Treachery and Greed Iss1

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8/13/2019 Treachery and Greed Iss1 http://slidepdf.com/reader/full/treachery-and-greed-iss1 1/16 Treachery and Greed  www.Warhammer-Empire.com  2010 Online Campaign 1 Introduction  W elcome to the first newsletter for warham- mer-empire.com’s third online campaign, ‘Treachery and Greed.’ We expect to begin the campaign in July this year, and to fill the time until then we will be producing periodic newsletters. Each one will be filled with campaign background, stories, hobby articles, and rules.  As with our previous two campaigns, ‘Treachery and Greed’ occurs hundreds of years into the past of the  Warhammer World. But  unlike  them, the focus is on the warring city-states of Tilea, to the south and west of Sigmar’s Glorious Empire. The year is 2203. Two  years ago, the largest city-states of Tilea were joined together by a trading pact known as the Marienburg  Alliance. This alliance, masterminded by Philip III of Marienburg, one of the four self-proclaimed Emper- ors, sought to profit from the miseries and deaths of others. The Crisis in Marienburg The Marienburg Alliance had gained control of all major imports to the divided Empire, at a time of ter- rible famine. Philip’s attempt to force the Otillian, Sig- Newsletter – Issue 1 1 Introduction 3 Choosing Pikemen and Handgunner Miniatures by ZeroTwentythree 4 ‘A story,’ by Lazlo de Benninio by Dr. Talos 7 Don Vortobolino’s LastStand by wissenlander 9 ‘TheWind,’ by Lucca Bronzetti by wissenlander 10 Skaven Phalanx Conversion by ZeroTwentythree 13 al-Ibn Sadaqa and the Hashasheen by Mogsam 15 ‘Treachery and Greed’ – Rules for Allied Contingents by Dr. Talos 16 Character Conversion Competition by warhammerlord_soth

Transcript of Treachery and Greed Iss1

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Introduction

W elcome to the first newsletter for warham-mer-empire.com’s third online campaign,‘Treachery and Greed.’ We expect to begin

the campaign in July this year, and to fill the time untilthen we will be producing periodic newsletters. Eachone will be filled with campaign background, stories,hobby articles, and rules.

As with our previous two campaigns, ‘Treachery andGreed’ occurs hundreds of years into the past of the Warhammer World. But unlike them, the focus is onthe warring city-states of Tilea, to the south and westof Sigmar’s Glorious Empire. The year is 2203. Two years ago, the largest city-states of Tilea were joinedtogether by a trading pact known as the Marienburg Alliance. This alliance, masterminded by Philip III of Marienburg, one of the four self-proclaimed Emper-ors, sought to profit from the miseries and deaths of others.

The Crisis in Marienburg

The Marienburg Alliance had gained control of allmajor imports to the divided Empire, at a time of ter-rible famine. Philip’s attempt to force the Otillian, Sig-

Newsletter – Issue 1

1 Introduct ion

3 Choosing Pikemen and Handgunner Miniaturesby ZeroTwentythree

4 ‘A story,’ by Lazlo de Benninioby Dr. Talos

7 Don Vortobolino’s LastStandby wissenlander

9 ‘TheWind,’ by Lucca Bronzettiby wissenlander

10 Skaven Phalanx Conversionby ZeroTwentythree

13 al-Ibn Sadaqa and the Hashasheenby Mogsam

15 ‘Treachery and Greed’ – Rules for Allied Contingentsby Dr. Talos

16 Character Conversion Competitionby warhammerlord_soth

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marite, and Middenland Emperors to yield theirthrones to him resulted in a brief but bloody war. By the end, Marienburg’s walls had been breached in sev-eral places, and the troops of all three rival emperorscontested the city from within. Emperor Philip fledthe city, and the Marienburg Alliance collapsed. TheTilean states, never on friendly terms and now withoutcommon interests, settled into the old pattern of mu-tual distrust.

War in Tilea

Two years passed, and the borders of the Imperial fac-tions were redrawn several times. In Tilea, the ancientrivalry between the city-states of Remas and Mi-ragliano escalated to the brink of war. Sartosa, the isleof pirates, sent its privateers ever further into the home waters of the other states. After a series of brutal andinexplicable assassinations left dozens of leading citi-zens in all three states dead, Remas, Miragliano andSartosa declared mutual war.

The Problem of Mercenaries

For centuries now, the Tilean states have been withoutstanding armies. For though ill-trained citizen militias

can be raised at times, and though Remas retains sym-bolic remnants of its old legions (now little more thanbrightly-dressed palace guardsmen, barely able to lift

a sword in anger), almost all wars fought by theTileans are fought by mercenaries.

These mercenaries come from all over the Old World,and fight with all manner of weapons and in every pos-sible style. With the temporary cessation of hostilitiesin the Empire, there are now more mercenaries avail-able than ever before. Remas, Miragliano and Sartosahave each hired one of the loose associations of mer-cenary warlords known as Great Companies.

But this policy of using mercenaries as the sole military force has caused ruin for Tilea in the past. Mercenar-

ies have no interest in the lands or the people they fight for, and they have no ideals save the pursuit of profit. By hiring the Great Companies, those brutal veterans of the Marienburg war, the Tilean states havelaid a path that can lead only to their own destruction.

Opportunistic Enemies

While the Tileans hurl their purchased soldiers againsteach other, inhuman threats gather on all sides. Dev-ilish ratmen emerge from the marshlands near Mi-ragliano. Dead legions pour out of the ruined city of Mordini. And in the Badlands to the east, hordes of

greenskins construct vast hulks to carry their warbandsacross the sea.

2203 could be the beginning of the end for Tilea.

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Mercenaries have no interest inthe lands or the people they fightfor, and they have no ideals savethe pursuit of profit.

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Shown in the images are handgunners and pike-men from several manufacturers as alternates tothe current GW figures. All but the older GW fig-

ures are currently in production, and even the GW fig-ures shown can still be pickedup oneBay, or may already be in many people’s collections. I show two Front Rank figures to illustrate both unarmoured andfully armouredpikemen. The 5th edition GW figure involved a minorconversion to equip him with a pike. The 6th editionGW figure is a “stock” spearman that could also beconverted to a pikeman. I recommend looking at thepikemen modeling article for a number of good ideas: www.warhammer-empire.com/workshop/pikemen.php

As you can see from the photos, there are some sizeand stylistic differences. The 6th edition GW are thelargest, but several other manufacturers (especially Ar-

tizan and Front Rank) come close, and are about thesame size as the DoW pikeman. Foundry and the OldGlory landsknecht (on left) are not far behind. Thesmallest are the Mirliton figure and the Old Glory fig-ure to the right, which is from their Wars of the Rosesrange (Flemish Pikemen.)

In terms of detail, the Foundry figures were sculptedby the same sculptor as the GW and DoW figures, anddetail is similar (allowing for some loss of detail due tothe GW figures being plastic.) The Artizan figures are,in my opinion, their equals. The detail is a little moresquared off and larger than the Foundry figures, but

I found this to be more like a Warhammer figure andeasier to paint as well. These are the newest figures of the batch, having just been released at the end of 2009- beginning of 2010, and are a welcome sight. I waspleasantly surprised at both the sculpting and castingquality of the Old Glory landsknecht. Some of theirfigure lines are not as refined as other manufacturers.But I think that these pikemen are almost entirely cov-ered with well sculpted small detail (puff & slash,feathers, beards, etc.) - and that’s the general look of the model. Still not quite up to the smoothness of de-tail as Artizan, Foundry or GW. The Front Rank andMirliton figures are both cleanly sculpted and cast.They have less small detail, and are from a period justprior to the puff & slash look, but are equally as niceand easy to paint. In terms of the campaign, I will beusing these (as well as the Old Glory Flemish pike-men) as representing less flashy mercenaries or militiaforces.Artizan Mirliton Foundry GW 6th GW 5th

Old Glory Foundry Artizan GW 5th GW 6th Front Rank (2) Mirliton Old Glory GW DoW

Pikeman Comparison

Handgunner Comparison

Choosing Pikemen and Handgunner Miniatures

Ω

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‘A story,’ by Lazlo deBenninio

“He was from Pavonna I think, Yes, from Pavonna.”

“My dear, that’s impossible. Nobody is from Pavonna.It simply doesn’t happen.” Azzone Pelavicino, theDuke of Miragliano, shook his globular head care-lessly, disordering his long, rope-coloured hair. His wife of twenty-seven years, the duchess, frownedsoftly. A little white powder dislodged itself fromaround her eyes. Beneath, her skin was blotched likerotting fruit.

“They are! Of course they are. There is a population there. It stands to reason that there must be peoplefrom Pavonna. There’s no denying that.”

“Oh, I don’t deny it, my dear, I don’t. But no one of value , is what I mean, no one of worth .”

“And what would you say, I wonder, were I myself from Pavonna, and not from Trantio?” The Count diBondone, the Trantine ambassador, blinked his tiny eyes. His moustache shuddered upon his lip like somespecimen of the rodent order.

“Why, my opinion would remain quite unaltered, I as-

sure you.”

The duchess laughed, a high sound, percussive, thestriking of violent mechanisms. The bone supports of

her undergarments cracked along in sympathy.

The duke scowled. “I do not appreciate levity, my dear. No, in no case whatever. Pavonna, my dearcount, is a town of fools and pig-farmers. Noble Tran-tio is a shining symbol of civilisation, of wonder. Theseare my opinions whether they are spoken to you or tothe chief pig-farmer himself.”

The count nodded graciously. The duchess, curlingher dark red lips at her husband, then said, “Count, would you do me the honour of continuing yourstory? It was so very interesting, so very colourful .”

“I should be delighted: now, I had come to the point,three months ago, where the Despot Andronikos firstbecame ill. The despot took against his food - and it was most against his character to do this, as you bothknow well - and would drink only water. Yet he didnot become thinner, even though he persisted in ab-stinence for several weeks.”

The duke scowled. ‘I do not ap-preciate levity, my dear. No, in nocase whatever. Pavonna, my dearcount, is a town of fools and pig-farmers. Noble Trantio is a shin-ing symbol of civilisation, of

wonder. These are my opinionswhether they are spoken to youor to the chief pig-farmer him-self.’

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Pausing, the count raised his glass to his mouth. Withhis other hand holding back his moustache, as thoughholding back an unruly dog from assaulting a visitor,he drank.

“Instead, he grew bloated and pale, like a corpse thathas lain for days in the water. He could not leave hisbed. His hair felt out: first a strand, then another, thenthe rest all in clumps like wheat-sheaves.”

“How horrible!” the duchess exclaimed. Her mouth was open, her hands gripped the table avidly. Her hus-band narrowed his eyes, and said nothing.

“It was obvious that the despot had been poisoned.Suspicion fell at once upon the chef: a famous artist,and - as we have established - from Pavonna. He de-nied that he was responsible, but the evidence wasthere, of course. They had him flayed, and his skinpegged above the golden arch of the palace. Thecolour, of course, was quite unsuitable, quite unap-pealing. To place the skin beside the gold defied allthe laws of composition, of heraldry.”

Even the duke laughed now. Yet the sound could notbe readily identified as laughter, were it to be divorcedof context. It resembled rusted keys jangling in for-gotten doors.

“The despot died anyway, I hear,” the duke said.

“Oh yes,” replied the count, “only four days ago. Hepersisted in his illness even after the chef was dead,and even after five more suspects had been made toconfess and suffered similar penalties.”

“So he is dead at last!” the duchess cried, with un-seemly enjoyment, “dead at long last. What a wickedman he was. And so ungrateful!”

“Indeed he was,” said the duke, “but I grieve nonethe less at the death of such a man, my equal in powerand nobility.” He was quiet for what seemed a longtime, the count and the duchess regarding him anx-iously.

At last he rose to his feet, saying, “Excuse me count.Excuse me, my dear. I must visit my chamber for a few moments. I have there a letter that Andronikos sent tome before he died. I should like to read to you botha portion of it. Then perhaps, you might understandmy grief, and share in it.”

So he left the room, and for a time the duchess andthe count conversed freely. Yet the minutes passed andthe duke did not return. At last the duchess could waitno more, and, with the count trailing behind her, histhin legs struggling to match the pace she set, headeddown osseous corridors to the duke’s chamber.

Outside the chamber, the door was flanked by ducalguardsmen, masked as is the custom, resplendent inblack and vermillion. “Is the duke still within?” askedthe duchess.

“Yes, my lady,” said a guard, “ he has been in hischamber for thirty minutes now, and has made nosound.”

“Well, this is quite unseemly,” said the duchess. “heshould have returned to his guest at once. Open the

door!”

“Forgive me, my lady, but I must at least knock first.”

The guard wrapped neatly on the oaken door. There was no response. He tried again, and when again there were no sounds beyond the door he set it open. Be- yond was a room of blood.

At last he rose to his feet, saying, ‘Excuse me count. Excuse me, my dear. Imust visit my chamber for a few moments. I have there a letter that An-dronikos sent to me before he died. I should like to read to you both a por-tion of it. Then perhaps, you might understand my grief, and share in it.’

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The blood was everywhere, a blanket of it, a horrorof it. A red suppression upon the delicate furnishings.But nowhere was the source of the blood to be found.Nowhere a body, nor even a limb, nor the smallestdigit. Yet the belief that it was human blood impresseditself most firmly upon the minds of the duchess, of the count, of the ducal guardsmen. The guardsmenentered that curiousslaughterhouse andsearched about it. With thepoints of their halberds they moved aside drapes, and fishedbeneath wardrobes. Still there wasnothing.

Then at last the duchess felt her eyedrawn to a certain chest-of-draws thatstood by the window. Long ago, in times of friend-ship, this white and delicate object had been presentedto her husband by the Despot of the Reman Empire.Now, from the uppermost drawer, a little rope-coloured hair protruded. Crying out, wordlessly, shecould only point. A guardsman, casting off his mask and setting down his halberd, pulled with shaking fin-gers upon the drawer-handle.

Within was a head, globular and curiously unmarkedby blood. In the drawer below, a torso and arms. Inthe lowest, legs. Gently, reverently, he took the headby its long hair and raised it up. Something fell thenfrom the mouth, struck wetly on the edge of the

drawer, and came to rest not six feet from the duchess. At this, she screamed, and crashed to the floor in a fit.The bones - the dead bones of sea monsters - that heldher undergarments together shattered at the impact.Her figure, no longer constrained, bulged ludicrously in all directions. She wallowed there, inhumanly, theblood of her husband covering her ruined dress. Asshe writhed, she drew near the object, near the thing.

The count did not help her. He could only stare atthat object, at the fleshy mass that had fallen from theduke’s mouth. Then he laughed, mirthlessly, desper-ately. The unmasked guard stood appalled, while the

other raised the point of his halberd to the count’sthroat.

“I’m sorry,” he cried, “so sorry. But that thing – theduke’s member – it’s so small! ” Ω

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Overview

In the year 2200, before the Crisis in Marienburg erupted in full, the Tilean states were at a relatively

peaceful juncture. Marienburg moved to gather al- lies, and to strengthen their stranglehold on the Empires of Middenland and Reikland, snatching up many Tilean city-states in the process. Old grudges were set aside, for a time, and the peoples of the land exhaled a collective sigh of relief.

But, as the foundation of unity and stability began to set- tle, one minor noble, Duke Alejandro de Botavistica of Pa-

garugia saw the perfect time to strike. Don Dmitri

Vortobolino held a small, but lucrative, land in the foothills of the Appucini Mountains. A castle guarded the vine- yards, and it was the key to Vortobolino’s defenses. With the lack of manpower to assault a keep, de Botavistica in- vited his new ally to his castle for a feast. Being naïve, Vor- tobolino accepted and set out with his retinue. Whilst Vortobolino marched like a triumphant champion through the forest, de Botavistica’s mercenaries laid in wait. Don Dmitri Vortobolino never arrived at his destination.

Special Rules

This is a historical battle. There are special lists to fol-low if you wish to relive the last moments of the naïveDon Vortoblino or the triumph of the treacherousDuke de Botavistica. If you would prefer to use thisas a guideline, there will be generic rules for the sce-nario as well.

Army Restrictions

Historical Forces

Don Vortobolino’s Retinue

Don DmitriVortobolino (Condotta Captain)-Sword of Might-Pistol-Full Plate Armor, Shield, BardedWarhorse-Command Skill: Hopelessly Stubborn

6 Knights, full command15 Men-atArms, full command

-Great Weapons-Full Plate Armor25 condotta soldiers, full command10 condotta marksmen

-Longbows, skirmish3 Ogre Mercenaries

Duke de Botavistica’s Ambush Party

Captain Bulwe Carrocio (Condotta Captain)-Lance, hand weapon-Heavy Armor, Barded Warhorse-Sacred Shield of Myrmidia-Command Skill: Inspiring Leader-Combat Skill: Contempt

14 Condotta soldiers, full command-Hand weapon-Heavy Armor, shield

15 Condotta soldiers, full command15 Condotta soldiers, full command15 Brigands

-Light Crossbows15 Brigands

-Short Bows10 Marauders

-Flails10 Marauders

-Great Weapons

5 border horsemen-Spears-Shields

5 border horsemen-Spears-Shields

Don Vortobolino’s Last Stand

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Points Totals for Non-historical Forces

Attacker: 1,000 points

Defender: 750 points

Setup

Use at least a 4’x4’ playing surface, but 6’x4’ would bebest. Set an alleyway through the middle of the table(length wise) as the road in which Don Vortobolino’sretinue is to traverse. The road should be a foot in width the entire way. The rest of the terrain should beforested. If there is a lack of forest terrain pieces,throw in rough terrain, lakes, swamps, rocks and theoccasional building. The table should represent the

wilderness of Tilea.

Deployment

The Defender deploys first. In column formation,Don Vortobolino’s army is set up going from oneedge of the table to the other (length wise). The De-fender has a 12” deployment zone from the tableedge. Don Vortobolino (or an equivalent characterin a ‘general’ setting) will ride at the head of his col-umn, but the defender may choose how to deploy theremnant of his force. The one exception is the skir-

mishing marksman who may form up in front of theDon as ‘scouts’ (though they do not have this ability)no more than 6” away in any direction (one unit may

do this also in a ‘general’ scenario.

The Attacker deploys 2” inside the woods at any pointalong the road on either side.

Who goes first?

The Attacker goes first.

Length of Game

Until Victory Conditions are met.

Victory Conditions

Don Dimitri Vortobolino must attempt to make itacross the board to the opposite table edge via theroad. If he succeeds the defender wins. If he fails, theattacker wins.

If playing a ‘general’ scenario, the defender must nom-inate one model that needs to make it off of the bat-tlefield.

6’

4’

road

forest

forest

building

Setup andDeployment

Don Vortobolino’s retinue deployment(12” from edge) and direction of travel

Duke de Botavistica’s ambush party deployment (2” from edge)

Duke de Botavistica’s ambush party deployment (2” from edge)

Ω

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‘The Wind,’by Lucca Bronzetti

It was silent.In a field full of grain,a soft caress tickles the skin upon my hand as the wind began to dance.The wind gently pushes the stalks of wheat without effort.If not for the breeze that embraces the earth tenderly the stillness would be deafening.

The breeze holds such a power.Such power should not accompany such a soft sensation.It was slightly cool, refreshing.The sunlight warm, almost sultry.It was a lovely nexus.Save for that sole, faint impression that beckons me like a siren’s call.

A copse of trees stands calmly nearby.The wind prods the leaves; pushing the long outstretched limbs playfully.I mimic the trees as I begin my quest,eyes closed, sun and wind battling for possession of my senses.Under the shadows it is almost cold as the canopy shields the floor below effortlessly.My eyes spring open.The power of the draft grows stronger as the darkness

closes in.The temperature begins to change drastically.

Twigs snap.Rodents scamper.

Yet there is still an unusual tranquility.There! That sound.The wind picks up once again as to mask it.The burst of wind makes the trees shudder, and I with it.Still, it is pleasant, at first.The gust begins to shove firmly,and the sound that grabbed my attention is heard in the distance.It grows in volume, the air becomes disagreeable.Bitter.

My curiosity snatches the humming sound andI draw closer.The wind quickly gives way to the approach of a babbling brook.Peaceful.

As the stream draws nearer, the wind lashes out once more, increasingly irritated.In my quest for curiosity I persist,ignoring the rage that was growing and the gloom that stalks the land.

And there, that initial sensation slaps me, as it had been lost in familiarity.The wind retreats immediately.Defeated.

All that remains was rancid, curdled, ghastly.

In front of the small brook my ambiance erupts in chaos.My head spins as the smell invades every orifice.My body heaves in wretched disgust.I fall to my knees as my senses explode in revulsion.

Tears well in my eyes.

A low rumble of thunder trumpetsthe approach ofrain drops.There begins the grisly duty of washing away the sins of Tilea. Ω

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Bits & Tools Required

1+ boxes of current Skaven Clanrats18 gauge florist wire, or brass or plastic rodPin-vise drillHobby knifePlastic cementCA glue (super glue)

The conversion from regular Clanrat to pikearmed Skaven Phalanx is fairly straight forward.It does, however, require some accurate

drilling to be done on small parts, and neat gluing sothey don’t look a mess when finished.

First, select right arms for the figures you wish to con- vert. Photo 1 shows several examples. The easiest armstoo convert are the ones on which the weapon has aslittle contact with the arm as possible.

Using your hobby knife, cut the weapons off thearm. See Photo 2. Arms with part of the weapon

running along the length of the arm (as is the case with several of the spear shafts) may be a bit trickier,but try to be as neat about it as possible, and leavethe arm in good condition. I work with the armplaced on a cutting mat and held down with onehand, and slice downward. I don’t recommend hold-ing everything in your hands, free of a table surface

– that’s just asking to get cut. After cutting off the weapon, clean up any remaining bumps and give thehands a smooth, finished surface that look like fiststhat never had the weapons there in the first place.

Next, select a drill bit that is the same size as the 18gauge wire, and install it in the pin-vise drill. Care-fully align the drill bit to the center of the top side of the hand. The goal is to drill through the center of the fist, and come out the bottom. In essence, youare trying to drill out the handle or shaft of the weapon that you cut off in the previous step. You

want to avoid any awkward angles or cutting off fin-gers. Take it slow, don’t press too hard and let thedrill do the work. Again, I recommend holding thearm down on a cutting mat, and drilling downward.See Photo 3. It may help to make a small indentationin the center of the hand, where you wish to startdrilling, with your hobby knife. This will help pre- vent your drill from slipping out of place when youfirst start drilling.

After you have drilled completely through the fist, you may need to clean up some of the remaining lit-tle bits of plastic that have bin drilled out, or tidy up

the edges.

Next, cut off spear tops from the spear shafts. Again,trim the area where you have cut so that it is flat andsmooth. Many of the spear tips look like they havesome sort of straps or bands wrapped around the joint where the tip meets the shaft. You want to keep the

Skaven Phalanx Conversion

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strap/band, as it’s usually the thickest part. You aregoing to drill into the spear tip, again trying to keep

the drill straight and centered. Drill deep enough sothat you can get a good seat for the wire that you willuse for the pike shaft, but don’t drill all the way through.

Having as much thickness to area in which you aredrilling is desirable. There are a few spear tips in the kitthat are just too thin to use. Experiment a bit, and find which ones work best. From the box of 20 Clanrats,I made 3 command figures and had enough spear tipsto make 16 pikes. For the final pike I required, I useda spear tip from the old Skaven set. Other spear tipsmay be substituted as appropriate (goblin, Empire,etc.)

An alternative is to create pike tips by flattening theend of the wire that will be used as the shaft. Take apair of flat surfaced pliers and smash the tip flat. Then,using a pair of small cutters/snips, make two angledcuts to create a spear point. See Photo 4.

After you’ve drilled out the spear tip, cut some wire toan appropriate length. The end result I usually aim foris a pike that is about 3 times the height of the figure.

That will scale up to a pike of about 16’-18’ which isabout where real-world pikes would be. I prefer florist wire (uncoated) because it’s cheap and relatively easy to work with. Brass rod is more rigid, but it’s alsoharder to cut & flatten, and is usually more expensive.Plastic rod is easier to cut and can be glued with plas-tic cement, but isn’t malleable and breaks easier thanthe metal wires.

Put a tiny drop of glue on the very end of the wire,and insert it into the hole drilled out of the spear tip.I usually try to twist it around a bit to make sure I getthe glue all around the joint, and have a solid con-nection. Set the pike aside to dry for a while.

While they were drying, I removed the Skaven bodiesfrom the sprue and cleaned them up.

When you are ready, the next step will be to slide theother end of the pike shaft through the hole drilledthrough the fist. I did this together with gluing thearm onto the body of the Clanrat. This probably isn’tthe easiest way of doing it, but it allowed me to get ex-actly the pike position I wanted. So what follows is my method. You may have a better one, like gluing all thearms on to the bodies first.

First, I glued the bodies to their bases and let themdry. Then I slid the pike shaft through the hand, andchecked the positioning of the arm & pike on thebody. My goal was to make it look like the Clanrat was

holding the pike with the butt end of the shaft on theground. This is a “dry fit” -- no glue involved yet. When I got the positioning I wanted, I pulled the armaway, but left the pike in the hand. I put a tiny dropof plastic cement at the shoulder joint, then a drop of CA on the base, where the butt of the pike was rest-ing. I then slid the pike slightly down the hole in thehand and added a tiny bit of glue. Before any of thiscould set, I slid the pike back into position in the hand(making sure the spear tip was oriented right) and po-sitioned it on the body & base and held it there for aminute or two while the various glues set up. Afterthat, I put the figure aside to dry completely.

That last step is a little tricky, as you’re switching be-tween two glues, and holding multiple joins to set upat once. As I said, you may wish to try some alternatemethods. It would no doubt be easier of the arm is al-ready glued & dried into position on the body, but if you do it that way, you have to make sure to get the

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arm positioned exactly as you want it, otherwise thepike may be at a strange angle. My goal was to makesure to get the pike butt on the base, so that it wasanother glue joint stabilizing the entire assembly.

Photos 5, 6 & 7 show what my first few figures looked

like, as well as the first box of 20 clanrats.

I will be painting the shields up separately and gluingthem on once the bodies are painted. Outside of thecampaign, I will be using these as Clanrats equipped with spears and shields. Very long spears -- to keep the

enemy at bay. A very skaven tactic, I think. What right-

minded Skaven wants to get close to his enemy inorder to kill him? Ω

Very long spears -- to keep the enemy at bay. A very skaven tactic, I think.What right-minded Skaven wants to get close to his enemy in order to killhim?

““

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al-Ibn Sadaqa and theHashasheen

al-Ibn Sadaqa has long been a thorn in the side of therulers of Tilea. Little is known of his origins and therumours concerning him are inconsistent at best.Some say he is an exiled prince of Araby, a rejectedson of the harem. Others claim he is just a puppet of a greater power from the desert realm. But his origins

are irrelevant. What is known is that he commands themost powerful assassin clan in modern Tilea: theHashasheen.

If a ruler can get the killers of al-Ibn on his side for a while, then his rivals will surely be eliminated brutally and shockingly. As a region, Tilea has never beenknown for its subtlety; the women appear like pea-cocks and even the military styles are fabulously flam-boyant. It comes as little surprise that this also appliesto the ancient, traditional Tilean art of assassination.If the Hashasheen can be persuaded to act, then their

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target will invariably die in an incredibly public man-ner. Many would-be rival political figures have re-ceived a dagger’s point in broad daylight, or theircarriage attacked in plain view of the citizens.

al-Ibn and his clan of merciless killers are loyal to noman or god. Should a client overstep his mark thenhe may in turn become the target. They are, however,marginally loyal to coin. Those who can afford to hirethem – or to pay them off – are safe, for the time beingat least. For the Hashasheen do not follow orders:they take only requests. To betray this rule can resultin a fate best left unclaimed.

His heart sped as he waited. Every second brought hisquarry closer to his position, each beat made his palmssweat just that bit more. Slowly he moved his headaround the window, dark brown eyes darting aroundthe road capturing as much information as possible. Ajhid drew in his breath, deeply inhaling to steady hisnerves. The task was before him: he was to end thelife of another just as countless others of the order haddone before him. Risking a quick glance he saw hisprey. The arrogant noble rode with his bodyguards,his expensive clothing lighting him up like the moon

at night in the busy market. Ajhid withdrew into hishiding place, his figure clutching at the shadows hid-ing him from view. The cold feel of the blade con-cealed in the folds of his robes comforted him as theseconds passed, the noise from the horses keeping himaware of the noble’s progress. Now all he had to do was wait for the signal...

The screaming began: that was the signal for attack. Arrows pierced flesh as the assassins revealed them-selves, each shot at the bodyguards causing increasedmayhem. The horses whined and bucked in fear asthey attempted to flee from the deadly trap. One sped

off into the busy market, its rider dead with an arrow lodged deeply into the torso. It stopped after tram-pling several customers under its solid bulk, maulingthem brutally with its hooves. Ajhid emerged from theshadows, charging straight into the chaos. He weavedas best as he could as he homed in on the target. Civil-ians, charging aimlessly in blind fear, almost knocked

him from his course: yet he pushed his way through, yanking his blade from its hiding place. The noble’spanic blinded him to his true assailant, as Ajhids bladeraked across the throat of the horse, its curved edgeslashing the beast’s veins. The creature’s last-ditch at-tempt at survival threw it backwards, with the panick-ing rider inevitably caught underneath its great weight. Ajhid strode over to the trapped figure, watch-ing as the pitiful wretch screamed for mercy. His eyes

full of pure terror. The words meant nothing to himas he drew his arm up, the sun glancing powerfully off his naked sword.

In one swift motion he brought the blade down ontothe neck of the helpless noble. A spray of blooderupted from the exposed arteries, yet the neck didnot break. Ajhid wrenched the sword from the corpse with a dreadful sucking noise, and brought the bladehigh above his head once more, deep red fluid drip-ping onto his dark robes. Grunting with effort Ajhidswung with all his strength, the sword this time easily passing through the already dead noble’s body. Paus-

ing momentarily to look around at the scene of deathbefore him he hopped over to the head of his victim.Through the arrow-laden corpses of the guards hefound the prize he sought. Efficiently, he bent over with his fingers gripping the blood soaked hair. With-out a second thought he turned and fled back into hisshadows. Ω

Arrows pierced flesh as the as-sassins revealed themselves, eachshot at the bodyguards causingincreased mayhem. The horseswhined and bucked in fear asthey attempted to flee from the

deadly trap.

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‘Treachery and Greed’Rules for Allied

Contingents

A llied contingents are available to any of the fourcampaign army lists: Mercenary Companies,Nightmare Legion, Skaven Outcast Warlords,

and Greenskin Raiders. Any of these four lists may ally with any of the others, though of course an army may not chose allies of the same type as itself.

However, no army may ever contain dwarfs as well asany type of greenskin. Nor may an army containdwarfs as well as skaven.

Allied contingent composition

No more than one quarter of the total points avail-able to an army may be spent on the allied contingent.So, a two-thousand-point army may spend up to fivehundred points on allies. The remaining points mustbe spent on the main army.

The composition of the allied contingent is restrictedas follows:

Character, special and rare slots used count towardsthe total available to the full army. Core choices donot count towards the minimum required for an army.

So, a 2000-point army with 1500 points of merce-naries and 500 points of skaven allies may still only have four characters (one of which may be a merce-nary lord character), four special choices and two rarechoices. At least one character must be chosen fromthe skaven list, and one additional one may be if de-sired. Also, up to two special choices and up to onerare choice may be chosen from the skaven list. Theskaven contingent must include at least two skavencore units, and the mercenary army must also have atleast three mercenary core units.

Characters and allies

Allied characters may only join allied units. Charactersfrom the main army may only join units in the mainarmy.

An allied contingent may not select a battle standardbearer, and may not benefit from a battle standardbearer in the main army. Allied units may not use thearmy general’s leadership.

An allied contingent must nominate one allied char-acter as the contingent leader. Allied units within 6” of him may use his leadership as if he were the army gen-

eral.

If the contingent leader is killed, then all allied unitsmust immediately test for panic. If the allied units areundead, they will instead begin to suffer casualties asif the undead general had been destroyed.

Mistrust

Whenever any friendly allied unit and any friendly main army unit are within 6” of each other, both unitssuffer -1Ld. This is not cumulative if multiple units

are in range.

When deploying the army, allies are deployed after allfriendly units, but before characters are deployed. Theusual exceptions for war machines and scouts stillapply.

Composition

Allied contingentpoints

Characters Core Special Rare

250-499 1 1+ 0-1 0

500-799 1-2 2+ 0-2 0-1

750-10001-2 (0-1

Lord)3+ 0-3 0-2

eachadditional 500

+ (0-1) + (1+) + (0-1) + (0-1)Ω

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Character Conversion

Competition

It’s time to make the campaign armylists come alive!

As a first opportunity for that, you are invited tocreate your own character based on those in thecampaign army lists. This can be a condottiere,dwarf, ogre, halfling, rat, orc, goblin, skeleton orwizard; a lord or a hero, it’s all up to you. Justmake that mini you’re picturing in your mind.

Bonus points can be earned by depicting one ormore of the lists’ magic items on your mini, as wellas (if appropriate) by clearly illustrating the char-acters’ skill(s).

Participants should send a picture of their con-verted mini to warhammerlord_soth on warham-mer-empire.com by personal message. Also, youmust include a short description of what or whoyour mini is.

This should be something like : “Carlucciano de labanda bianca, Condottiere of His Grace the Dukeof Miragliano, depicted riding his faithful steedPiccolino. He wears the Battle-harness of Curious Lethargy and carries a bottle containing the Liquor of Immovable Resolution . Being a quick shot , hecarries two brace of pistols.”

Entry in this competition will earn you Cam-paign Gold, and winning it (or ending well inthe ranking) even more. This Gold will then be of use to you during the campaign (you never knowwho you want to hire, or bribe for that matter).

The deadline for this contest is March 1st, soget busy.

There will, of course, be further conversion andpainting contests in the future. For more infor-mation, visit www.warhammer-empire.com

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Newsletter design by M. ‘PygmyHippo’ Bleech

The material contained in this document is completely unofficial and is in no

way endorsed by Games Workshop Limited. Citadel, Citadel Device, theDouble-Headed/Imperial Eagle device, ‘Eavy Metal, Games Workshop,Games Workshop logo, Golden Demon, the Hammer of Sigmar logo, TwinTailed Comet Logo, Warhammer, White Dwarf, the White Dwarf logo, andall associated marks, names, races, race insignia, characters, vehicles, loca-tions, units, illustrations and images from the Warhammer world are either ®,TM and/or © Copyright Games Workshop Ltd 2000-2010, variably regis-tered in the UK and other countries around the world. Used without per-mission. No challenge to their status intended. All Rights Reserved to theirrespective owners.