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    THIS IS NOT A TOURNAMENT. YOU WILL GET MORE

    OUT OF THE WEEKEND IF YOU ENJOY THE

    EXPERIENCE RATHER THAN FOCUS ON THE OUTCOME

    OF YOUR GAMES. TRY AND PLAY WITH YOUR

    OPPONENT RATHER THAN AGAINST THEM.

    The Tyrannic War campaign presents hobbyistswith an opportunity to play in a different style than

    they may be used to. Tempus Fugitives narrative

    campaigns are about trying out new ideas and

    contributing to an adventure. In fact the story is

    almost as important as the actual games themselves

    and players should be prepared to get into the mindset

    of the army they have brought to battle with. If you

    and your opponent have a great game, the actual

    outcome of the battle becomes far less important.Once more (with feeling), you are playing with your

    opponent not against them.

    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. Most

    importantly they are there to ensure everybody has a

    great time. Rememberits only toy soldiers!

    Games will be driven by the narrative of the campaign.

    This means that during the course of the event variousgames may appear quite challenging when viewed

    from the usual gaming perspective. In any war

    commanders have to deal with what might appear

    unfair or unbalanced situations, using cunning and skill

    to prevail against overwhelming odds, and the same

    may be true for you. However, whatever the scenario

    or 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 are not

    asked to play a game you simply can't win before any

    dice are cast. There will always be critically important

    mission objectives that you will need to strive to

    achieve. Your force may meet annihilation in the face

    of an enemy with vastly superior numbers or power,

    but trying to hold the line in the face of such odds is

    what legends are all about.

    As this is a team event, even if you lose your individual

    battle your Taskforce or faction may still do well

    overall; don't worry about 'winning', just think about

    having a good time. It is our hope that we can repay

    some small part of the kindness that the gamingcommunity has shown us over the years and organise

    a top notch event that everyone can enjoy. Have fun, and dont be afraid to ask any questions!

    (aka Ulfhedin)

    IMPORTANT! This material is completely unofficial and in no way endorsed

    by Games Workshop Limited 2012. Games Workshop, the Games Workshop

    logo, Warhammer and all associated marks, logos, names, races and race

    insignia, vehicles, locations, units, characters, illustrations and images from

    the Warhammer and Warhammer 40,000 universe are either (R), TM and/or

    Games Workshop Ltd 2000-2012, variably registered in the UK and other

    countries around the world, used without permission. No challenge to their

    status intended. All Rights Reserved.

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    16: 00 Venue opens for gaming19: 00 Pre-Registration beginslate Venue & Bar Closes

    08: 30 Venue opens and Registration09: 30 Introductions & Army Display10: 15 Act 1 Narrative Phase10: 45 Act 1: Vanguard Team Battle13: 00 Lunch & Day One Strategy Phase14: 00 Act 2: Narrative Phase14: 30 Act 2: Strike Force16: 45 Break17: 15 Act 3: Narrative Phase17: 45 Act 3: Heavy Assault20: 00 Evening Meal21: 00 Evening Entertainments

    10

    : 00 Venue opens10: 30 Recap & Day Two Strategy Phase10: 45 Act 4 Narrative Phase11: 15 Act 4: Vanguard Team Battle13: 30 Lunch & Army Judging14: 30 Act 5: Narrative Phase15: 00 Act 5: Strike Force17: 15 Break with Tea & Cake17: 30 Closing Ceremony

    A weekend of great imagery, great games and by the

    end of it, great friends. Quality food, reasonable bar

    prices (with the bar open until past midnight) a unique

    atmosphere and lots of fun. It is also a safe

    environment where everyone is friendly and all are

    welcome. A bit like Cheers with Boltguns and Xenos!

    Because you are grouped into Taskforces and because

    the weekend has a mix of doubles games and a real

    sense that each of your battles matter to the overall

    narrative you will find yourself in great company from

    the very beginning. Whether you are attending on

    your own or are part of a group, you are sure to have

    gained a bunch of new gaming buddies by the end of

    the weekend.

    Players are responsible for bringing their own:

    The Warhammer 40,000 6th Edition rulebook Your army Codex and any Imperial Armour material

    relating to your army.

    Dice, Templates and Tape measure Pen, paper, superglue and poly cement Objective Markers At least two copies of your army roster (one to be

    handed in during registration)

    A tray to carry your models. The venue does nothave any spare so bring one if you need one!

    Somewhere to sleep overnight. (For details on hotelrooms please contact Tabletop Nation)

    Money for refreshments. Lunch on both days isincluded.

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    This exciting narrative weekend takes place at

    Tabletop Nation. The venue has a full bar service (until

    late) restaurant area for eating your meals and a great

    gaming hall with plenty of space for you cases and

    gaming gear. The actual location can be seen on the

    map to the right:

    The Tabletop Nation venue has a state of the art retail

    store, and gaming venue hosting up to 200 players

    depending on game system.

    Located in Hockley, Essex, within easy reach of

    London, and supported by Rail Links and an

    International Airport, all within 15 mins of the venue,

    Tabletop Nation welcomes hobbyists throughout the

    United Kingdom, Europe and beyond.

    Prizes will be awarded and yes there will be wooden

    spoons!

    Best Army

    Best Objective Markers Winning Taskforce Unluckiest Taskforce

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    Tyrannic War pits Taskforces in a campaign setduring the Second Tyrannic War. Each Taskforce is

    themed to a particular faction and each faction is

    pitted against Taskforces belonging to one of a number

    of factions available over the weekend. The factions

    involved are detailed at the end of this pack. Each

    Taskforce will have their own agendas, strengths and

    weaknesses. Before the first game on Saturday you will

    be asked to gather at one of the Taskforce muster

    points and nominate a Taskforce Commander and a

    deputy. It is important that these two individuals are

    people of fortitude and are prepared for all of the

    challenges the roles present.

    THE TASKFORCE COMMANDER (AND DEPUTY)

    The role of the Taskforce Commander is of crucial

    importance to the team and it is the Commander's

    responsibility at the start of each round to not only

    make sure that each of their players has an opponent

    but also to choose which is to undertake a special

    mission. Additionally, throughout the campaign there

    will be additional information and decisions that will

    need to be taken on behalf of the Taskforce. Although

    a good Commander will listen to their Taskforce and

    discuss their decisions fully, it is ultimately the

    Taskforce Commander who decides on what STRATEGY

    to take. Their deputy may have to take over from a

    commander should something unfortunate happen.

    campaign pointsYour campaign points determine the outcome of the

    campaign. Players earn Campaign Points depending on

    how they perform in each round. Players earn 3

    Campaign Points for a Win, 1 for a Draw and nothing if

    you Lose. As your games finish you must report theresult (Win, Lose or Draw) to the stage along with your

    opponent. You cannot give your results in without your

    opponent present.paintingAll models MUST be painted and representative of the

    appropriate type of troop. You cannot use a model

    that does not meet these criteria. If you are planning a

    conversion that you think may need clarification please

    contact us before the event. You cannot represent

    units with models that are smaller than the Games

    Workshop equivalent. Because we believe that due

    credit should go to players that have painted their own

    armies, only players who have painted their armies

    themselves may be eligible for the coveted award of

    Best Army. We ask all participants to be honest if

    shortlisted. A number of armies will be shortlisted on

    the Saturday and then will be voted on by the players

    during the Sunday lunch break. The winner will be

    announced at the end of the weekend.

    Painting is a key part of the hobby. If you do not paint

    your models for the weekend to at least a basic

    standard (undercoated, three colours and based), thenmodels which are painted to at least a basic standard

    will be filled with an indignant hatred for your lack of

    effort or poor time management. Painted units that

    are engaged in combat with unpainted models or

    those not painted to at least a basic standard count

    as having the Hatred special rule.

    strategyAt the beginning of each round, the Taskforce must

    study the signs and portents to decide on a Strategy to

    use for the round. Each Strategy can only be used once

    over the weekend and is represented by the relevant

    Strategy recorded by the Taskforce Commander. Asyou must decide your Strategy before you play your

    games each round you have to rely on your judgement

    as to its outcome. Choose carefully as picking Death or

    Glory makes your draws worthless, while Giving No

    Quarter squanders any bonus from winning.

    Y Death or Glory: This strategy awards 4 CampaignPoints for a Win but nothing if you draw or lose.

    Y Feint: At the end of the round, count this strategyas either Death or Glory or Give No Quarter.

    Y Give No Quarter: This strategy awards 3Campaign Points for each Win or Draw but

    nothing if you lose.

    Y Accurate Intel: This strategy allows the Taskforceto Seize the Initiative on a 3+

    Y Rapid Response: This strategy allows a single Eliteor Fast Attack choice to Outflank or Deep Strike.

    Y Enfilading Fire: This strategy enables players tolower their opponents cover save by -1 at the

    start of a turn.

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    VANGUARD(COMPULSORY)

    You must field a Vanguard army.

    Your army in a Vanguard must be no more than 1000

    points and is selected using a single standard Force

    Organisation Chart found in the Warhammer 40,000

    rulebook.

    Vehicles and army lists detailed only in Forge World's

    Imperial Armour publications may be used by armies.

    If a vehicle is described in more than one publication

    the most recent version must be used. The 6th Edition

    FAQ found on Forge Worlds website must be used.

    No Gargantuan Creatures or units with Structure

    points are permitted.

    Any infantry unit in the army may be given Stealth or

    Outflank for +20pts. This ability only applies to

    Vanguard games.

    Missions may be played using any of the standard

    missions found in the 6th Edition Warhammer40,000rulebook or in special scenarios in this campaign pack.

    STRIKE FORCE(COMPULSORY)

    You must field a Strike Force army.

    Your army in a Strike Force must be no more than

    2000 points and is selected using up to two standard

    Force Organisation Charts found in the Warhammer

    40,000 rulebook. You must include all compulsory

    choices from each primary detachment.

    Vehicles and army lists detailed only in Forge World's

    Imperial Armour publications may be used by armies.

    If a vehicle is described in more than one publication

    the most recent version must be used. The 6th Edition

    FAQ found on Forge Worlds website must be used.

    A single Gargantuan Creature or unit with Structure

    points is permitted up to a total of 500pts. For each

    structure point your army includes over three, you

    opponent receives Tank Hunters for a unit of their

    choice. If your army includes one or more gargantuan

    creatures with seven or more wounds combined, your

    Gargantuan Resistance changes to a 5+ rather than a

    6+.

    Missions may be played using any of the standard

    missions found in the 6th Edition Warhammer 40,000

    rulebook or in special scenarios in this campaign pack.

    HEAVY ASSAULT(OPTIONAL)

    You may field a Heavy Assault Force army. Heavy

    Assault armies play in Act Three on a 6x4 battlefield

    using Eternal War missions found in the 6th Edition

    Warhammer 40,000 rulebook.

    Your army must be no more than 3000 points and

    selected using up to two standard Force Organisation

    Charts from the Warhammer 40,000 rulebook. You

    must include all compulsory choices from each primary

    detachment.

    Vehicles and army lists detailed only in Forge World's

    Imperial Armour publications may be used by armies.

    If a vehicle is described in more than one publication

    the most recent version must be used. The 6th Edition

    FAQ found on Forge Worlds website must be used.

    Gargantuan Creatures and units with Structure points

    are permitted up to a total of 1000pts. For each

    structure point your army includes over three, you

    opponent receives Tank Hunters for a unit of their

    choice. If your army includes one or more gargantuan

    creatures with seven or more wounds combined, yourGargantuan Resistance changes to a 5+ rather than a

    6+.

    Missions may be played using any of the standard

    missions found in the 6th Edition Warhammer 40,000

    rulebook or in special scenarios in this campaign pack.

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    By early 990.M41, Hive Fleet Kraken had already sunk

    its tendrils into the galaxy, isolating many Imperial

    worlds before any astropathic warnings could be sent.

    Hive Fleet Behemoth had previously been fought as a

    wave that had advanced across the galaxy as a single

    organism, but Kraken was actually a series of smaller,

    separate Tyranid Hive Fleets that moved to attack

    many human-settled planets simultaneously. This not

    only increased the difficulty for the Imperium's

    defenders in opposing the Hive Fleet, but also

    increased the area of the Hive Mind's psychic Shadowin the Warp tenfold. Almost overnight, an entire

    Imperial sector was silenced from Terra, isolated from

    Astropaths' messages of warning by the potent power

    of the Hive Mind. Only several months after Hive Fleet

    Kraken's onslaught had already begun did the first few

    survivors' accounts of the attacks begin to reach the

    wider Imperium due to the terrible turbulence in the

    Warp. Whole planets had been wiped out by the

    Tyranids in only a few hours and the Imperium of Man

    once more faced an unimaginable threat.

    The Ichar IV Rebellion

    But before the true threat revealed itself, the

    Imperium had first faced uprisings on its Eastern Fringe

    that served as the prelude to the main Tyranid threat.

    One such rebellion occurred on a Hive World named

    Ichar IV. Ichar IV was vital to the operation of the

    Eastern Fringe as its huge manufactorums formed the

    centre and lynch pin of one of the few densely

    populated Imperial sectors in the widespread Ultima

    Segmentum. The entire planet had been seized from

    the control of the Imperium by a religious

    fundamentalist group named the Brotherhood. Years

    before, the Brotherhood had captured the hearts and

    minds of the population of the planet by preaching the

    return of the Emperor in physical form and promising

    better times to come. This is the sort of promise that

    was sought by the workers of the Icharran

    manufactorums because they lived lives with no

    power, hope of betterment or freedom. The

    Brotherhood quickly set up missions and chapels

    throughout the poor regions of the planet. The

    Ecclesiarchy closely monitored the Brotherhood for

    any signs of corruption or heresy, but none could be

    found. Eventually, permission was sought and granted

    for the construction of a Brotherhood cathedral in

    Lomas, the biggest city on Ichar IV. Shortly after the

    completion of the Brotherhood's cathedral the trouble

    began; the Brotherhood refused to pay its tithes to the

    Planetary Governor and would not allow its members

    to be inducted into Ichar IV's Planetary Defence Force.

    Brotherhood Preachers whipped the Icharran

    population into a frenzy, prophesying that the

    Emperor would return in the flesh soon. Brotherhood

    militias began to roam the streets, punishing anyone

    they deemed to be "unbelievers" rather than actual

    criminals.

    Events accelerated when rioting broke out during a

    mass demonstration outside of the great cathedral in

    Lomas. Arbitrators of the Adeptus Arbites moved in

    with Power Mauls and Suppression Shields to put

    down the rioters forcefully, but were fired upon from

    the cathedral by Brotherhood militia. The Arbitrators

    returned fire and killed several of the Brotherhood's

    militia members. This only enraged the mob further

    and they surged forwards several times, eventually

    forcing the Arbitrators to fall back, especially as

    another, larger mob had just arrived to support them.

    Rioting then spread across the planet and most of the

    forces of the Arbites were forced back. When the

    Planetary Defence Force was called in to restore order,

    most members of the force rebelled and joined the

    ranks of the Brotherhood. Eventually, news of the

    assassination of the Planetary Governor reached the

    public and vicious fighting broke out in all of the hivecities of the planet. Within hours, tanks decorated with

    the revolutionary banners of the Brotherhood were

    seen driving down roads in cities, pushing the Arbites

    back. With the dawn, news of the assassination of the

    Imperial governor and most of his ministers had

    spread over the entire planet, and the Brotherhood

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    quickly seized control of several broadcasting stations,

    announcing the establishment of their new theocratic

    state in the name of the returning God-Emperor.

    The Arbites still held control of the majority of the

    Icharran countryside and the Arbites fortress thatguarded the centre of Lomas. Most of the cities had

    been captured by the Brotherhood, denying the

    Arbites vital resources. Inquisitor Agmar of the Ordo

    Xenos arrived twenty-seven days after the rebellion

    began, on the same day that the Arbites fortress in

    Lomas was overrun by Brotherhood forces. Most of

    the Judges in the fortress escaped, moving to take

    control of the four main power stations of the city.

    Inquisitor Agmar saw this as much more of an

    organised rebellion than a sporadic outburst of

    popular religious feeling. He called for the support of

    the Ultramarines Chapter of Astartes to help the forces

    of the Imperium retake the planet. While the

    remaining Imperial forces waited for the arrival of the

    Ultramarines, they bombarded the rebel cities and

    pushed back vicious assaults by Brotherhood militia

    battalions. Repeated attempts to reach the power

    stations of Lomas failed and, six days after Agmar

    arrived, the Arbites detonated several Melta Bombs,

    completely destroying the generators.

    Now the war transformed into a long, grinding

    campaign of urban combat with casualties spiraling

    upwards daily. Every doorway could possess a booby

    trap and there were Brotherhood snipers in place all

    over the renegade-held cities. Entire Imperial Guard

    patrols that remained loyal to the Imperium

    disappeared without trace in the chaotic maelstrom.

    The rebellion promised to be a long one as the

    Brotherhood held the armouries of the Imperial Guard

    Regiments assigned to the planet and had the support

    of the majority of the Icharran population to draw on

    to become soldiers in its militia. Inquisitor Agmar led

    several small forces of Imperial Guardsmen and

    Arbitrators into Lomas to uncover the true nature of

    the Brotherhood. He was slowly piecing together the

    story when, in a chance raid, he slew a Neophyte ofthe Brotherhood and saw what manner of xenos

    creature was actually leading the revolt - Genestealers!

    Agmar sent an astropathic message confirming his

    fears of another Tyranid invasion to the Inquisition and

    awaited the arrival of the Ultramarines.

    The Genestealer Infestation

    Thirty-nine days after the Icharran rebellion began, the

    Ultramarines' Battle Barge Octavius entered orbit

    above Ichar IV and deployed its Drop Pods. The

    planetary defences were largely inactive due to the

    damage to the power generators of Lomas and as suchthe Space Marines' landing casualties were light. The

    Space Marines secured the Imperial Guard's armouries

    and the Imperial Governor's palace and fought off

    several poorly organised counterattacks, causing

    massive casualties among the Brotherhood's forces.

    Outside, the remaining Imperial Guard forces launched

    coordinated attacks to link up with the Ultramarines,

    using their Leman Russ main battle tanks as moving

    strongpoints and slowly, inevitably, the Brotherhood's

    lines bent back.

    More than 20 Veteran Space Marines in TerminatorArmour from the Ultramarines' elite 1st Company

    teleported into the great Brotherhood cathedral in

    Lomas and destroyed the cathedral's defenders after

    Agmar sent a message to the Octavius via spy satellite.

    More guards appeared from side doors and a storm of

    lasbeams and autoshells ripped out, massacring many

    of the Brotherhood guards, but not before several of

    the Terminators were dragged down. The Terminators'

    single Heavy Flamer proved to be invaluable, its flames

    incinerating the unprotected assaulting forces. Yet

    some of the Brotherhood Neophytes were striking out

    with inhuman speed and terrible claws, indicating their

    xenos heritage.

    The Terminators then spread out and searched for the

    myriad of secret passages that they presumed existed

    beneath the Brotherhood cathedral. They soon found

    one under the altar, and the altar was quickly

    removed. As they moved down into the crypt, they

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    heard the clattering of claws on stone. As the

    creatures jumped into the lights of the Ultramarines,

    they were identified as Genestealers. This showed the

    Inquisitor's belief that there was a Genestealer coven

    at the heart of the Brotherhood's revolution to be

    correct. The battle began and raged for a long time.Hundreds of Genestealers died, piling up one on top of

    each other. Eventually, the horde's numbers were

    spent in their attack. Several Ultramarine Terminators

    had been killed as their armour was torn open by the

    inhumanly sharp claws of the Genestealers. The

    remainder of the Astartes moved further into the crypt

    without encountering more of the creatures. Deep

    beneath the city of Lomas they found a huge cavern

    where the huge and bloated great grandfather of the

    brood, the powerful Genestealer Patriarch, sat. As the

    Terminators approached, another horde of

    Genestealers intent on protecting the alien master

    attacked the Terminators from out of nowhere. Storm

    Bolters rang out, resulting in pure carnage. The

    company Librarian fought his way to the dais but the

    Patriarch used its psychic powers to attack the Space

    Marine psyker. A surge from the Astartes' psychic

    hood broke the spell and the Librarian forced his body

    out of the real world for an instant and then he

    reappeared, teleported onto the dais. The creature

    lashed out and blood and sparks flew from the

    Librarian, but the Patriarch easily parried the return

    blow.

    The Librarian called on his Battle-Brothers for

    assistance and the dais was swept with Bolter fire.

    Some shells pierced the Power Armour of the Librarian

    but the Patriarch was also wounded. The Librarian

    used this opportunity to strike with his Force Axe, the

    Librarian's own psychic power behind the blow

    allowing the weapon to tear through the tough hide of

    the Patriarch. The Patriarch was dead, suddenly

    leaving the brood and the entire revolution leaderless.

    The revolution felt the death of its leader and lost its

    impetus and cohesion. The remaining Terminators

    slew the rest of the Genestealers and the battles

    above slowly stopped as the revolutionaries could onlyretrench themselves and no longer act in a fully

    coordinated manner without the Patriarch's subtle

    psychic guidance over the cult. Small groups of

    Brotherhood Acolytes and Neophytes held their

    positions in bunkers and towers but were soon

    destroyed by the tanks and heavy fighting vehicles of

    the Imperial Guard.

    Ichar IV was back under the control of the Imperium

    and all remnants of the Genestealer Cult - the

    Genestealers, their hybrids, infected humans, cultmembers and traitors - was ruthlessly wiped out.

    Inquisitor Agmar, leading the Ultramarines,

    methodically purged the planet, which eventually

    returned to normal. There were still questions that

    remained unanswered. One was the fate of the human

    leader of the Brotherhood, as his body was never

    found. The second was that the planet's Astropaths

    had reported a shift in the Warp, distant still, but the

    oldest of the Astropaths had sensed the psychic call of

    the Genestealer Patriarch radiating out into space and

    felt the change in the Warp. He had sensed something

    vast and shadowy, a monstrous entity which hadturned its attention towards Ichar IV - Hive Fleet

    Kraken.

    The Kraken Comes

    The horror stories that attended Hive Fleet Kraken's

    coming to Imperial space were numerous. Among the

    many tragedies of this time were the following:

    In the Miral System, Imperial Guard Regiments and the

    Space Marines of the Scythes of the Emperor Chapter

    held out against the Tyranids of Hive Fleet Kraken who

    had overrun the lush jungles and plantations of MiralPrime. The Imperial forces retreated to a huge mesa

    called the Giant's Coffin where they defended against

    the vicious hordes of xenos that infested the dense

    jungles below. The flora of Miral itself had become

    mutated since the first Mycetic Spores of Hive Fleet

    Kraken had fallen on the world and eventually only

    constant defoliation with Flamers prevented the

    Tyranid spore-infected creepers from engulfing the

    Giant's Coffin.

    A Rogue Trader brought rumours of the feral world of

    Larnarno to the Imperium's heart, a planet that had

    come to be ruled by the Celebrants of Nihilism, a

    heretical doomsday cult whose adherents had taken

    care to match their prophecies with the dire events of

    the times. When elements of Hive Fleet Kraken arrived

    at Larnarno, nearly 75% of the planet's population had

    calmly marched towards the Tyranid bio-ships to be

    consumed by their new "gods." The Rogue Trader also

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    brought a tale from the giant asteroid-monastery of

    Salem, which told how the monks had chosen to

    poison both themselves and their carefully

    terraformed ecosystem rather than allow all to be

    consumed by the Great Devourer.

    Another dedicated Imperial merchant captain helped

    evacuate millions of Imperial citizens from the mining

    worlds of the Devlan System before it was consumed.

    Devlan's extensive system of Novastorm space stations

    held the Hive Fleet at bay long enough for a fleet of

    giant ore freighters to escape into the Warp. A

    company of Space Marines of the Lamenters Chapter

    held off the attacks of the Tyranid Warriors until the

    last starship had been loaded, though the SpaceMarines in the end sacrificed their own lives so that

    many more might live.

    Even those who fled successfully found little respite

    from the horror. One of the giant ore freighters fleeing

    Devlan arrived at the world of Adr's Hope ominously

    dark and silent. Those investigating the ship's

    automated landing discovered that within lay a blood-

    drenched abattoir where thousands of refugees--men,

    women and children--had been mercilessly butchered

    by a Tyranid organism that had breached the starship's

    quarantine even as it fled. Only three weeks later Adr's

    Hope itself was a blood-soaked ruin of a world - the

    Great Devourer had claimed even more victims.

    Seen on a galactic scale, Hive Fleet Kraken was

    attacking across a front that covered thousands of light

    years. Some worlds were bypassed, isolated by the

    Hive Fleet's Shadow in the Warp or attacked

    unexpectedly, making a cohesive Imperial defence

    almost impossible to mount. The Imperium was forced

    to concentrate its forces on the most strategically

    important Forge Worlds and Hive Worlds, while it

    evacuated or simply abandoned to their horrific fate

    many others. Still, there were some bright moments

    for the Imperium. Several Space Marine Chapters

    dedicated their forces to saving worlds the wider

    armies of the Imperial Guard had abandoned. Some,

    such as the Lamenters and the Scythes of the Emperor,

    found their once proud Chapters reduced to a few

    scattered remains as the price of their valour, while

    the Knights of Eternity Chapter is presumed to have

    been completely obliterated. Others carried the battle

    to the Tyranids as only the Space Marines can, striking

    at isolated tendrils of the Kraken, boarding Hive Ships

    and blowing them apart from the inside. Yet, no

    matter the efforts of the Imperium, the Tyranids weretoo numerous and drove ever deeper into the galaxy,

    towards the Imperium of Man heart.

    The Battle of Ichar IV

    Fortunately for humanity, Hive Fleet Kraken did not

    remain divided into separate tendrils indefinitely and

    eventually began to coalesce into a single, massive

    swarm on Ichar IV, the Hive World whose large

    Genestealer infestation had been the initial harbinger

    of the Kraken's arrival in the Milky Way Galaxy. As the

    Tyranids approached the planet, thousands ofGenestealers suddenly burst from the underhives in

    support of the invading xenos, giving the lie to claims

    that the infestation had been entirely purged years

    earlier. Defence perimeters were completely overrun,

    Imperial Guardsmen slain by the thousands. In the

    terrible confusion, an ever larger number of Tyranid

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    organisms made planetfall -- not only the Termagants

    and Gargoyles that had composed the vanguard of the

    prior assaults, but the truly monstrous Carnifexes and

    Tyrannofexes as well. Worse still, gigantic Hierodule

    and Hierophant Bio-Titans stalked across the surface of

    the beleagured world. The Tyranids had unleashed on

    Ichar IV every terrible organic weapon in their arsenal.

    Despite all this, Ichar IV was not yet lost to humanity.

    Forewarned of Tyranid interest in the world by the

    previous Genestealer infestation, the Imperium was

    able to mount a more solid counter-defence in the

    Ichar System than in the other areas of the Eastern

    Fringes under assault by Hive Fleet Kraken.

    The Ultramarines inflicted crushing losses on the

    Tyranid armada in space above the planet and in the

    claustrophobic corridors of the towering Icharran hive

    cities. Space Marine Veterans of the First Tyrannic War

    made planetfall and scoured Ichar IV's hives in a series

    of close-quarter battles that lasted for close to a full

    Terran year. By employing the same tactics that had

    proved successful in defeating Hive Fleet Behemoth in

    Ultramar two centuries earlier, Marneus Calgar rallied

    the Imperial defenders of Ichar IV and cast the

    Tyranids from that planet forevermore. But as always,

    victory against the Tyranids had come at a terrible

    price - Ichar IV was reduced to a smoking charnel

    house of death and destruction, a world and its people

    sacrificed so that the Imperium of Man might endure

    yet another storm.

    The Battle for the Iyanden Craftworld

    The first warning the Eldar of Craftworld Iyanden had

    of the danger posed by the Tyranids of Hive Fleet

    Kraken was brought in 992.M41 - a Tyranid Hive Fleet

    of immense proportions was heading towards Iyanden

    Craftworld. Already over a dozen Imperial planets hadbeen consumed by the Tyranids' advance and,

    although the human Imperium was mounting furious

    counter-attacks where possible, it would be months

    until a major Imperial taskforce could be fully

    mobilised to deal with the threat. By the time the

    Imperial frontier was stabilised, the Eldar of Iyanden

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    knew that their precious Craftworld would have been

    overrun.

    Farseer Kelmon, political leader and spiritual head of

    the Craftworld, called together the Eldar of Iyanden

    and warned them of the impending Tyranid assault.

    The debate by the people of Iyanden on the action to

    take against Hive Fleet Kraken's approach was heated

    and prolonged. The more conservative elements of the

    Craftworld argued for a policy of isolation, shielding

    the Craftworld behind a powerful psychic shield in an

    attempt to avoid all contact with the Tyranids. The

    more aggressive elements wanted to attack the

    Tyranids immediately, dispatching the fleet to destroy

    the Tyranids before they reached the Craftworld. Both

    courses of action were problematic, however, because

    they took no account of the sheer size of the Tyranid

    Hive Fleet. It took a powerful speech from the Ranger

    Irilith, who had seen the Hive Fleet at first hand and

    understood the terrible threat that it represented, to

    sway the assembled Eldar. For over an hour she drove

    home to all present that it would take the combined

    efforts of every Eldar on Iyanden to have any chance of

    turning back the Tyranids. Even then they might not

    succeed in defeating the alien menace. A hush fell on

    the Hall as Irilith finished her speech. No more needed

    to be said, for all the Eldar present now realised the

    sheer enormity of the task ahead. Farseer Kelmon rose

    and ordered that the Eldar prepare the defences of

    lyanden Craftworld. All elements of the fleet would be

    recalled, and every single Eldar must take on the

    Warrior Aspect of Warlock, Guardian or Aspect

    Warrior, for the first time in E ldar history since the Fall.

    The entire Craftworld would be fortified, for there

    could be no doubt that the Tyranids would breach

    their outer defences and land on the immense

    worldship. Help must be requested from the other

    Eldar Craftworlds. The Avatar, the embodied spirit of

    the Craftworlds War God Khaela Mensha Khaine, mustbe awakened to take part in the battle. And, most

    terrible of all, all of the Craftworlds ancient Spirit

    Stones must be plucked from their resting places and

    implanted in cybernetic exoskeletons to battle as

    Ghost Warriors. As many Imperial scholars know, when

    an Eldar dies their spirit is released into a gem known

    as a Spirit Stone, which is grafted into the very

    structure of their Craftworld to preserve the dead

    Eldars consciousness and prevent it from migratinginto the Warp where it will be devoured by the Chaos

    God Slaanesh. Thus, each Craftworld is actually a living,

    intelligent being which preserves a little of the once

    great Eldar civilisation. By risking the destruction of the

    Craftworlds Spirit Stones, Kelmon risked the

    destruction of lyandens culture, racial memory and

    literally the souls of its people. It was a grave chance to

    take, but Kelmon knew that the Ghost Warriors could

    make the difference between victory and defeat in the

    struggle that was coming.

    The first Tyranid Hive Swarms attacked Iyanden just

    twenty days later. By then the Craftworld had already

    been isolated for over a week by the Hive Mind's

    Shadow in the Warp which made it extremely difficult

    for the other Eldar Craftworlds to send help through

    the Webway or psychically communicate with their

    brethren. Apart from a few scattered units that made

    it through, Iyanden ultimately fought the Tyranids on

    its own. Nonetheless, the first Tyranid waves were

    dealt with easily and efficiently by the Eldar fleet. The

    Eldars spacecraft were faster, more manoeuvrable

    and had longer-ranged weapons than their opponents.

    In battle after battle, the Eldar spacecraft destroyed

    the lumbering, biomechanical Tyranid Hive Ships while

    only suffering minimal casualties themselves. For a

    while it looked as if the Eldar fleet might be able to

    hold off the Tyranids on its own, as wave after wave of

    Tyranids were wiped out. But Farseer Kelmon was not

    convinced. Already the ability of the Craftworlds

    Wraithbone forges to replace destroyed Eldar

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    spacecraft was being far outstripped by the casualties

    being suffered in the deep space battles that raged

    around the Craftworld. The Eldar fleet was being

    ground down in a massive battle of attrition; a battle

    that only the Tyranids, with their vastly superior

    numbers, could hope to win. As if to confirm Kelmonsworst fears, the next Tyranid wave attack was massive,

    very nearly twice the size of any that had hit the

    Craftworld so far. The Eldar fleet suffered terrible

    casualties in its attempt to hold the Tyranids off, and

    for the first time was unable to stop them from landing

    on the Craftworld itself. Although the landing was

    wiped out before any serious damage was done to

    Iyanden's defences, the Eldar fleet as a large-scale

    fighting force had ceased to exist. Still there was hope,

    especially if the wave had represented the Tyranid

    Hive Fleet's main assault force. The Eldar's morale was

    raised even more as the next Tyranid wave turned out

    to be tiny in comparison to what had come earlier.

    Although the weakened Eldar fleet couldnt keep all of

    the swarms away from the Craftworld, the landings

    that were made were easily isolated and destroyed.

    For a short while it seemed that the Eldar had

    weathered the terrible storm of Hive Fleet Kraken.

    Then Iyanden was hit by two huge Tyranid attacks in

    rapid succession. The pitiful remnants of the Eldar fleet

    opposed the Hive Swarms as best they could, but were

    ultimately swept aside by a tide of living alien

    spacecraft. Iyanden was all but engulfed as horde after

    horde of Tyranid Warriors, Genestealers, Gaunts and

    Carnifexes were disgorged onto the Craftworld's

    surface and interior. Huge battles erupted all over

    Iyanden, the fighting bitter and close-ranged with

    enemy forces often only separated by the width of a

    corridor of Wraithbone wall, as the Eldar desperately

    attempted to beat off the alien invaders. Often they

    succeeded, but the Fortress of Tears, the Shrine of

    Asuryan and, most terrible of all, the ancient Forests of

    Silence, repositories of the flora and fauna of the lost

    Eldar homeworlds on Iyanden, all fell to the Tyranid

    hordes. The Eldar furiously counter-attacked, the

    raging figure of the Avatar of Khaine leading theCraftworlds Aspect Warriors, Guardians and

    Wraithguard and Wraithlord Ghost Warriors in a

    berserk orgy of destruction which recaptured the

    Forests of Silence from the Tyranids. It is said that the

    Eldar Warriors wept tears of rage and sorrow to see

    the damage inflicted on the ancient forest domes of

    their Craftworld. Slowly the Eldar managed to turn the

    tide on the Tyranids and gain the upper hand, forcing

    them back onto the defensive. And then another huge

    Tyranid wave arrived, the third in succession, and the

    largest yet. As swarm after swarm flickered into

    existence on the Eldars scanners, Kelmon knew that,

    barring a miracle, Iyanden Craftworld was doomed.

    Over 50 standard years before the Tyranid assault,

    High Admiral Yriel, an Autarch, had led the Iyanden

    Fleet. Although he was considered one of the greatest

    Eldar naval tacticians to have ever lived, his character

    was flawed by the sin of pride. When Iyanden had

    been threatened by a Chaos space fleet raiding out of

    the Eye of Terror, Yriel had led the Eldar fleet on a pre-

    emptive attack on the Chaos fleets flagship, leaving

    the Iyanden Craftworld unprotected. He only returnedjust in time to stop a suicide attack by a small flotilla o f

    Chaos raider ships, who nonetheless managed to

    damage the Craftworld. Expecting to be feted and

    honoured for his victory, Yriel was deeply angered

    when he was called upon to defend his course of

    action. Claiming that his record should speak for itself,

    Yriel refused to enter into the debate, leaving his old

    friend Farseer Kelmon no choice but to elect a new

    High Admiral in his place. Bitter with rage, Yriel had

    vowed that he would never set foot on Iyanden again.

    He and a small band of followers left the Craftworld to

    pursue the Path of the Outcast and formed an Eldar

    Corsair company known as the Eldritch Raiders that

    became the single most powerful Eldar pirate force

    operating in the galaxy. Yet, when he heard of Hive

    Fleet Kraken's assault on Iyanden, Prince Yriel did his

    best to ignore the terrible peril that threatened his old

    Craftworld. But proud though he was, righteously

    angry though he remained, Yriel could not leave

    lyanden's people to their fate in this, their darkest

    hour. Battling his way through the Tyranids psychic

    blockade, Yriel swept to the aid of his people and

    arrived just in time. Like a thunderbolt from the blue

    Yriel and his large Eldar raider fleet smashed into the

    swarm of Tyranid vessels. He was quickly joined by the

    few remaining craft of lyandens fleet, and together

    the combined Eldar space fleets tore the swarms of

    Hive Fleet Kraken apart. Two more waves of Tyranid

    Hive Swarms from the Kraken attacked the Craftworld,

    only to meet the same fate. Not a single Tyranid bio-

    ship reached the Craftworld, though the cost to Yriel's

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    Eldritch Raiders was dear. Bloodied but unbowed, the

    Raiders prepared to sell their lives to the last in order

    to turn back the next wave of Tyranids. On the bridges

    of the Craftworld and of the circling Eldar starships,

    vigilant eyes watched the scanners, waiting for the first

    tell-tale blip that would indicate the direction of the

    next assault. Minutes passed, then hours, and with a

    growing sense of wonder the Eldar realised that no

    more Tyranid Swarms were coming the assault was

    over. Hive Fleet Kraken had been dispersed; its

    coherence had been destroyed!

    But on Iyanden Craftworld the war raged on

    The Tyranid hordes that had been fighting a tenacious

    rearguard action awaiting the aid of the rest of the

    Hive Fleet now turned like cornered rats and hurled

    themselves at the Eldar. Caught by surprise, the Eldar

    staggered back, desperately trying to hold in the face

    of the suicidal Tyranid onslaught. The Fortress of the

    Red Moon fell to a surprise attack, and for a moment it

    seemed that with victory within their grasp the Eldar

    would yet be defeated. But, for the second time, Yriel

    led his Eldritch Raiders to the rescue of the Craftworld.

    Disembarking from their orbiting spacecraft, the

    Raiders joined with the battered defenders of Iyanden

    Craftworld and, yard by yard, step by step, forced the

    Tyranids back. A final wild charge led by the Tyranid

    Hive Tyrant was annihilated by the combined efforts of

    the Avatar of Khaine, Prince Yriel and the Ghost

    Warriors, and then in a series of vicious one-sided

    battles the last of the Tyranids were hunted down and

    destroyed. The Tyranid attack on Iyanden Craftworldwas over. The Tyranids had been defeated.

    But the victory was a hollow one. Though the Eldar had

    repulsed the invaders, the cost was enormous. Their

    once proud Craftworld stood in ruins, and four-fifths of

    the inhabitants were dead or lay dying in its shattered

    halls. Amongst their number lay Farseer Kelmon,

    surrounded by the bodies of a dozen Tyranid

    Zoanthropes whose wretched heads bore the marks of

    psychic fire. Iyandens mighty space fleet wa s a pitiful

    shadow of its former self; the blasted remains of its

    majestic spacecraft and their brave crews hanging

    silent and weightless in space. But all this could be

    rebuilt, maybe not for hundreds of generations, but

    one day in the distant future. What was lost forever

    were the souls of the Eldar whose Spirit Stones had

    been destroyed in the battle against the Tyranids. The

    massive destruction wrought upon the people and the

    Ghost Warriors of Iyanden dealt that Craftworld -- and

    the entire Eldar species -- a blow from which its culture

    could never fully recover.

    The Imperium barely had time to breathe following the

    end of the Second Tyrannic War before it learned that

    both Hive Fleets Behemoth and Kraken had been little

    more than reconnaissance forces for the true threat to

    the very existence of humanity -- the arrival of Hive

    Fleet Leviathan in 997.M41.

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    The Tyranids are an extragalactic alien race, whose sole purpose is the

    consumption of all forms of genetic and biological material in order to evolve and

    reproduce. Tyranid technology is based entirely on biological engineering. Every

    function is carried out by living, engineered creatures, each of which collectively

    forms the Hive Fleet, directed by a single Hive Mind.

    By early 990.M41, Hive Fleet Kraken had sunk its tendrils into the galaxy, isolating

    many Imperial worlds before any astropathic warnings could be sent. Hive Fleet

    Behemoth had fought in a single wave that had advanced across the galaxy as a

    single organism, but the Kraken was actually a series of smaller, separate Tyranid

    Hive Fleets that moved to attack many human-settled planets simultaneously. This

    not only increased the difficulty for the Imperium's defenders in opposing the Hive

    Fleet, but also increased the area of the Hive Mind's psychic Shadow in the Warptenfold. Almost overnight, an entire Imperial sector was silenced from Terra,

    isolated from Astropaths' messages of warning by the potent power of the Hive

    Mind. Only several months after Hive Fleet Kraken's onslaught had already begun

    did the first few survivors' accounts of the attacks begin to reach the wider

    Imperium due to the terrible turbulence in the Warp. Whole planets had been

    wiped out by the Tyranids in only a few hours and the Imperium of Man once more

    faced an unimaginable threat.

    When choosing an army to fight for the Tyranids the most recent edition of the army Codex will be used. 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 Codex used in this campaign for the Tyranids is: Codex Tyranids. All

    supplementary rules to your Codex can be found in this pack.

    There is a different army structure and several units which are a feature of the armies of the Tyranids during the Tyrannic War campaign. They are detailed on the

    following pages and are considered fully usable for this narrative campaign weekend. However, they are not to be considered official in any way outside of the

    Tyrannic War narrative campaign weekend.

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    COVEN REMNANT During the Second Tyrannic War, many Tyranid armies represent a force that was once a Genestealer Coven that has since been reabsorbed into the Hive Fleet.Players wishing to do so may include Genestealer Coven as an Allied Detachment in a Tyranid army.

    A NOTE ON FLYERS The Hive Mind has fashioned a unique solution to deal with enemy forces who have a reliance on high-speed aircraft. Gargoyles, like all Tyranid creatures, are merely tools toachieve an end. Often, Imperial pilots are faced with the Hive Mind compelling Gargoyle Broods to fly directly into the aircrafts engines and cockpit. Although this strike instantly kill s many of the Gargoyles,

    it causes horrendous damage to the craft.Bird-Strike: At the start of any turn when an enemy flyer has been deployed, the Tyranid player may choose to fly a single Gargoyle brood in play of at least ten models into the deployed unit. This causes

    3d6 unsavable wounds on the Gargoyle Brood and causes d3 glancing hits on the flyer or fast skimmer. The unit may benefit from a cover save as normal for Jinking. Once this attack has occurred, the Flyer

    may complete its move as normal (provided it is still in the air). Should the Gargoyle Brood be destroyed it is worth Victory Points as normal. Surviving Gargoyles are placed into reserve and are deployed

    next turn as normal.

    TYRANIDS TALONED HORROR ELITE UNIT 100 POINTS

    WS BS S T W I A LD Sv

    Taloned Horror 5 3 5 4 3 5 3 10 4+

    Special Rules

    Acute Senses

    Instinctive Behaviour - Feed

    Move Through Cover

    Bounding Leap

    Scout

    Feel No Pain

    Cannot Blade Parry!

    Options

    May take any of the following:

    Adrenal Glands for +10 points

    Toxin Sacs for + 10 points

    It was during the attack on Hammans World that

    Lamenter Astartes forces became the first to engage

    the terrifying beast known by those brave warriors as

    the Taloned Horror. Evolved along similar lines to theHormagant strain of Tyranid but much more massive

    and deadly, the Taloned Horror is impossibly fast and

    agile for its size. Augers have recorded creatures of this

    type scaling the walls of a ravine to then leap

    backwards onto a departing transport. The beasts in

    question were only slain after they had breached the

    hull of the transport ship and brought it crashing down

    in a fiery conflagration

    Unit Composition 1

    Unit Type

    Beast

    Wargear Hardened Carapace

    Claws and Teeth

    Pair Bone Sabres (uses the Bone Sabres rule on pg 56 Codex Tyranids)

    Flesh Hooks

    Venom Injectors: Once it has caught its prey, the Taloned Horror is able to rapidly

    inject it with deadly tyrannic phage cells which eat away at physical matter while

    causing incredible agony to the unfortunate victim. All wounds caused by the Horror

    in close combat are AP 2 and cause Instant Death.

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    TYRANIDS TANKERFEX HEAVY SUPPORT UNIT 165 POINTS EACH

    WS BS S T W I A LD Sv

    Tankerfex 3 3 6 6 4 1 4 7 3+

    Special Rules

    Fearless

    Instinctive Behaviour Lurk

    Flawed Design

    Deep Strike

    It Will Not Die

    Options

    Each may take any of the following:

    Adrenal Glands for +10 pointsToxin Sacs for + 10 pointsBio-Plasma for +20 points

    Nothing filled the defenders of Dumansca with a greater

    sense of foreboding than the low level vibrations emitted by

    a Tankerfex just before unleashing its incendiary attack. A

    specialised form of burrowing Carnifex, the Tankerfex hasgiven over much of its body to the storage of vast reservoirs

    of bio-acid which it sprays in devastating gouts covering a

    wide area and causing horrific burns to all encompassed.

    Fortunately, this evolution appears to be in its early stages as

    a well-placed shot to the engorged acid sacs causes them to

    rupture, slaying he beast outright. After the disastrous

    liquidation of B Platoon, the Imperial defenders learned not

    to exploit this weakness while the creature was engaged in

    combat with allied units.

    Unit Composition 1-3 Tankerfex

    Unit Type

    Monstrous

    Creature

    Wargear Bonded Exoskeleton

    Claws and Teeth

    Scything Talons

    Acid Spray

    Hidden Danger: Burrowing beneath the battlefield, the Tankerfex

    sits in wait for prey to draw near. When determining its arrival point

    (using the Deep Strike rules) should a Tankerfex scatter on top of

    impassable terrain or another model (friend or foe!) then reduce

    the scatter distance by the minimum required in order to avoid the

    obstacle.

    Flawed Design: After each failed saving throw by Tankerfex, roll a

    d6. On the score of a 1, the acid sacs rupture slaying the Tankerfex

    outright. The ruptured sac explodes so violently that any model

    within 2d6 inches suffers a S6 AP4 hit on a 4+.

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    TYRANID SUB-FACTION: GENESTEALER COVENA Genestealer Coven is a community of Genestealers, Genestealer-hybrids, as well as the

    completely human convert-hosts, infected victims and genetic relatives known as Brood

    Brothers, existing within another society. Such a cult forms if a Genestealer infects membersof another species with its genotype. The resultant changes in the genome of the host cause

    a fanatical loyalty to the Genestealers as well as a drastic change to their reproduction

    system; their firstborn children will be Hybrids, a grotesque mixture of the host's race and

    Genestealers. These hybrids infect further victims, and the infection spreads exponentially.

    Fourth generation hybrids produce Purestrain Genestealers, and the cycle starts once again.

    This brood of Purestrains, hybrids and Brood Brothers is held together by strong psychic and

    genetic bonds, and assembles around the original Genestealer which becomes the

    Patriarch.

    Because this community is often hidden behind the facade of a religion or political

    movement, it is called a Genestealer Coven or Cult by the Imperium.

    Genestealers are effectively the heralds of Tyranid invasion, because the psychic power of

    the Patriarch shines like a beacon in the Warp and is perceived by the Hive Fleets of the

    Tyranids. As the coven's power grows over the world, the beacon becomes stronger,

    signalling to the Tyranids the location of a biologically rich world. By the time the Hive Fleets

    arrive, the world may already be completely in the hands of the Genestealer cult, or torn

    apart by civil war between the cult and the remaining free society, or at least weakened and

    rife with traitors. However, after the planet comes to the Hive Fleet's notice, the destiny of

    the cult is sealed, because all surviving members are absorbed like the rest of the planet.

    BROODFATHERS OF THE COVENThe Genestealer Coven is selected using the latest edition of Codex Imperial Guard and

    CodexTyranidswith the latest FAQ from Games Workshops website. Please contact us atthe Tempus Fugitives if you do not understand this point. A Genestealer Coven may include

    the units listed overleaf (those marked with an asterisk may be found in this campaign

    document). The army may also include a suitably converted Imperial Guard Super-Heavy

    tank in lists that allow Structure Points. Ignore any reference to Instinctive Behaviour it

    does not apply to units in a Genestealer Coven.

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    ARMY SELECTIONHQ Coven Magus*; Patriarch*

    ELITES Rogue Psykers (count as Psyker Battle Squad) &Ymgarl Genestealers(exchange Brood Telepathy for Stubborn)

    TROOPS Brood Brothers,* Ogryns

    FAST ATTACK Genestealers(exchange Brood Telepathy for Stubborn), Coven Limousine*; Genestealer Hybrids*

    HEAVY SUPPORT Imperial Guard Fast Attack or Heavy Support choice from Codex Imperial Guard or Imperial Armour (Requires a unit of Brood Brothers for each unit).

    All models (including the Patriarch) may be transported as normal. The Patriarch and Broodlords take two spaces each in a tra nsport.

    COVEN MAGUS HQ UNIT 70 POINTS

    PATRIARCH HQ UNIT 155 POINTS

    WS BS S T W I A LD Sv

    Coven Magus 5 3 3 3 2 6 2 10 6+

    Hybrid Bodyguard 5 3 4 4 1 5 2 10 4+

    The Magus is a Genestealer Hybrid that appears almost entirely human, except it is always bald and has a pronounced bone

    structure. The Magus, unlike other Hybrids, is highly intelligent and a powerful psyker - absolutely dedicated to serving the

    Patriarch of the Coven. It uses its human appearance to act as the face of the brood, and relays the orders of the Patriarch to

    the Brood Brothers. Unlike the Patriarch, the Magus knows nothing of its role in the Tyranid invasion it is aiding.

    Squad Composition

    1 Coven Magus

    Unit Type: Infantry

    Wargear

    Hot-Shot Las Pistol and power weapon

    Options: The Patriarch may be joined by up to 5 Genestealer Hybrids at +14 points each. The Genestealer Hybrid Bodyguard are armed with flesh-hooks,

    rending claws and hotshot las-pistols.

    Special Rules

    Furious Charge (While Magus is alive)Move Through CoverStubbornPsyker (Magus only) Mastery Level 2. May select powers from the Disciplines of Biomancy and Telekinesis.Shadow in the Warp

    WS BS S T W I A LD Sv

    Patriarch 8 0 6 5 4 7 4 10 3+

    Broodlord Bodyguard 7 0 5 5 3 7 4 10 4+

    The Patriarch is a bloated, brooding figure in the Coven. Rarely seen by any except the Purestrain and the Magus, the

    Patriarch is aware of the Covens role in the Tyranid invasion that must necessarily follow the completion of their plans.

    Squad Composition

    1 Patriarch

    Unit Type: Infantry

    Wargear

    Rending Claws

    Scything Talons

    Acid Blood

    Options: The Patriarch may be joined by up to 5 Broodlord Bodyguard at +60 points each. The Broodlords have acid blood and are armed with rending claws and Scything Talons.

    Special Rules

    Feel No Pain (While Patriarch is alive)Infiltrate & StubbornShadow in the WarpFleet & Move Through CoverPatriarch: Psyker - May cast up to two powers each turn. Knows the powers Catalyst, Onslaught, Aura of Despair, Hypnotic Gaze; The Horror.Broodlord Bodyguard: Psyker - May cast a single power each turn. Knows the powers Aura of Despair and Hypnotic Gaze.

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    BROOD BROTHERS TROOP UNIT 70 POINTS

    COVEN TECHNICAL DEDICATED TRANSPORT UNIT 30 POINTSEACH

    WS BS S T W I A LD Sv

    Brood Brother 3 3 3 3 1 3 1 7 6+

    Genestealer Hybrid 5 3 4 4 1 5 2 10 4+

    Infected by Genestealers, the Brood Brothers fanatically defend their new family. Many of the have been parents to foul

    human-stealer hybrids and are utterly loyal to the Covens cause. The Genestealers select members of planetary defence

    forces or local Imperial Guard regiments to turn to their cause. These bring with them much needed firepower and vehicles to

    compensate for the Covens otherwise short range.

    Squad Composition Genestealer Hybrid and 9 Brood Brothers

    Unit Type:

    Infantry

    Wargear

    Hybrid with autopistol and rending claws

    Brood Brother with Lasgun

    Special Rules:

    Stubborn

    Options: The Brood Brothers may be joined by up to an additional 5 Brood Brothers at +6 points each.

    Coven Wargear: Any model may exchange their lasgun for an autopistol and close combat weapon or a shotgun for free. Up to two models in the

    unit may be armed with one of the following weapons each; plasma gun or melta gun at +15 pts; Coven heavy stubber at +10 pts; flamer or

    grenade launcher at +5 pts. The unit may be equipped with bomb harnesses for +30 points. The Genestealer Hybrid may be armed with a Coven

    Missile Launcher for +10 points.

    Traitors to Humanity: Clearly in league with the foul xenos, Brood Brothers are amongst the worst kind of heretic. Imperial units gain Preferred

    Enemy against them in close combat.

    Bomb Harnesses: Brood Brothers will go to any lengths to protect their four armed family, even sacrificing themselves. Brood Brother models in a

    unit equipped with bomb harnesses may be detonated by the Coven player at any time during their Assault phase. Centre a large blast template

    under each model detonated. Any model (friend or foe) not in base contact with a detonating Brood Brother but touched by the blast takes a S3

    AP5 hit. Any model in base contact instead takes a S5 AP3 hit with armour penetration of 2d6. After detonation any surviving models that have not

    been detonated may be selected for detonation on later turns.

    Transport: Any unit of Brood Brothers may take a Coven Technical.

    BS FRONT SIDE REAR

    Coven Technical 3 10 10 10

    A technical is a type of improvised fighting vehicle, typically a civilian or military non-combat

    vehicle, modified to provide an offensive capability. It is usually an open-backed civilian

    pickup truck or four-wheel drive vehicle mounting an autocannon, missile launc her or other

    support weapon.

    Options: Any Technical may replace its Heavy Bolter with an Autocannon, Heavy Flamer or

    Coven Missile Launcher for +10 points.

    Unit Composition

    1 Coven Technical

    Vehicle Type: Fast, Open Topped

    Transport Capacity: 10

    Wargear: Heavy Bolter

    Any Coven HQ Choice may select a single Imperial Guard vehicle with Structure Points as a dedicated transport for the appropriate points cost. The selected vehicle should be

    suitably converted and may only transport the chosen HQ choice regardless of any transport capacity it might normally have.

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    GENESTEALER HYBRIDS FAST ATTACK UNIT 70 POINTS

    COVEN LIMOUSINE FLEET FAST ATTACK UNIT 30 POINTSEACH

    WS BS S T W I A LD Sv

    Human-Genestealer Hybrid 5 3 4 4 1 5 2 10 4+

    Ogryn-Genestealer Hybrid 5 3 5 5 3 3 3 10 6+

    Kroot-Genestealer Hybrid 5 3 5 4 1 5 2 10 5+Ork-Genestealer Hybrid 5 2 4 5 1 4 3 10 6+

    Beast-Genestealer Hybrid 5 0 4 4 1 5 3 10 -

    Genestealers that implant their genetic material into humans produce offspring known as Hybrids. Being mixed

    creatures, some Hybrids retain enough human skill to use conventional weaponry like heavy stubbers and missile

    launchers. Most Hybrids encountered in the Imperium are the result of breeding with human stock, but

    elsewhere Kroot-Genestealer or Ork-Genestealer hybrids are more readily encountered. On occasion, where an

    advanced species cannot be readily found, creatures such as wolves, sharks or other predators are deemed

    suitable hosts.

    Squad Composition

    5 Human-Genestealer Hybrids

    Unit Type:

    Infantry

    Wargear Special Rules

    Autopistol Fleet

    Flesh Hooks Stubborn

    Rending claws

    Transport: Any unit of Human or Ork stock

    Hybrids may take a Coven Technical

    Options: The Hybrids may be joined by up to an additional 10 Hybrids at +14 points each. Up t o two models in the unit may exchange their autopistol

    with one of the following weapons each; plasma gun or melta gun at +15 pts; heavy stubber at +10 pts; flamer or grenade launcher at +5 pts. If the

    unit numbers 10 or more Hybrids then a model may exchange their coven firearm for a Missile Launcher for +10 points.

    Ogryn Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Ogryn-Genestealer Hybrids for +30 points per model.

    Ogryn Genestealer Hybrids gain the Furious Charge special rule but lose the Fleet rule and may not upgrade their autopistol except with heavy

    stubbers.

    Kroot Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Kroot-Genestealer Hybrids for +4 points per model.

    Kroot Genestealer Hybrids gain the Move through Cover, Infiltrate and Scout special rules.

    Ork Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Ork-Genestealer Hybrids for +4 points per model. Ork

    Genestealer Hybrids gain the Furious Charge special rules.

    Beast-Genestealer Hybrids: All Human-Genestealer Hybrids in the unit may be exchanged for Beast-Genestealer Hybrids for +4 points per model.

    Beast Genestealer Hybrids lose access to ranged weapons, and instead count as Beasts.

    BS FRONT SIDE REAR

    Coven Limousine 3 9 9 9

    Concealed Weapons

    Each Coven Limousine is usually configured to have false panels or

    recessed grills that conceal its defensive weaponry until it is in

    position to strike. The Limousine may have one of the following

    weapons concealed in its body:

    Twin-Linked Bolter Heavy Stubber Flamer

    Tinted Windows: Because a Coven Limousine is almost impossible

    to distinguish from normal civilian traffic, the vehicle benefits from

    the Scout universal special rule.

    A Coven will make use of civilian vehicles as it expands over a

    city, infecting all levels of government and administration. Once

    a cult has been uncovered the Coven Limousine is a difficult

    target to identify as it is identical to many civilian vehicles in use

    at the time. Because of this Coven Limousines are able to get

    closer to the enemy than commanders would like

    Open-Topped: Because of its non-military nature it is classed as

    an open topped vehicle even though it is not necessarily

    modelled as such.

    Squadron Composition

    1 3 Coven Limousines

    Vehicle Type: Open Topped

    Transport Capacity: 15

    Wargear

    Smoke Launchers

    Tinted Windows

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    The Imperium remains the galactic empire under which the majority of

    humanity is united. The founder and ruler of the Imperium is the god-like

    Emperor, the most powerful human psychic to date. Founding the Imperium

    ten thousand years ago, he continues, at least nominally, to lead it.

    The Imperium is the largest and most powerful political entity in the galaxy,

    consisting of at least a million worlds, which are dispersed across most of the

    galaxy. Consequently, an Imperial planet might be separated from its closest

    neighbour by hundreds or thousands of light years. As a stellar empire, the size

    of the Imperium cannot be measured in terms of continuous territory, but only

    in the number of planetary systems in its control.

    When choosing an army to fight for the Imperium, you must use one of the

    Codexes detailed below. In all cases the most recent edition of the army Codexwill 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 Codices used in this campaign for the Imperium are: Codex Blood

    Angels, Codex Black Templars, Codex Dark Angels, Codex Imperial Guard, Codex

    Grey Knights, Codex Space Marines and Codex Space Wolves. Furthermore the

    Cult Mechanicus Codex found on the Tempus Fugitives website is used. All

    supplementary rules to your Codex can be found in this pack with the exception

    of the Vanguard Siege Assault army list for Space Marines which can be found in

    Imperial Armour Volume 10. Allied detachments may be chosen from any of

    the above Codexes.

    There are several units which may be taken by this faction during the Tyrannic War campaign. They are detailed on the following pages and are considered fully usable for this

    narrative campaign weekend. However, they are not to be considered official in any way outside of the Tyrannic War narrative campaign weekend. Where a unit is restricted to

    one sub-faction, it is clearly indicated in the unit entry.

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    THE IMPERIUM WATCH CAPTAIN MATHIAS HQ UNIT 185 POINTS

    THE IMPERIUM WATCH LIBRARIAN SHAIDAN HQ UNIT 175 POINTS

    WS BS S T W I A LD Sv

    Watch-Captain Mathias 6 5 4 4 3 5 3 10 3+

    Special Rules

    Deathwatch

    Eternal Warrior

    Independent Character

    Special Issue Ammunition (see Codex:

    Space Marines)

    Unit Composition

    1 (Unique)

    Unit Type

    Infantry

    Wargear (see Codex: Space Marines)

    Xenotech Phase Blade (Power Weapon, Ignore Inv Saves)

    Combi-Melta

    Power Armour

    Bolt Pistol

    Iron Halo

    Frag and Krak Grenades

    WS BS S T W I A LD Sv

    Watch Librarian Shaidan 5 4 4 4 2 4 3 10 3+

    Special Rules

    Deathwatch

    Independent Character

    Epistolary

    Psyker

    Eternal Warrior

    Special Issue Ammunition (see Codex: Space Marines)

    Unit Composition

    1 (Unique)

    Unit Type

    Infantry

    Wargear (see Codex: Space Marines)

    Valeria Master Crafted Force Weapon

    Psychic Hood

    Power Armour

    Combi-Melta

    Bolt Pistol

    Frag and Krak Grenades

    Deathwatch: Models with this rule have the And They Shall Know

    No Fear, Deep Strike, Move through Cover and Counter Attack

    abilities. Units with the Deathwatch special rule count as scoring.

    Deathwatch Blackshields: On occasion an astartes will present themselves to a Watch station with no markings on their armour to indicate their Chapter of

    origin. It is traditional to induct these warriors and ask no questions of their past. As Blackshields their life is now forever dedicated to the Deathwatch. Since the

    Badab War a large number of warriors have presented themselves to Watch Librarian Shaidan, perhaps sensing a kindred spirit. As a result, if you include Watch

    Librarian Shaidan in your army, you may include an additional Deathwatch squad. These additional marines should bear no Chapter markings.

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    THE IMPERIUM THE DEATHWATCH ELITES UNIT 150 POINTS

    WS BS S T W I A LD Sv

    Deathwatch Marine 4 4 4 4 1 4 2 10 3+

    Unit Composition (Unique) 5 Deathwatch Marines

    Unit Type

    Infantry

    Transport: The Squad may take a

    Drop Pod; Razorback or Rhino as a

    dedicated transport at the cost

    indicated in Codex Space Marines.

    Wargear (see Codex: Space Marines) Bolter

    Power Armour

    Bolt Pistol

    Close Combat Weapon

    Frag and Krak Grenades

    Special Rules (see Codex: Space Marines)

    Deathwatch

    Special Issue Ammunition

    Deathwatch Options (may be purchased for any model with the Deathwatch special rule

    including Mathias and Shaidan):

    Any model may replace their bolter with a flamer for free, a combi-weapon for +5 points

    or a Storm Shield for +20 points. Any model may replace their Close Combat Weapon

    with a Power Sword for +10 points, a Lightning Claw for +15 points; a Power Fist for + 20

    points or a pair of Lightning Claws or a Thunder Hammer for +25 points.

    One model in the unit that has not replaced their close combat weapon may replace their bolter with a

    melta gun for +5 points or a heavy flamer or plasma gun for +10 points.

    One model in the unit that has not replaced their close combat weapon may replace their bolter with a with a melta gun for

    +5 points or a heavy flamer, multi-melta or a plasma gun for +10 points or an assault cannon, lascannon, or heavy bolter

    with suspensors for +20 points. A Heavy Bolter with suspensors gives the model the Relentless special rule and may also fire

    Hellfire Shells (See C:SM).

    Any model may be equipped with Combat Shields for +10 points per model.

    The entire unit may exchange Move through Cover and Deep Strike rules with Skilled Rider and Space Marine Bikes for + 20 points per

    model. The Deathwatch marines ranged weapon (not bolt pistol) is mounted on the bike. The bike has no other weapons.

    Watch Captain Mathias

    Fifth tour seconded from the

    Ultramarines 7th

    Company

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    THE IMPERIUM DEATHWATCH ADVISORS UNIT UPGRADE +10 POINTS FOR INTERROGATOR OR MYSTIC +35 FOR JOKAERO

    WS BS S T W I A LD Sv

    Ordo Xenos Interrogator 4 4 3 3 1 3 3 10 4+

    Jokaero Weaponsmith 1 3 2 3 1 3 1 8 -

    Mystic 3 3 3 3 1 3 1 8 5+

    For details of Special Rules see Codex: Grey Knights.

    Special Rules (Ordo Xenos Interrogator)

    Stubborn (applies to unit)

    Deep Strike

    Special Rules (Jokaero)

    Inconceivable Customisation

    Jokaero Ingenuity

    Deep Strike

    Special Rules (Mystic)

    Psychic Beacon

    Deep Strike

    Psyker

    Unit Composition

    Any Deathwatch squad

    may include a

    Deathwatch Advisor of

    each type.

    Unit Type

    Infantry

    For details of Wargear see Codex: Grey Knights. The

    Interrogator has all the Wargear options available to

    an Ordo Xenos Inquisitor.

    Wargear (Ordo Xenos Interrogator)

    Bolt Pistol and Chainsword

    Carapace Armour

    Frag and Krak Grenades

    Wargear (Jokaero)

    Digital Weapons and Defence Orbs

    Wargear (Mystic)

    Flak Armour and Las Pistol

    The work of the Deathwatch requires many diverse skills and abilities. It is an unusual situation that the Deathwatch faces

    where the heroism and superhuman abilities of the Astartes are insufficient to overcome it. That said it is an arrogant Watch

    Captain who does not at least consider the assistance of the Ordo Xenos and their plethora of human and alien followers.

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    THE IMPERIUM DEATHWATCH STORMRAVEN SQUADRON HEAVY SUPPORT UNIT 220 POINTS

    BS FRONT SIDE REAR

    Deathwatch Stormraven 4 12 12 12

    Usually found in service to the Blood Angels Chapter, it was Watch Captain Zedrenael, who brought the first Stormraven into the

    service of the Deathwatch. So exceptional was the performance of these craft that Watch Commanders across the Segmentum soon

    acquired a limited number for wider use. With Deathwatch crew, sometimes the only assistance a Watch Keep can provide is a lone

    Stormraven gunship. Usually it is more than enough.

    Assault Ramp: Units disembarking from a Stormraven may assault on the same turn it lands. You cannot assault after deep striking.

    Ceramite Shielding: In order to resist the heat of atmospheric entry a Stormraven has thick ceramite shielding. Melta Bombs and

    weapons with the Melta special rule never roll an extra dice for armour penetration against a Stormraven.

    Special Rules:

    Ceramite Shielding

    Extra ArmourPower of the Machine SpiritDeep StrikeAssault VehicleSearchlightLocator Beacon

    Unit Composition (Unique)

    1 3 Deathwatch Stormraven

    Vehicle Type

    Flyer (Hover Mode)

    Transport Capacity: 12and/or 1 Walker

    Wargear

    Twin-linked Assault Cannon or Twin-linked Lascannon orTwin-linked Missile Launchers or Twin-linked Plasma

    Cannon

    Four under-wing Kraken Penetrator MissilesTwin-Linked Heavy Bolter or Twin-Linked Multi-Melta

    Kraken Penetrator missiles: 72 range Strength 8 AP 1

    Hurricane of the Deathwatch: Each Stormraven in the

    squadron may be equipped with Hurricane Bolter

    Sponsons for +45 points per Stormraven. These Hurricane

    Bolters benefit from Special Issue Ammunition.

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    IMPERIAL GUARD STORM TROOPER MAJOR COMPANY COMMAND SQUAD UPGRADE +70 POINTS

    IMPERIAL GUARD COLONEL JOHANNE KARTOR COMPANY COMMAND SQUAD UPGRADE +40 POINTS

    WS BS S T W I A LD Sv

    Storm Trooper Major 4 4 3 3 3 3 3 9 4+

    Special Rules

    Senior Officer First rank FIRE! Second rank FIRE! orders also apply to Hot Shot weapons.

    Deep Strike

    Special Operations

    Hot Shot - All Lasgun and Las Pistols in the Command squad are replaced with Hot Shot weapons.

    Carapace All models in Company Command Squad gain Carapace Armour

    Lightning Strike: The Storm Trooper Command squad cannot include Heavy Weapon Teams.

    Storm Trooper Company: Storm Trooper Squads count as Troop Choices in an army led by a Storm Trooper Major.

    Unit Composition

    Any Company Command Squadmay replace its Commander with

    a Storm Trooper Major.

    Unit Type

    Infantry

    Wargear

    Hot Shot Laspistol Power Fist

    Frag and Krak Grenades

    Refractor Field

    WS BS S T W I A LD SvColonel Kartor 4 4 3 3 3 3 3 9 4+

    Special Rules Stubborn (applies to unit)

    Senior Officer

    Preferred Enemy Tyranids

    Rolling Drunk: Drinking of the particularly noxious Redcap brew is encouraged by Kartor and as a result his squad

    gains the Fleet and Furious Charge special rules but always moves as though in difficult terrain.

    Supreme Vanity: Take a leadership test at the start of each turn that Colonel Kartor is not in combat or fleeing. If

    the test fails, t he unit may take no actions or issue any orders while the Colonel checks his appearance in his field

    glass.

    Unit Composition (Unique)

    One Company Commander in a

    Command Squad may be

    upgraded to Colonel Kartor.

    Unit Type

    Infantry

    Wargear

    Gauntlets of Imho (count as Lightning Claws)

    Carapace Armour

    Refractor Field

    Frag Grenades

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    SALAMANDERS CHIEF LIBRARIAN VELCONA HQ UNIT 200 POINTSAN ARMY USING CODEX SPACE MARINES MAY INCLUDE THIS CHARACTER

    BLACK TEMPLARS - CASTELLAN JACQUES DRACO HQ UNIT 150 POINTSAN ARMY USING CODEX BLACK TEMPLARS MAY INCLUDE THIS CHARACTER

    WS BS S T W I A LD Sv

    VelCona 5 4 4 4 2 4 3 10 2+

    Special Rules

    And They Shall Know No Fear

    Independent Character

    Combat Tactics

    Psyker Mastery Level 3

    Pyromancer Knows all the powers from the Pyromancy Discipline. May re-

    roll psychic tests when attempting to use those psychic powers.

    Unit Composition

    1 (Unique)

    Unit Type

    Infantry

    Wargear

    Firewyrm (Master Crafted Force Weapon)

    Combi-Flamer or Combi Melta

    Artificer Armour or Terminator Armour

    Psychic Hood

    Mantle of the Salamander (gives Eternal Warrior)

    WS BS S T W I A LD Sv

    Jacques Draco 6 5 4 4 2 5 3 10 2+

    Special Rules

    And They Shall Know No Fear

    It Will Not Die Independent Character

    Rites of Battle

    Options: Castellan Draco may take a Command Squad but not a Terminator

    Command Squad.

    Vow to the Emperor: Templars do not need to take the Emperors Champion

    in their Vanguard Force. Draco may purchase a Vow in the same manner as the

    Emperors Champion. If this is done so, you may not include the Emperors

    Champion in the army, Draco counts as the Champion instead.

    Unit Composition

    1 (Unique)

    Unit Type

    Infantry

    Wargear

    Chalcedon (+2 Strength Power Sword)

    Molay(Bolter always wounds on 2+)

    Artificer Armour (2+ Save)

    Protection of St Solem (4+ Inv)

    Bionics and Crusader Seals

    Frag and Krak Grenades

    Chapter Tactics: If you include Chief Librarian VelCona then all units in your army lose the Combat Tactics spec ial rule. Instead all thunder hammers in your army will count as master crafted, and all

    flamer, heavy flamers, melta guns and multi-meltas count as twin-linked. If more than one character in your army has the Chapter Tactics special rule then you must choose which version will apply.

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    SCYTHES OF THE EMPEROR CHAPTER MASTER THORCYRA HQ UNIT 210 POINTS

    SCYTHES OF THE EMPEROR CAPTAIN THRACIUS THRACIAN HQ UNIT 200 POINTSAN ARMY USING CODEX SPACE MARINES MAY INCLUDE EITHER OF THESE CHARACTERS. YOU MAY INCLUDE BOTH CAPTAIN THRACIAN AND CHAPTER MASTERTHORCYRA BUT IF YOU DO SO ONLY THORCYRA CARRIES THE EMPERORS SCYTHE AND THRACIAN INSTEAD IS EQUIPPED WITH A RELIC BLADE.

    Among the planets overwhelmed by the locust-tide of Tyranid hive fleet Kraken was the chapter's homeworld Sotha. Eve n for a well-defended Chapter p lanet, there was

    little hope against such vast numbers and relentless hunger, and in the end the Chapter brethren were killed in the last stand on the planet. All brethren were presumed

    destroyed, but a small number had escaped in order to preserve their chapter and gene-seed.

    Sotha, along with so many other planets in the inexorable advance of the Kraken, was reduced to the state of an asteroid by the Tyranid swarms. Two hundred Marines

    broke through the Tyranid assault. With much of the region overwhelmed by the Tyranids, there was nowhere to escape. The last of the Scythes eventually landed on the

    death world of Miral. Somewhere on the surface of this planet, a huge rocky outcrop called the Giant's Coffin rose from the jungle. The surviving forces of the Scythes

    prepared to make this their final stronghold. The Giant's Coffin was a tremendous natural citadel whose steep cliffs would sl ow the invaders and the r ocky promontories

    would provide excellent firing positions for heavy weapons. Although the defences of the Scythes were strong they were still overwhelmed. Chapter Master Thorcyra met

    his end on Miral and the Scythes were forced to withdraw under the command of Captain Thracian.

    WS BS S T W I A LD Sv

    Chapter Master Thorcyra 6 5 4 4 4 5 4 10 2+Captain Thracius Thracian 6 5 4 4 3 5 4 10 2+

    Options: Thorcyra is a Chapter Master and as such you may include an Honour Guard if your army

    has him present. Thracian is a Captain and may take a Command Squad.

    Chapter Tactics: Pragmatic and determined, if you include Thracius Thracian and/or Chapter Master

    Thorcyra then all units in your army exchange the Combat Tactics special rule for the Preferred Enemy

    (Tyranids) special rule. If more than one character in your army has the Chapter Tactics special rule

    you must choose which will apply.

    Last Stand of Thorcyra: An army that includes Chaptaer Master Thorcyra may take Sternguard

    Veterans Squads and Terminator Squads as Troop choices. However any unit taken as such loses the

    Deep Strike special rule if they have them and may not select a Drop Pod as a dedicated transport.

    Emperors Scythe: In his last official act, Master Thorcyra passed this weapon to Captain Thracian of

    the Third Company, the only Captain of the Chapter still alive. Rather than using their own Attack

    value, a model using the Emperors Scythe may, if they wish, i nstead make a number of attacks equal

    to the number of enemy models in base contact will t hem.

    Unit Composition

    1 (Unique)

    Unit Type

    Infantry

    Wargear

    Emperors Scythe

    Artificer Armour or Terminator Armour

    Storm Bolter

    Iron Halo

    Special Rules

    And They Shall Know No Fear

    Independent Character

    Combat Tactics

    Warlord TraitVeterans of the Tyrannic War: The character and

    any unit he leads gains the Hatred (Tyranids) special rule.

    Range Strength AP Type- +2 2 Melee, Unwieldy,Two Handed

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    LAMENTERS CAPTAIN PADEN BAAL HQ UNIT 125 POINTSAN ARMY USING CODEX SPACE MARINES OR CODEX BLOOD ANGELS MAY INCLUDE THIS CHARACTER

    ULTRAMARINES CAPTAIN ORION PRIMUS HQ UNIT 175 POINTSAN ARMY USING CODEX SPACE MARINES MAY INCLUDE THIS CHARACTER

    WS BS S T W I A LD Sv

    Scout Captain 6 5 4 4 3 5 3 10 4+

    Special Rules

    And They Shall Know No Fear

    Combat Tactics

    Infiltrate Scout

    Independent Character

    Scout Company: Scout Squads may be upgraded to Valedictorian Scout Squads for +10 points per

    squad. The Valedictorians count as Elite Choices and gain +1 WS and +1 BS. Two Valedictorian Scouts

    in each squad may be armed with a plasma pistol or flamer at +10 points per model. Valedictorian

    Scout Squads count as scoring units.

    Unit Composition

    1

    Unit Type

    Infantry

    Wargear Bolt Pistol

    Chainsword

    Scout Armour

    Iron Halo

    Camo Cloak

    Frag and Krak Grenades

    Options: Paden Baal has all the options available to a Space Marine Captain

    with the exception that he cannot take Artificer Armour, a Jump Pack or

    Terminator Armour. Command Squads may replace their power armour for

    scout armour and infiltrate for no additional cost.

    WS BS S T W I A LD Sv

    Orion Primus 6 5 4 4 3 5 3 10 2+Special Rules

    And They Shall Know No Fear

    Combat Tactics

    Inspiring Presence (counts as a Chapter Banner)

    Independent Character

    Options: As commander of the 5th

    Company, Captain Primus may take a Command Squad.

    Unit Composition

    1 (Unique)

    Unit Type

    Infantry

    Wargear

    Pax(Master Crafted Power Axe)

    Artificer Armour

    Storm Bolter & Bolt Pistol

    Frag and Krak Grenades

    Iron Halo

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    In the time leading up to the cataclysm the Eldar refer to as the Fall, not all

    the Eldar that remained on the homeworlds fell into the lure of Slaanesh.

    Many remained, struggling to turn their species from its doomed path.

    Unable to do so, several of the greatest Seers caught glimpses of the

    darkness to come, and undertook a titanic effort to save their people. For

    each Eldar homeworld a gigantic ship was created, sung from Wraithbone

    and so massive to be nearly a planetoid itself. The last uncorrupted people

    from each world were loaded onto these ships, along with works of art,

    plant life and animals, all that could be saved. In these Craftworlds (as they

    came be known) the final Eldar Exodus began, and only barely in time. The

    psychic shockwave caught some of the Craftworlds and destroyed them,

    while others were pulled into orbit around what became the Eye of Terror.

    The rest drift through the galaxy, their exact number uncertain, as contact

    became difficult and intermittent.

    The Eldar are an aloof and unpredictable presence in the galaxy. They attack

    without apparen