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Trading PostGreasus Goldtooth, the "Overtyrant of the Ogre Kingdoms", is leader of many tribes all of which pay him tribute. He was the Ogre who started the
incursions outside The Mountains of Mourn, and he was the one who "persuaded" the Orcs of the Dark Lands to pay him tribute. When he was a
teenage Ogre, he ate his father.
His full name and title is Tradelord Greasus Tribestealer Drakecrush Hoardmaster Goldtooth the Shockingly Obese. He is so fat that he has to be carried
around on a throne by Gnoblars. As his name implies, Greasus has replaced all his teeth with new ones made of the one thing that he loves more than
anything else in the world: gold. He's also unbelievably fat, easily the size of two Tyrants.
There is some controversy over why other Ogre Tyrants do not try to overthrow Greasus: is it because he has
become too powerful (his magical weapon, the Sceptre of the Titans, apparently grants him more than enough
magical strength to wield it properly, even though he has become too fat to wield ordinary Ogre weapons), or is it
because he has bribed so many other Tyrants into allegiance with himself? It may be, however, that because in
Ogre society a large gut is a sign of nobility and grandness, Greasus has earned his reputation thanks to his
enormous gut (or, perhaps, fear it, as Greasus once broke the neck of another tyrant, in his youth, by diving and
landing belly‐first on the tyrant).
Income - GoldA Task Force gains 5 gold pieces for each win in each game, a draw 3 and a loss earns 1 gold.
During the weekend you can use gold to purchase ‘interesting things’ or horde the gold. The
Gold used in the campaign will be represented by chocolate coins. You may eat these coins if
you wish, but any so devoured count as being spent on the upkeep of the army.
Using the Trading PostBetween
each
game
the
Task
Force
Quartermaster
may
spend
the
Task
Forces
hard
earned
gold on assassins, saboteurs, reinforcements and other more unusual benefits for their task
force. Greasus’ vendors are not the most kind hearted of people to deal with and you may
find yourself offered bargains that turn out to be far from it, or even threatened if you do not
purchase his ‘special’ of the day. Be warned!
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Army SelectionYou
must
have
enough
models
in
your
army
to
field
any
of
these
two
forces.
You
must
use
the
same
models
in
each
force
and
many players will find it easiest to plan their War Party and then expand it into their Battalion.
War PartyWar Parties are small forces sent ahead of the main army to scout out enemy positions and disrupt lines of communication and supplies. War Parties are selected
using the rules found in the Warhammer Rulebook and your Warhammer Army Book with the following additional restrictions:
May be no more than 1500 points
Must contain at least one hero.
Choose your army bearing in mind you will most likely be using it to play the Watch Tower scenario.
BattalionThe Battalion represents your main force sent to crush your enemies and see them driven before you. Battalions are selected using the rules found in the
Warhammer Rulebook
and
your
Warhammer
Army
Book
with
the
following
additional
restrictions:
May be no more than 3000 points
Must contain your War Party
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Faction: The Alliance of OrderWhen choosing an army to fight for the Alliance of Order, you must use one of the Alliance of Order Sub‐Faction lists on the following pages. In all cases the most recent edition of the army book will be used. These are the only armies permitted in this Faction during the weekend. If you have any further questions regarding army
selection, please contact the event organisers before the weekend and check the forums at www.tempusfugitives.co.uk.
The published Army Books used in this campaign for the Alliance of Order are: Bretonnians; Dwarfs; High Elves and The Empire. Furthermore the Kislev army book
found on the Tempus Fugitives website is used. All supplementary rules to your Army Book can be found in this pack.
There
are
several
units
which
may
be
taken
by
the
Alliance
of
Order
during
the
Dark
Throne
campaign.
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 Dark Throne campaign weekend.
Where a unit is restricted to one sub‐faction, it is clearly indicated in the unit entry.
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Sub-Faction: The EmpireOf
the
human
nations
of
the
Old
World,
the
most
important
by
far
is
that
of
the
Empire
of
Man,
forged
by
the
warrior‐king and ascended deity Sigmar from the primitive human tribes of barbarians who inhabited what became
the lands of the southern Empire more than 2500 years ago. Although not as skilled in craftsmanship as the Dwarfs or
in magic as the High Elves, the people of the Empire are not held back by tradition to the same extent as the Dwarfs
or High Elves and continue to progress culturally, technologically and magically. Having yet to succumb to any threat,
external or internal, it is the faith, the sense of righteousness, and the unconquerable spirit of its citizens which gives
the Empire its strength, as well as the ruthless efficiency of its military and religious orders. But this strength is in peril
as the Empire is assailed unlike ever before.
This threat is an internal one and can be traced to the state of Talabecland. As one of the more aggressive regions of
the Empire it has been largely responsible for the current civil unrest which has divided the once united nation.
Known as the time of the three Emperors, it began when Countess Ottilia of Talabecland declared herself Empress.
Since that time, though the Countess herself is long dead, there were two Emperors one being the Elected Emperor
and the other the ruling Elector of Talabecland. The situation has now come to a head as the Elector count of
Middenheim has declared himself Emperor (making three claimants) and civil unrest has bloomed into full scale civil
war.
The Empire Special RulesArmy Selection: No other named characters are permitted. Handgunners may not be taken as a Detachment.
The Empire may only include any of the units listed below which are found in Warhammer Armies Empire (units
marked with a * are found in this campaign guide):
Characters:General of the Empire; Templar Grand Master; Captain of the Empire; Warrior Priest;
Hedge Wizard*
Core:
Halberdiers; Spearmen; Swordsmen; Crossbowmen; Archers; Huntsmen; Free Company;
Knightly Orders;
Special: Knights of the Inner Circle; Pistoliers; Greatswords;
Rare: Handgunners; Great Cannon; Mortar; 0‐1 Steam Tank Prototype (counts as Steam Tank)
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The Empire – Hedge Wizards UNIT UPGRADE 40 POINTS PER MODEL
Hedge Magic
Untrained and
undisciplined,
Hedge
Wizards
are
unpredictable
in
their
use
of
magic.
Once
both
sides
have
finished
deployment,
roll
2D6
to
see
what
Lores
the
Hedge
Wizard
knows.
Level
1 Hedge
Wizards only know the signature spell in one randomly determined Lore. If the Hedge Wizard is Level 2 then the second spell is generated from a random Lore but the spell is determined as normal.
Hedge Wizard spells do not count towards any limit of a particular spell being in play. Hedge Wizards channel an additional power dice on a 4+ but if they do so they cannot channel a dispel dice.
2 Life 3 Light 4 ‐ 5 Heavens 6 ‐ 7 Fire 8 – 9 Beasts 10 Metal 11 Shadow 12 Death
Example: After deployment a Level 2 Hedge Wizard rolls a 6 and so receives Fireball (the first spell) from the Lore of Fire. As he is a Level 2 Wizard he rolls again and gets an 8, the Lore of Beasts. He
then rolls a dice on the Lore of Shadow and gets a 6 – Transformation of Kadon (which he could swap for the signature spell in that Lore as usual). The Hedge Wizard knows Fireball and the
Transformation of Kadon for that battle.
M WS BS S T W I A LD
Hedge
Wizard
4
3
3
3
3
2
3
1
7
Unit Size
• 1
Unit Type
• Single Character on a 20mm base
Equipment
Hand weapon
Magic
Hedge Wizards are Level 1 Wizards
Options
Upgrade to a Level 2 Wizard +30 pts.
May choose
magic
items
in
total
up
to
+50
pts.
Mount
Warhorse +10 points.
In these times before the founding of the Colleges of Magic
the Empire must call on the talents of the healers and
mystics who
otherwise
peddle
their
wares
and
services
at
the
Festag Morning Market.
In battle they provide much needed, though unpredictable,
magical support. The sense of unease and disgust by some of
the citizenry of the Empire has caused several Hedge
Wizards to end up victims of a public lynching or unfortunate
accident an so many prefer to hide their talent rather than
risk their lives for an ungrateful public.
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Sub-Faction: Engineersof
NulnThe province of Nuln is respected across the Empire as the home to the finest handguns and war machines, save for
those constructed by the Dwarfs. This makes them a desired commodity for any Imperial army using cannonry and as
such graduates from the Imperial Gunnery School are highly prized for their skills in training artillery on vulnerable
targets with unerring accuracy and maintaining the war machines.
Perhaps the most surprising fact is that the Imperial Gunnery School does not create new weapons of war. Such tasks
are executed by the neighbouring College of Engineering in Nuln where luminaries as von Meinkopt (creator of the
Hellblaster) and
Pfielmann
(Grenade
Launching
Blunderbuss)
were
taught.
Founded
over
five
hundred
years
ago,
the
Imperial College of Engineers was the brainchild of Leonardo of Miragliano, a mad genius from the fractious land of
Tilea, and his patron, the Prince of Altdorf. Once the Colleges of Engineering create a war machine, the Imperial
Gunnery School then start training gunners to use them. In the field of warfare this makes Nuln particularly influential
and as a result during the Time of the Three Emperors, it was to Nuln that much of the authority of the fragmented
Empire became invested.
The Engineers of Nuln Special RulesArmy
Selection: No
other named
characters
are
permitted.
The
Engineers
of
Nuln
may
only
include
any
of
the
units
listed below which are found in Warhammer Armies Empire (units marked with a * are found in this campaign guide):
Characters: General of the Empire; Captain of the Empire; Master Engineer; Warrior Priest
Core: Halberdiers; Handgunners; Spearmen; Swordsmen; Free Company; Outriders
Special:Great Cannon; Mortar; Pistoliers; Steam Tank Prototype (counts as Steam Tank);
Greatswords;
Rare: Helstorm Rocket Battery; Helblaster Volley Gun; Venerable Steam Tank*
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Faction: The Forces of DestructionWhen choosing an army to fight for the Forces of Destruction, you must use one of the Forces of Destruction Sub‐Faction lists on the following pages. In all cases the most recent edition of the army book will be used. These are the only armies permitted in this Faction during the weekend. If you have any further questions regarding army selection, please contact
the event organisers before the weekend and check the forums at www.tempusfugitives.co.uk.
The published Army Books used in this campaign for the Forces of Destruction are: Beastmen; Daemons of Chaos; Dark Elves; Orcs & Goblins; Skaven; Vampire Counts; Warriors of
Chaos. All supplementary rules to your Army Book can be found in this pack.
There are several units which may be taken by the Forces of Destruction during the Dark Throne campaign. 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
Dark
Throne
campaign
weekend.
Where
a
unit
is
restricted
to
one
sub‐faction, it is clearly indicated in the unit entry.
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Beastmen - Khornegors SPECIAL CHOICE 16 POINTS / MODEL
Beastmen - Pestigors SPECIAL CHOICE 16 POINTS / MODEL
M WS BS S T W I A LD
Khornegor 5 4 2 4 4 1 3 1 8
Bloodhorn 5 4 2 4 4 1 3 2 8
Unit Size
• 10+ Khornegors
Unit Type
• Infantry on 25mm bases
Equipment
Chaos Armour (4+ Save)
Hand weapon
Great Weapon
Special Rules
Primal Fury
Blood Greed
Despoilers
Options
Upgrade one Khornegor to a Bloodhorn +16pts
Upgrade one Khornegor to a Musician +8pts
Upgrade one Khornegor to a Standard Bearer +16pts
The Standard Bearer may carry a Magic Standard worth
up to +50 points.
Dedicated: Unit cannot be joined by any characters
without the Blood Greed special rule.
A strange
breed
apart
from
even
the
savagery
of the Bestigors, the kin of the Khornegors are
utterly dedicated to the lord of brass and
skulls. Defined notions of the Gods of Chaos
are beyond the world view of most Beastmen,
but for these dedicated warriors, they answer
the call to war but serve no master but the
skull ‐god.
M WS BS S T W I A LD
Pestigor 5 4 2 4 4 1 3 1 8
Plaguehorn
5
4
2
4
4
1
3
2
8
Unit Size
• 10+ Pestigors
Unit Type
• Infantry on 25mm bases
Equipment
Heavy Armour
Hand weapon
Great Weapon
Special Rules
Primal Fury
5+ Scaly Skin
Despoilers
Cause Fear
Options
Upgrade one Pestigor to a Plaguehorn +16pts
Upgrade one
Pestigor
to
a Musician
+8pts
Upgrade one Pestigor to a Standard Bearer +16pts
The Standard Bearer may carry a Magic Standard worth
up to +50 points.
Dedicated: Unit cannot be joined by any characters that do
not cause fear or terror.
Though many of the Beastmen do not
understand the Pestigor herds, they respect
them for
their
remarkable
fortitude
and
aura
of corruption that pervades even the soil
beneath their feet. Pestigors will always carry
the best weapons from the pile, although
these will inevitably start to rot and rust while
being wielded by these warriors of the Plague
God
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Sub-Faction: Orcs & GoblinsThe
Orcs
and
Goblins
have
been
an
ever
present
threat
to
the
civilised
nations
of
the
world.
Recent
times
have
seen that pressure mount as attacks originating in the south are increasing While most orcs have a modest grasp
of technology and take advantage of developments in weapons and armour, the southern tribes are
predominantly comprised of savage orcs and have a more primitive, neolithic type society. Shunning these
advances the Savage Greenskin tribes fight with little regard to their own personal safety. They originate in the
Southlands, where the constant heat and bright light has a deleterious effect on Orcish brains. Savage orcs use
weapons made of stone or bone and do not wear armour, though their bodies are marked with ritual tattoos.
Under the Savage Great Shaman Wurrzag Ud Ura Zahubu, the tribes in the south have flocked to his totem and
now present
a very
real
threat
to
the
nearby
nations.
It
is
difficult
to
parlay
with
a culture
that
is
said
to
have
a
vocabulary consisting entirely of the word "Waaagh!" with variants in volume, pitch, and accents making up for
individual words. This is untrue but it is a reputation that Wurrzag is keen to promote as he continues his quest to
find the ‘Once and Future Git’.
Orc & Goblin Special RulesArmy Selection: Chosen from the new hardback Orcs & Goblins army book. The army may include any of the
units listed in Warhammer Armies Orcs & Goblins as normal. All named Orcs & Goblins characters are permitted.
Orcs & Goblins - Red Goblins LORD CHOICE 250 POINTS
M WS BS S T W I A LD
Red Goblin 4 2 3 3 3 1 2 1 6
Red Goblin Boss 4 2 3 3 3 1 2 2 6
Unit Size
• 20+ Red Goblins
Unit Type
• Infantry on 20mm bases
Equipment
Hand weapon
Special Rules
Frenzy
Warpaint (6+ Ward save)
Fear Elves
Options
Upgrade one Red Goblin to a Musician +4pts
Upgrade one Red Goblin to a Standard Bearer +8pts
Upgrade one Red Goblin to a Boss +8pts
Unit may replace their hand weapon with spears for +1pt per model
Unit may be given shields for +1pt per model
The savage goblins from the
south are known as Red
Goblins owing to the bright
warpaint the daub their little
naked bodies with.
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r r
Faction: The Unaligned PowersWhen
choosing
an
army
to
fight
for
the
Unaligned
Powers,
you
must
use
one
of
the
Unaligned
Powers
Sub
‐Faction
lists
on
the
following
pages.
In all cases the most recent edition of
the army book will be used. These are the only armies permitted in this Faction during the weekend. If you have any further questions regarding army selection, please contact the event
organisers before the weekend and check the forums at www.tempusfugitives.co.uk.
The published Army Books used in this campaign for the Unaligned Powers are: Araby; Cathay; Cult of Nagash; Ogre Kingdoms; Tomb Kings and Wood Elves. All supplementary rules
to your Army Book can be found in this pack.
There are several units which may be taken by the Unaligned Powers during the Dark Throne campaign. 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 Dark Throne campaign weekend. Where a unit is restricted to one sub‐
faction, it
is
clearly
indicated
in
the
unit
entry.
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“Bring me men to match my mountains: Bring me men to match my plains:
Men with empires in their purpose and new eras in their brains.”