THE RED THIRST - Warhammer World SCHEDULE SATURDAY 9:00am Warhammer World main doors open....

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THE RED THIRST 12TH–13TH NOVEMBER

Transcript of THE RED THIRST - Warhammer World SCHEDULE SATURDAY 9:00am Warhammer World main doors open....

Page 1: THE RED THIRST - Warhammer World SCHEDULE SATURDAY 9:00am Warhammer World main doors open. Registration in the main hall until 9.45. 9:55am Welcome and event briefing 10:00am–12:30pm

THE RED THIRST12TH–13TH NOVEMBER

Page 2: THE RED THIRST - Warhammer World SCHEDULE SATURDAY 9:00am Warhammer World main doors open. Registration in the main hall until 9.45. 9:55am Welcome and event briefing 10:00am–12:30pm

THE RED THIRSTThe Blood Angels are a Chapter with a dark secret. The Flaw, a genetic instability that drives them to murderous acts of bloodlust, has proven to be an unconquerable foe. There are two manifestations of this, the Red Thirst and the Black Rage. The Red Thirst is more controllable of the two, and results in a burning fury and lust for the blood of fallen enemies. This is seen by some as both a curse and a blessing, as in addition to the low acts of bestial blood drinking, it can drive a Blood Angel to rise up from near death and lay waste to even the most grievous foes when driven by this murderous wrath. Of the Black Rage we shall not speak of here, for it is one of the Chapter’s greatest secrets and it would not do to blacken these hallowed pages with its blasphemous history.

Corbulo, master Apothecary and leader of the brotherhood of the Sanguinary Priests, has made it his personal quest to eradicate this degenerative impurity from his beloved Chapter before they are devolved and disgraced in the eyes of his Emperor. His foresight and vision have long led the Chapter to innumerable victories, many with the aim of finding a cure.

Driven by dire visions of the future, and desperate to cure the Flaw, his long quest has brought him to a desolate region of space called the Erycos Cluster. Corbulo hopes that this region of space (long considered dead and worthless by the Imperium at large), holds the secret to curing his Battle Brothers forever. But fate is not a kind mistress, and the forces of Chaos have already begun to move against him...

THE ERYCOS CLUSTERThere are few areas of the Imperium more secluded and ignored than the Erycos Cluster. A group of planets in a region of space roughly the size of a sector, each and every world is a deadened rock, where no life will grow and no colonist will survive for long. Investigations performed by the Adeptus Censorus have provided no answers as to what the cause of this might be, and all evidence gathered by these officials has been quickly purged by the deadly Inquisition on the grounds of a moral threat.

All that Corbulo knows is that deep in the Cluster lies an icon, a secret so well kept that even the wider Imperium is ignorant of its existence. This secret, revealed to him in a series of confusing visions, is vital to the future of the Chapter, and so he leads a grand crusade deep into the region, hoping against hope that this is not another dead end and that the cure for the Flaw will soon be within his grasp.

EVENT ESSENTIALSSystem: Warhammer 40,000.Army Size: Each player must bring a fully painted and based collection of models with a minimum of 1750 Points and a maximum size of 2,500 Points. See the section later titled “Victory and Death” for more details of how this works.Number of games: 5Army Selection: All Warhammer 40,000 publications from Games Workshop, including Black Library, White Dwarf and Forge World (excluding Horus Heresy publications).Scenarios in use: Unique scenarios specially written to help replicate the wastelands of the Erycos Cluster. You will never have played with these before, so expect the unexpected and keep an eye on our Facebook page for regular updates on what these missions will be!

IRON HAND CHALLENGECan’t do 2,500 points? Don’t worry – all you really need is 1750 points to play in this campaign, but be warned! This is to be considered a difficult challenge, as shall be explained later. It will be a marathon, a gruelling test of generalship and hobby so it won’t be for the faint of heart!

Cryptic? Certainly. True? Definitely. Read on if you dare.

A NOTE ON PAINTING AND BASING:At registration we will ask you if your army is fully painted and based. If it isn’t don’t panic! We will do our best to give you the time and space you need to get your models finished before your first game. As we don’t allow anyone to play with unpainted or un-based models, but we understand that life gets in the way sometimes, we will do our best to help you get them up to standard.

If you have a model which is unfinished, then we politely ask you to remove it from the table, as we are obliged to protect the experience of every attendant - we all want to play against fully painted armies, and this event is designed to give everyone the opportunity to do just that!

All miniatures in your collection must be produced by Games Workshop and be fully assembled, painted and based. Each model must fully represent what you have presented on your army lists.

Page 3: THE RED THIRST - Warhammer World SCHEDULE SATURDAY 9:00am Warhammer World main doors open. Registration in the main hall until 9.45. 9:55am Welcome and event briefing 10:00am–12:30pm

THE SCHEDULESATURDAY9:00am Warhammer World main doors open. Registration in the main hall until 9.45.9:55am Welcome and event briefing10:00am–12:30pm Game 1 – Storyline and Mission Brief - Crusade12:30pm–1:30pm Lunch and the Engine, Beast and Hero of Legends1:30pm–4:00pm Game 2 – Storyline and Mission Brief - Breach!4:00pm–4:30pm Break4:30pm–7:00pm Game 3 – Storyline and Mission Brief - Invasion and the Company of Legends8:00pm Warhammer World closes

SUNDAY9:00am Doors open.10:00am–12:30pm Game 4 - Storyline and Mission Brief - Discovery12:30pm–1:30pm Lunch and the Best Army Competition Voting1:30pm–4:00pm Game 5 - Storyline and Mission Brief - Defiance4:00pm–4:45pm Break4:45pm–5:00pm Award Ceremony5:00pm Event closes

PREPARING YOUR CAMPAIGN ARMYEach Player will be called upon to play games of up to 1,750 points over the weekend in the name of their chosen Faction. Don’t forget to read “Victory or Death” later in this pack for more details, but the maximum game size you will play is 1,750 points.

Even though the Factions are the mighty Blood Angels and their Chaos enemies, all and any armies are welcome at this event.

Corbulo’s grand crusade includes the vast armies of the Imperium and even xenos alike, and of course the Erycos Cluster holds many hidden dangers, from Daemon worlds to Necron tombworlds, so feel free to bring any army you like.

The only exception is Horus Heresy specific armies – they can’t be used as this is the forty-first millennium after all!

REGISTRATIONWhen you arrive at Warhammer World you will need to register with us. All you need is your ticket, either a physical one that you bought in store, a printed version of your e-ticket from ticketbud or your e-ticket on your phone/tablet is all we need.

We will take your name and ask you to pick a faction.

THE FACTIONSCORBULO’S CRUSADEThis collation has been forged by Corbulo’s will and formidable diplomacy. It has but one goal –to deliver him, and a handful of handpicked Battle Brothers deep into the Erycos Cluster, no matter the cost. Because of the dire nature of this mission, he has been quite happy to (distantly) ally himself alongside all manner of filth which he would normally have no truck with, mostly because he expects only faithful and true warriors of the Imperium to survive.His mission, and therefore that of his faction, is to discover the secret of the Erycos Cluster and turn it to his advantage, for the Primarch and the Emperor.

KA’ BANDHAS FAITHFULThe dread being known as Ka’Bandha has long been a figure of dark omen for the sons of Sanguinius. It was he who once cursed the entire Blood Angels Legion with screaming madness, he is most favoured of Khorne and it was he who stood on Terra, a thousand times a thousand skulls heaped at feet, screaming his victories for his bloody-handed lord.

Ka’Bandha has ever despised the Blood Angels and for them he reserves his most bitter hatred. Having discovered Corbulo’s plans he has arrayed a vast horde of forces both daemonic and mortal to thwart the Imperial hero and his goals. If one were foolish enough to ask why, and were to have the immense fortune to receive an answer other than a descending axe-head, Ka-Bandha might simply answer “Because I wish to” – his disgust of the Blood Angels reason enough to wreak havoc in realspace and the Imperium at large.

You can bring any army to this event, and you can sign up to either faction regardless of your army. Naturally we want all Imperialists to fight for Corbulo, and all the “bad guys” to fight for Ka’Bandha. We know that isn’t always possible, as large groups of friends wish to fight together (you know who you are), or the last person arrives and simply must join one side in order to shore up the numbers.

If you do end up on the “wrong” faction after registration, please feel free to let us know and we will see if we can find someone to swap with you after we know how many people have turned up on the day.

So this means if you want to have a choice, make sure you get here early!

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CAMPAIGN RESULTS – YOUR GAMES MATTER!This campaign is here to tell a story – a fight against hopelessness and a ruthless enemy. There is also a dark secret located deep with the Cluster that Corbulo must discover and neutralise if he wishes to survive, never mind succeed in his quest.

Each game will follow into the next as the story progresses. As the story line is revealed, your victories will change the results of the story and how the next game is played. Victory in your first game might mean that supply lines open up, thus granting you bonus reserves, or perhaps your opponent’s elite units will be in open revolt, as traitors in their ranks attempt to swap to the “winning” side.

Either way, these bonuses, in addition to the scenarios you will be playing will be fun and flavourful, giving you a significant advantage in the next scenario. But be warned! Victory is far from assured, and you will need all your cunning to navigate the horrors that lurk within the Erycos Cluster.

VICTORY AND DEATH!To the victor the spoils, or so they say. But sometimes victory comes at a high price – most commonly the deaths of your warriors. To reflect the limited resources available to both sides (this region of space is a wasteland after all), units that died on the battlefield will not be automatically available for your next game.

In this campaign, any units that are wiped out during your game will be unavailable for your next game, and will only become available thereafter on the roll of a 3+ before the game.

This means a number of things which you will need to manage before and after each game, namely what units are dead and are unavailable, and which are alive and can be used!

To help you with this, each game will have an extra 15 minutes added to it to give you plenty of time to work out what units you will use from game to game.

This is also why we have asked you to bring between 1750 and 2,500 points to this event – you will need the extra 750 points of ‘reserves’ to make sure you can still field an army if you get butchered in one of your games.

Naturally, to make everything stays above board, you will need to roll the dice in front of your opponent and get them to sign off on it!

“BUT I DON’T WANT MY UNITS TO DIE!!”Fear not noble warrior – for death in battle is an inviolable facet of war, and surviving takes a special kind of hero. These heroes can go on to do remarkable things, not least of which is become more experienced as the campaign progresses.

These fighters are known as Veterans, and should you have units that survive contact with the enemy some of them will grow to become the hardened elite of your army, bolstered by your victories, or perhaps inured to your defeats.

To represent this, you will roll on the following chart from Game 2 onwards before you deploy.

The chart you roll on is based on the result of your last game. So if Andy and John are playing and Andy wins, then in his next game Andy rolls on the Victory chart and John rolls on the Defeat chart.Finally, units that become available after they have died in a previous game, or ones that have yet to be used that weekend are Green units – they haven’t seen the hardship of battle in the Erycos Cluster and are untried and need to be tested in battle. They may or may not be affected as a result of your victories, or your defeats.You may choose one unit in your army that survived your last game and it becomes a Veteran unit. You may have multiple Veteran units, but as you will see below, it’s not always a good thing.

Page 5: THE RED THIRST - Warhammer World SCHEDULE SATURDAY 9:00am Warhammer World main doors open. Registration in the main hall until 9.45. 9:55am Welcome and event briefing 10:00am–12:30pm

Victory Defeat Draw

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Overconfidence - You have decided that victory is inevitable and after a hard night on the amasec to celebrate your forthcoming glory, you

forgot to adequately supply and train new recruits.

Re-roll all successful Leadership Tests in your next game. Super Heavy Vehicles may only shoot or charge on the roll of a 4+ (roll once for both

at the beginning of the appropriate phase).

Remove the Veteran status from all your units.

Raging Hatred – Your officers have whipped up the new troops into a frenzy of retributive zeal over your last defeat.

Any Green troops come with Hatred in addition to any other effects.

Reporting In - Your failure to gain significant ground against the enemy means you spend endless hours in briefing sessions explaining

why, assigning blame and avoiding execution or worse.

All your HQ choices and your Warlord MUST start the game in Reserve and may only begin rolling from Turn 3.In addition no rule in the game may make those units arrive automatically, nor arrive before

turn 3.

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Unwanted Attaché - your glorious victories have led incompetent officers to buy their way into your command, eager to latch on to the

coattails of your glory.

Half your army must start in reserve next game and those units suffer -1 from the reserve roll. In addition no rule in the game may make

those units arrive automatically, nor arrive before turn 2.

Bitter Spite – Defeat is inevitable, but that doesn’t mean you have to take it lying down. Survivors from your last battle are now especially

embittered towards future enemies.

Any Veteran units in your army that played in your last game gain Hatred for the rest of the Campaign.

Bored Troops - Your warriors are bored, and take less heed of unsuccessful officers.

When taking Leadership tests of any kind, you must roll against the lowest Leadership value available, regardless of other rules.

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We’re Invincible! - Your army, buoyed by your victories, believethat you are guided by the hand of the gods and that they are

completely invincible.

Your army may not take Cover Saves until you lose a game.

Broken Spirit – One of most stalwart allies has had their faith in your shaken by your lack of success.

One Veteran unit in your army now has either -1 Leadership or in the case of a vehicle, -1 WS and -1 BS.

Incompetent Officers - The only thing worse than having no plan, is having a good plan implemented by a dullard.

Choose one unit in your army. That unit is no longer a scoring unit and cannot benefit from the Objective Secured rule.

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Impeccable Discipline - One unit in your army, desperate to prove worthy of being in your command, has drilled themselves mercilessly.

One Infantry Unit in your army may take Preferred Enemy for the rest of the Campaign.

Dead Eyes – The cold dead eyes of the berserker stare back at you from your troops as they await your next battle.

One Veteran unit in your army now has Rage and Hatred and Feel No Pain 5+ for the rest of the Campaign.

Ambitious Officer - Your inability to get a decisive result has made other officers in your army start to covet your office.

Choose one character in your army before your next game starts.That character in your army gains +1 Attack and +1 Leadership.

While alone, that character counts as a part of your army as normal, but if that character joins one of your units, he immediately counts as an

Ally of Convenience.

This only lasts for your next game.

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Grand Vision - You know exactly what step to take next and this allows you to easily get the jump on your enemies.

You may re-roll the dice to Seize the Initiative in your next game.

Scavenged Ammo – It’s a hard life in the Erycos Cluster and a warrior has to make do with what is to hand. This can sometimes mean that

some munitions come from unsavoury sources.

Every unit in your army MUST re-roll failed To Hit rolls during the shooting phase of your first turn. In addition, ALL ranged weapons

have the Gets Hot! Special Rule for your first turn, and no armour saves are allowed from the wounds caused by this rule during this

whole game.

No News is Good News - Nothing good nothing bad and sometimes in war that’s the best news you can get.

There is no further effect on your next game.

7hing Noteworthy - on your march to victory, all is as it should be. Carry

on soldier.

Gunjacks – Despite many warnings, one squad of troopers just can’t help but ‘pour it on’ regardless of enemy numbers, or even their

presence.

One Veteran unit in your army may double the number of shots they fire from their weapons once in your next game. If they do so however,

you must remove 2D6 models from the unit.

Mans Land - There exists a large gap between both your forces and the enemy that none of your men dare enter before battle is joined.

None of your models may Infiltrate or Scout next turn.

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Soaring Morale – Things are going fine and your troops know it. Nothing can dim their faith in you and your inevitable victory.

Pick one Veteran or Green unit in your army.

That unit becomes Fearless for your next game.

Grizzled Veterans – When the going gets tough, the tough grit their teeth, spit on the floor and keep shooting.

any Veteran units in your army are now Stubborn. If they were already Stubborn, they gain Relentless instead.

None of your models may Infiltrate or Scout next turn.

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Tactical Treatise - one of your junior officers has compiled a book on your strategies and musings on the art of war and finds

great comfort in its teachings –even more surprisingly, they’ve learned something!

One character model in your army gains + 1 to any single stat of your choice.

Down, but not Out – Words of your demise, along with that of a portion of your command, were greatly exaggerated. Fighting tooth

and nail from No Mans Land, you have gained a core of die hand troops who are so nails hard enough they would give an Ogryn pause.One of your dead units may be used in your next game as if it

were a Veteran.

In addition it gains the either the It will Not Die Rule or Feel No Pain Special Rule.

Desperate for Glory - Your lacklustre performance has driven to you take reckless risks in order to try and gain some ground.

You may draw an extra Tactical Objective each turn. If you do so you Opponent scores and extra D3 Victory Points.

Your opponent will score an extra 5 Victory Points in the case of a draw.

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Winning Strategy - This whole ‘War’ thing is easy! Bring it on!You may add +1 to any ‘roll-offs’ that need to be made in your next

game. This includes things like deciding deployment zones, who places infiltrators first and so on.

A Legion of One - Sometimes, once in a million years, a warrior rises from the ashes of defeat as something greater than before. Mephiston, Sly Marbo and Captain Garro are all examples of this, and now there is

one more legend stalking the stars.

Choose one model from a unit of at least 5 Infantry models that you will be using in your next game. If you have no such model than ignore this

result – the roll has no effect.

Deploy only that model during the game, the rest of their squad is dead or worse.

It gains three extra Wounds to its starting profile, gains Eternal Warrior and Feel No Pain 3+ and all their weapons are Master Crafted.

All part of the Plan... - It was part of the Master Plan! Your last battle was simply there to lull everyone into a sense of false security.

You begin your next game with 100 extra points to spend on your army or add as reinforcements.

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Generous Reward – Your masters have seen fit to grace your efforts with even greater support.

Pick a weapon in your army. That weapon is now Master-Crafted for the rest of the campaign.

Been there, Done That - One fighter in your army has seen everything the galaxy has to offer and has learned well how to combat its horrors.

At the start of your next game, before deployment, choose one character in your army.

That character and any unit they are in may choose one of the following Special Rules at the beginning of each of your turns, replacing whatever

rule was previously chosen: Relentless, Furious Charge or Stealth.

Disregarded - It is dangerous, perhaps even foolish, but your enemy has decided that you are completely inept. This not being the case, you have

gained a significant tactical advantage as a result.

Rather than roll off to see who deploys first and takes the first turn in your next game, you may choose.

12 or more

Inspired Leadership – Your troops are so enamoured with your leadership that they will obey any order, even if it means their deaths.You may choose to pass or fail any Morale Checks in your next game

for all units.

Miraculous Resurrection – Sometimes, even in the grim dark future of the forty-first millennium, miracles can happen.

None of your dead units count as having died and all may be chosen for use in the next game and are treated as Veterans.

To The Last Man - Having been unsuccessful before, you and your mean have sworn to fight until each of you is dead in the ground before

you will accept defeat.

For your next game all your units are Fearless and have the Objective Secured rule.

Page 6: THE RED THIRST - Warhammer World SCHEDULE SATURDAY 9:00am Warhammer World main doors open. Registration in the main hall until 9.45. 9:55am Welcome and event briefing 10:00am–12:30pm

THE IRON HAND CHALLENGE – CAN I JUST TAKE A 1,750 POINT ARMY?Yes, absolutely.As mentioned earlier this means you might have a really tough time as you can’t replace casualties as easily, but that’s a decision you get to make.It really is up to you – we understand, after all, that not everyone has 2,500 points fully painted and ready to go. We’d recommend getting as close to the maximum limit as possible, as we want to make sure your opponent’s have great games too!

FAVOURITE GAME VOTESFavourite Game Votes are simple - just pick the player you enjoyed playing against the most that weekend. It’s a great way to acknowledge a really fun game, opponents with whom you had a great rapport, or maybe it was just that their army looked fantastic. Votes are taken at the end of the weekend, so please show your appreciation of your favourite opponents. Whichever team earns the most Favourite Game votes will receive the Legion Champion award at the Award Ceremony.

OTHER ACTIVITIES DURING THE EVENTLegends painting competitionsThe Legends Painting competition gives you the chance to show off your skills with single models and units rather than with whole armies. Simply enter the relevant category when it’s open; once all the entries are in, we will ask all the players to vote for their favourites. The player that earns the most votes in each category will win the relevant prize. (Please note: only miniatures from one of your armies may be entered into this competition).

Hero of Legend: All types of Infantry, Cavalry, Bikes and Jetbikes.Engine of Legend: Any vehicle model.Beast of Legend: Any model that doesn’t fit in the above categories.Company of Legend: Any unit of 5 or less Infantry or cavalry on 40mm bases or smaller or 3 or less Cavalry, Bikes, Jetbikes or Infantry on 50mm bases or larger.

THE BEST ARMY COMPETITIONIt’s an honour for any player to have their army nominated for the Best Army competition. Make sure you show your appreciation by voting for your favourite collection from those selected during Sunday lunch time. The team who receives the most number of votes will receive the Best Army award.

AWARDSKa’Bandha’s Chosen - This award will go to the player that scores the most Favourite Game Votes over the weekend from the Ka’Bandha faction.Corbulo’s Champion - This award will go to the player that scores the most Favourite Game Votes over the weekend from the Corbulo faction.The Legends - These awards go to the players with the most votes from each category (detailed above).The Best Army - This award goes to the player with the most votes from the Best Army competition.Angel of the Host – This award goes to the player that has the best results from the Corbulo Faction.The Red Angel – This award goes to the player that has the best results from the Ka’Bandha Faction.Veteran of the Erycos Wars – This award goes to every member of the winning faction, having been counted as victorious after the final game.

CONTACT USIf you want to ask us questions, discuss the models you wish to bring, or want to find out more about Campaign Weekends, please feel free to get in touch with us:Phone: 0115 900 4994Email: [email protected]: Warhammer World Events TeamGames WorkshopWillow RoadLentonNottinghamEnglandNG7 2WS

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