dark Master 650 points


Incorporeal as he might be, there is enough magical power on the Isle of Albion to allow the Dark Master to manifest himself for brief periods on the battlefield.
Any army that faces him must surely quake with terror at the embodiment of hatred.

The Dark Master may be included in an army which includes a Dark Emissary. The Dark Master counts as a Hero and a Rare choice. Mounted on a 50mm base.

M WS BS S T W I A Ld
The Dark Master 6 9 0 5 4 6 9 5 10 Number/Unit: 1 Dark Master.

Weapons: Vorpal claws (count as magical attacks).

Armour: None

Spells: The Dark Master is a level 4 Wizard. He knows all the spells from the Lore of BeLakor. His 4 magic levels do not count towards the army maximum.

SPECIAL RULES
Mark of Chaos Undivided Ethereal
Terror Fly
Unbreakable Large Target

0-1 Truthsayers 260 points


The stone circles of Albion are guarded in by the mighty Truthsayers, powerful and energetic wizards. These
mighty Truthsayers can bind giants and strange beasts, composed of decomposing fen, to protect the island.
They have maintained balance and order for millennia. Now their way of life is threatened by the Dark Master
and his schemes, the Truthsayers are forced to act.

A single Truthsayer may be included in an army of Bretonnia, Dogs of War, Dwarfs, Empire, High Elves, Lizardmen,
Ogre Kingdoms, Orcs and Goblins, Tomb Kings, and Wood Elves. Truthsayers count as Heroes but do not take up
Hero choices in the army limitations. You may not include a Truthsayer in an army containing a Dark Emissary.

M WS BS S T W I A Ld
Truthsayer 4 4 3 4 4 3 4 3 9 Number/Unit: 1 Truthsayer.

Weapons: Heartwood Staff (see Treasures of Albion).

Armour: 4+ Ward Save

Spells: Truth Sayers are level 3 Wizards. They always use spells from the Lore of Ogham.

SPECIAL RULES
Unbreakable

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All characters, chariots and models with 4 or more Wounds on their profile
The Lore of Ogham who have been wounded get one lost Wound back. This spell has no effect
on war machines (but it can restore a lost crew member).

D6 SPELL CASTING VALUE BLESSING OF VALOUR Cast on 8+


Remains in play
1 Wings of Fate The prayers of the Truthsayer are heeded in the heavens and his warriors
2 Light of Battle are filled with the strength and skills of the gods of hunting and battle.
3 Gift of Life
4 Blessing of Valour This spell can be cast on a friendly unit which is anywhere in line of sight,
even if it is engaged in close combat. If successfully cast all models that are
5 Boon of Courage
in the unit get a bonus of +1 to all their rolls to hit (both shooting and close
6 Voice of Command combat attacks). Once it is cast, the Blessing remains in play until it is
dispelled, or until the Wizard chooses to end it (which he can do at any
time), attempts to cast another spell or is slain.
WINGS OF FATE Cast on 5+
The Truthsayer conjures a flock of enchanted birds to attack his enemies. BOON OF COURAGE Cast on 8+
The warriors hear the commanding voice of the Truthsayer in their minds,
The flock is a magic missile with a range of up to 24". If successfully cast, the calling upon their honour and bidding them to fight on, no matter how
flock hits its target and causes 2D6 Strength 2 hits. desperate their situation has become.

LIGHT OF BATTLE Cast on 6+ This spell can be cast on one friendly unit anywhere in line of sight, even if it
A chosen regiment of warriors is protected by a shimmering barrier that is engaged in close combat. If successfully cast, the unit is Unbreakable until
deflects enemy missiles and blows. the beginning of the casters next turn. If cast on a fleeing unit, the unit
immediately rallies, regardless of how many models are left in it.
This spell can be cast on one friendly unit anywhere in line of sight, even if
engaged in close combat. All models in the unit receive a 5+ Ward save VOICE OF COMMAND Cast on 9+
until the beginning of the casters next turn. Hearing the booming voice of the Truthsayer, an enemy regiment suddenly
stops in its tracks, doubt filling their minds, hesitation paralysing their limbs.
GIFT OF LIFE Cast on 7+
Dying warriors that are lying broken on the battlefield are granted a new This spell can be cast on any enemy unit in line of sight. The unit must
chance, their bodies are healed of all wounds and their strength is returned immediately take a Leadership test. If the test is failed, the unit immediately
to them. loses all its fighting spirit. The affected unit cannot move in its next
Movement phase (except if the unit is subject to some form of compulsory
Each unit in the players army is given back one model that has been movement, such as fleeing, stupidity, etc). In addition, the unit cannot
removed as a casualty during the game. The model is placed back in its shoot in its next Shooting phase. This spell has no effect on models that are
original unit, with its full complement of Wounds. The spell has no effect on Immune to Psychology.
units that have been destroyed or fled off the table.

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Warriors of Bol-a-Hat 9 points each


MacDeath has waged a campaign against the Bol-a-Hat tribe ever since he achieved dominance over the northern region of Albion. The Bol-a-Hat tribe have
long supported the Druids of Albion and were among the first of the Isles inhabitants to stand against the Dark Emissaries and their plans. The warriors of the
tribe fight in a dispersed formation using their poisoned blowpipes to bring down their foe. The warriors are usually shorter than most humans and tend to dress
in foliage and simple animal skins to better prepare themselves for sneaking up on their enemies.

Units of Bol-a-Hat Warriors are a special choice for any army containing a Truthsayer.

M WS BS S T W I A Ld
Bol-a-Hat 4 3 3 3 3 1 3 1 7

Number/Unit: 5+ Bol-a-Hat Warriors.

Weapons: Blowpipes and hand weapons. Blowpipes are strength 3 and have a range of 8 and may be fired on the move.

SPECIAL RULES
Skirmish
Scouts
Poisoned Attacks
Hatred of armies including MacDeath

Wicker Man 60 points each


Those tribes loyal to MacDeath are shown favour by the Dark Emissaries. They show the warriors how to build effigies out of sticks and place living men inside,
then set them on fire to pay tribute to the Dark Master. Though the Dark Emissaries usually use thieves and criminals as they please the Dark Master more, they
sometimes use innocent men when no delinquents could be found. These burning effigies course with dark magic and bring fiery doom upon their enemies.

Wicker Men are a special choice for armies containing a Dark Emissary. Mounted on a 40mm base.

M WS BS S T W I A Ld
Wicker Man 5 3 0 5 4 3 1 3 10 Number/Unit: 1-3 Wicker Men

Weapons: Flaming fists

SPECIAL RULES
Unbreakable
Flaming Attacks
Frenzy

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