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Into The Maelstrom

This document provides information about an upcoming Warhammer 40k campaign weekend hosted by Tempus Fugitives. Players will be split into taskforces representing different factions that will battle each other over multiple narrative-driven rounds. The goal is for players to have fun experiencing the story rather than focusing solely on wins and losses. Good sportsmanship and playing with rather than against opponents is emphasized.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
104 views

Into The Maelstrom

This document provides information about an upcoming Warhammer 40k campaign weekend hosted by Tempus Fugitives. Players will be split into taskforces representing different factions that will battle each other over multiple narrative-driven rounds. The goal is for players to have fun experiencing the story rather than focusing solely on wins and losses. Good sportsmanship and playing with rather than against opponents is emphasized.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WWW.TEMPUSFUGITIVES.CO.

UK INTO THE MAELSTROM 1


WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 2

EVENT SCHEDULE WELCOME TEMPUS FUGITIVES


Greetings fellow Fugitive, I bid you welcome to this the Into the Maelstrom campaign weekend. Following on from our
Friday 18th March 2011 hugely successful Age of the Emperor series I am delighted that you join us for our latest adventure. The Tempus Fugitives
17:00 Pre‐Registration Begins have designed this campaign weekend to be (we hope) as enjoyable as possible. If you are expecting anything other than to
21:00 Space Hulk Challenge just have fun – turn back now!

Saturday 19th March 2011 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
08:30 Doors Open and Registration
THAN AGAINST THEM.
10:00 Introductions
10:30 Round 1 Briefing Games Workshop has a really fantastic Throne of Skulls Grand Tournament programme and should you want to get
11:00 Round 1: Spearhead Doubles involved in a true test of your skill at Warhammer 40,000 please contact Direct Sales on 0115 91 40000 or see the events
13:30 Lunch Buffet page at www.games‐workshop.com
14:30 Round 2 Briefing The Into the Maelstrom campaign weekend presents Games Workshop hobbyists with an opportunity to play in a different
15:00 Round 2: Strike Force style than they may be used to. Tempus Fugitives’ campaigns are about trying out new ideas and contributing to an
17:00 Army Nominations adventure. In fact the story is almost as important as the actual games themselves and players should be prepared to get
17:30 Round 3 Briefing 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
18:00 Round 3: Strike Force against them.
20:00 Dinner & Evening Entertainment
The team running the event is there to help describe the campaign story as it unfolds and they will work out what impact
Sunday 20th March 2011 your games have upon it. Most importantly they are there to ensure everybody has a great time. Remember – it’s only toy
soldiers!
10:00 Recap
10:30 Round 4 Briefing Games will be driven by the narrative of the campaign. This means that during the course of the event various games may
11:00 Round 4: Heavy Assault appear quite challenging when viewed from the usual gaming perspective. In any war commanders have to deal with what
13:30 Lunch Buffet 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
14:30 Round 5 Briefing
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
15:00 Round 5: Broken Alliance simply can't win before any dice are cast. There will always be critically important mission objectives that you will need to
17:30 Closing Ceremony strive to achieve. Your armies 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.
IMPORTANT! This material is completely unofficial and in no way endorsed by
Games Workshop Limited 2011. Games Workshop, the Games Workshop logo, Most importantly remember that, as this is a team event, even if you lose your individual battle
Warhammer, Warhammer World and all associated marks, logos, names, your taskforce or faction may still do well overall; don't worry about 'winning', just think about
races and race insignia, vehicles, locations, units, characters, illustrations and
images from the Warhammer and Warhammer 40,000 universe are either (R), having a good time. It is our hope that we can repay some small part of the kindness that the
TM and/or © Games Workshop Ltd 2000‐2010, variably registered in the UK gaming community has shown us over the years and organise a top notch event that everyone
and other countries around the world, used without permission. No challenge
to their status intended. All Rights Reserved. can enjoy.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 3

TASKFORCES AND FACTIONS


Into the Maelstrom pits Taskforces of up to eight players in a campaign to seize control of territory around the boarders of
the unstable region of space known as the Maelstrom. 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:

THE IMPERIUM – This powerful empire of mankind stretches across the galaxy and lays claim to all the stars and
planets within it. Extremely hostile to all alien races and ever vigilant for signs of witchcraft and daemon worship from within
their own people, the Imperium is a dangerous foe indeed.

YOU WILL NEED THE DARK ELDAR – From the wicked city of Commoragh, hidden deep within the labyrinthine realm known as the
In addition to your fully painted army and this Webway, the cruel Dark Eldar are physically an immortal race. Their souls wither over the centuries however and must be
campaign pack you will need the following: constantly rejuvenated by inflicting pain and misery on the slaves they capture from their raids in realspace.
THE NECRONS – Terrifying, immortal, soulless warriors have risen from ancient stasis‐tombs, their weaponry able to
• The English language version of the Warhammer strip a man to atoms. But the true terror of the Necron lies with their divine masters, who gorge themselves on the essence
40,000 5th Edition rulebook of billions.
THE ORKS – A brutal race who delight in destruction and pillaging, the green skinned Orks are an ever‐present menace
• Dice, Templates, objective counters and Tape to the galaxy. Every race has suffered countless rampages by the Orks and only the greenskins animosity for each other
measure prevents the Ork race from unifying as an unstoppable horde.
THE ELDAR – Enigmatic, arrogant and aloof, the Eldar are a dying race. Each passing generation is smaller and less
• Superglue and poly cement
magnificent than those that came before and it cannot be long before younger races such as the humans. Extremely skilful
and technologically advanced, the Eldar are formidable adversaries and refuse to fade from the galaxy without a fight.
• The appropriate English language version of
your Codex and any Imperial Armour material THE TYRANIDS – Possessed of a hive intelligence which directs them to infest, conquer and absorb the worlds they
relating to your army. No photocopies! encounter the Tyranids are know by those who face them as the Great Devourer, The strategies of any resistance
encountered is studied by the hive and the genetic material harvested is used to create even more terrifying bio‐constructs.
• At least two copies of your army roster (one to FORCES OF CHAOS – The Dark Gods dwell in the warp and watch the mortal plane with greedy eyes. The
be handed in during registration) Maelstrom is but a doorway into their lair and through it they assail their enemies with hordes of daemons and the
corrupting whisper of power lent to those who would worship them. The Legions of the Chaos Space Marines shows how
• A tray to carry your models powerful such whispers can be.

• Pen and paper THE TASKFORCE COMMANDER


Each Taskforce will have their own agendas, strengths and weaknesses. Before the first game on Saturday you will be asked
• Somewhere to sleep overnight. (For details on to gather at one of the task force muster points and nominate a Taskforce Commander. The role of the Taskforce
discounted hotel rooms please contact Commander is of crucial importance to the team and it is the Commander's responsibility at the end of each game to collate
Maelstrom Games on 01623 629425) results on the Declaration of War sheet and hand them to the Event Coordinator. 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
• Money for refreshments. Lunch on both days Commander is encouraged to listen to their Taskforce and discuss their decisions fully, it is ultimately the Taskforce
and dinner on Saturday is included as part of your Commander who makes the choices that the team will face. It is important that the Taskforce Commander be prepared for
ticket. all of these challenges and it is not a role that should be taken lightly.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 4

CAMPAIGN POINTS
Your 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 the result (Win, Lose or Draw) to the stage along with your opponent. You cannot give your results in
without your opponent present.

STRATEGIES
At 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 must be clearly indicated on the Declaration of War sheet held by the Taskforce Commander. As you 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 defensive stance squanders any bonus from winning.

1 Rapid Response: This strategy enables players to gain +1 to all reserve rolls for the duration of the battle.
2 Cry Havoc: This strategy allows a single unit held in reserve (of any type except Independent Character) to enter play from the opponents board edge when it arrives.
3 Give No Quarter: This strategy awards 2 Campaign Points for each Win or Draw but nothing if you lose.
4 The Upper Hand: This strategy enables players to gain +1 to the dice roll to see who gets first turn.
5 Death or Glory: This strategy awards 4 Campaign Points for each Win but nothing if you draw or lose.
6 Feint: At the end of the round, the Task Force Commander may swap this strategy for Death or Glory or Give No Quarter (even if already used).

ROUND 5: THE BROKEN ALLIANCE


Throughout the campaign weekend, respect will be earned, alliances will be formed and mutual enemies defeated. But in the grim darkness of the far future, even battle brothers can
find politics and principles stretch their alliance to breaking point. It is known that the Broken Alliance is played using your Strike Force but further details remain shrouded in mystery.
What consequences will emerge from such a conflict will be more fully realised in Tyrant of the Maelstrom (see the teaser at the end of this pack for more details).

PAINTING
All 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 Citadel equivalent. For example, an Epic scale space
marine on a Warhammer 40,000 slottabase is not acceptable. 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 lunch break and then will be voted on by the players during the Sunday lunch break. The winner will be announced at the end of the Campaign Weekend.
During the Into the Maelstrom Campaign Weekend we will give an award for the Best Army. This is given to the player who participates in the weekend with a force that, in the opinion
of both players and judges, is the best in terms of painting and character. To qualify as the Best Army particular attention will be paid to well themed armies which reflect the theme of
the weekend. Only armies which contain at least one campaign unit can be considered for Best Army.
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), then models 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.

Units that are painted gain Preferred Enemy against all units that are not painted to at least a basic standard.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 5

FACTION: THE IMPERIUM OF MANKIND It is the year 756.M41. 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 can not be measured in terms of
continuous territory, but only in the number of planetary systems in its
control.

From within, the Imperium is threatened more insidiously by rebellion,


mutation, dangerous psykers, and subversive cults. Without the protection
of the Imperium, mankind would fall prey to the countless perils that
threaten it.

The systems around the Maelstrom represent wild and unclaimed territory
for the Imperium and that is something which cannot be allowed to
continue. Commander Lugft Huron of the Astral Claws Chapter has taken
the Oath of Moment to reclaim this region in the name of the Emperor
through whatever means he sees fit. The Astral Claws in turn are able to
call upon the vast manpower of the Imperial Guard, the technological
wonders of the Cult Mechanicus and the heroism of their brother Space
Marine chapters.

When choosing an army to fight for the Imperium, you must use one of the Imperium Sub‐Faction lists on the following pages. In all cases the most recent edition of the army Codex
will be used. These are the only armies permitted in this Faction during the weekend. If you have any further questions regarding army selection, please contact the event organisers
before the weekend and check the forums at www.tempusfugitives.co.uk.

The published Codices used in this campaign for the Imperium are: Codex Blood Angels, Codex Black Templars, Codex Dark Angels, Codex Imperial Guard, 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.

There are several units which may be taken by the armies of the Imperium during the Into the Maelstrom campaign. They are detailed on the following pages and are considered
fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Into the Maelstrom campaign weekend. Where a unit is
restricted to one army, it is clearly indicated in the unit entry.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 6

THE IMPERIUM – WATCH CAPTAIN MATHIAS HQ UNIT 185 POINTS

Special Rules
WS BS S T W I A LD Sv
• Deathwatch
Watch‐Captain Mathias 6 5 4 4 3 5 3 10 3+
• Eternal Warrior
Wargear (see Codex: Space Marines) • Independent Character
Unit Composition
• Xenotech Phase Blade (Power Weapon, Ignore Inv Saves) • Special Issue Ammunition (see Codex:
• 1 (Unique)
• Combi‐Melta Space Marines)
Unit Type • Power Armour
• Infantry • Bolt Pistol Deathwatch: Models with this special rule are
• Iron Halo Fearless and have the Deep Strike, Move through
• Frag and Krak Grenades Cover and Counter Attack abilities. Any unit with the
Deathwatch special rule always count as scoring.

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) Wargear (see Codex: Space Marines)


• 5 Deathwatch Marines • Bolter
• Power Armour
Unit Type
• Bolt Pistol
• Infantry
• Close Combat Weapon
Transport: The Squad may take a • Frag and Krak Grenades
Drop Pod; Razorback or Rhino as a
dedicated transport at the cost Special Rules (see Codex: Space Marines)
indicated in 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. Watch Captain Mathias
Third tour seconded from the
• The entire unit may exchange Move through Cover and Deep Strike rules with Skilled Rider and Space Marine Bikes for + 20 points per th
Ultramarines 7 Company
model. The Deathwatch marine’s ranged weapon (not bolt pistol) is mounted on the bike. The bike has no other weapons.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 7

THE IMPERIUM – WATCH LIBRARIAN SHAIDAN HQ UNIT 175 POINTS

Special Rules
WS BS S T W I A LD Sv
• Deathwatch
Watch Librarian Shaindan 5 4 4 4 2 4 3 10 3+
• Independent Character
• Epistolary
Unit Composition Wargear (see Codex: Space Marines)
• Psyker
• 1 (Unique) • Valeria ‐ Force Weapon
• Eternal Warrior
• Psychic Hood
• Special Issue Ammunition (see Codex: Space Marines)
Unit Type • Power Armour
• Infantry • Combi‐Melta
• Bolt Pistol
• Frag and Krak Grenades

Deathwatch of the Warders: The Chapters assigned to the Maelstrom region readily give service to the Deathwatch if it will strengthen the Imperium mandate in
the region. As a result, if you include Watch Librarian Shaidan in your army, the Deathwatch squad may include up to an additional five Deathwatch marines for
+30 points per marine. These additional marines should bear the markings of the Mantis Warriors (like Shaidan) Lamenters, Astral Claws or Charnel Guard.

THE IMPERIUM – DEATHWATCH STORM RAVEN SQUADRON HEAVY SUPPORT UNIT 225 POINTS

BS FRONT SIDE REAR Usually found in service to the Blood Angels chapter, it was Watch Captain Zedrenael, who brought the first Storm Raven into the
service of the Deathwatch. So exceptional was the performance of these craft that Watch Commanders across the Segmentum soon
Deathwatch Storm Raven 4 12 12 12
acquired a limited number for wider use. With Deathwatch crew, sometimes the only assistance a Watch Keep can provide is a lone
Unit Composition (Unique) Storm Raven gunship. Usually it is more than enough.
• 1 – 3 Deathwatch Storm Ravens
Assault Ramp: Units disembarking from a Storm Raven may assault on the same turn it lands. You cannot assault after deep striking.
Vehicle Type
• Fast Skimmer Ceramite Shielding: In order to resist the heat of atmospheric entry a Storm Raven has thick ceramite shielding. Melta Bombs and
weapons with the ‘Melta’ special rule never roll an extra dice for armour penetration against a Storm Raven.
Transport Capacity: 12 and/or 1 Walker
Special Rules:
Wargear • Ceramite Shielding
Twin‐linked Assault Cannon or Twin‐linked Lascannon or Twin‐ • Extra Armour
linked Missile Launchers or Twin‐linked Plasma Cannon • Power of the Machine Spirit Hurricane of the Deathwatch: Each Storm Raven in the
• Deep Strike squadron may be equipped with Hurricane Bolter
Twin‐Linked Heavy Bolter or Twin‐Linked Multi‐Melta • Assault Vehicle Sponsons for +45 points per Storm Raven. These Hurricane
• Searchlight Bolters benefit from Special Issue Ammunition.
Four under‐wing Hellstrike Missiles • Locator Beacon

Hell strike missiles: 72” range Strength 8 AP 3 Ordnance


WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 8

IMPERIUM SUB-FACTION: THE IMPERIAL GUARD


It is believed that there must be many billions of Imperial Guardsmen, divided into millions of regiments. This absolute numeracy provides the Guard with its main power; their ability to
deploy in numbers that, eventually, result in victory. Attacking in seemingly endless influxes across battle‐zones, charging forth under the cover of massive barrages and delivering
massed lasgun volleys, in the Guard the individual Human soldier may appear a lost thing, almost forgotten. Yet the actions of these anonymous soldiers daily decide the fate of worlds
around the Maelstrom. The Guard forms the very backbone of the Imperium; without it, Mankind would surely perish. Whilst Guardsmen are hardly the equals of Space Marines,
fighting neither with the advantages of genetic enhancement or the most powerful personal weaponry, the Guard possesses the courage and the manpower to face and annihilate the
enemies of the Emperor across the galaxy.

OFFICERS OF THE IMPERIAL GUARD


When choosing an Imperial Guard regiment you are free to use any of the regiments listed below or one of your own invention.
There are advantages to taking a known regiment as such fighting forces are led by some of the most authoritative commanders
ever to set foot on the worlds around the Maelstrom. Below are listed the regiments who were present during the Into the
Maelstrom campaign along with any legendary units that fought with them. You may include any unique units or named characters
found in Codex Imperial Guard.

17th Brimlock Dragoons


451st Finreht Highlanders Regiment
Asguardian Rangers
Britannican Reknowns
Bromleage Redcaps
Cadian Xenobane
Catachan 18th “Screaming Devils”
Death Korps of Krieg
Kallistan Rifles “The Lock-Hearts”
Kol-Sec
Narsine Yemonry
Vostroyan 54th
Warhounds of the Red Moon

A Note on Imperial Guard Regiments and Imperial Armour units


Imperial Guard players are free to use any of the alternate regiment lists found in Forgeworld’s Imperial Armour
series of expansions. You may not use any of the named characters outlined above if you do so.

Imperial Armour vehicles may be included in Spearhead and Strike Force army lists; however the most recently
published version of their rules must be used (usually the Imperial Armour Apocalypse series of books).
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 9

IMPERIAL GUARD - LIGHT INFANTRY COMMANDER UNIT UPGRADE +40 POINTS

Special Rules
WS BS S T W I A LD Sv
Light Infantry Co.Cmdr 4 4 3 3 3 3 3 9 5+ • Senior Officer
• Infiltrate (applies to Command Squad)
Unit Composition
Wargear • Camo Cloaks (applies to Command Squad)
One Company Command Squad • Laspistol
may replace its Commander with • Close Combat Weapon Light Infantry Company: Any Infantry Platoon Command Squad or Infantry Squad that does not take a
a Light Infantry Commander. • Flak Armour dedicated transport or Heavy Weapon team receives Camo Cloaks and the Infiltrate universal special
• Refractor Field rule. Additionally any Infantry Platoon Infantry Squad may take a further special weapon.
Unit Type
• Infantry

IMPERIAL GUARD – ROUGH RIDER COMMANDER UNIT UPGRADE +40 POINTS

Special Rules
WS BS S T W I A LD Sv
Rough Rider Co.Cmdr 4 4 3 3 3 3 3 9 5+ • Senior Officer
• Hunting Lance (applies to Command Squad)
Unit Composition
Wargear • Imperial Steeds (Command Squad counts as Cavalry)
Any Company Command Squad • Laspistol
may replace its Commander with • Close Combat Weapon Travel Light: The Rough Rider Command squad cannot carry any Heavy weapons.
a Rough Rider Commander. • Hunting Lance
• Flak Armour Rough Rider Company: Squads of Rough Riders count as Troop Choices in an army led by a Rough
Unit Type • Refractor Field Rider Commander.
• Cavalry
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 10

IMPERIUM SUB-FACTION: THE SPACE MARINES


The Space Marines of the Adeptus Astartes are gods of war. Sacrificing part of their own humanity to become demi‐gods, the Astartes fight for the Imperium with courage and honour.
In the crusade to reclaim the territory surrounding the Maelstrom, over two dozen chapters have committed battle companies and detachments to secure victory. Each of these
chapters has its own colour scheme, insignia and tales of heroism that stretch back, in some cases, to the Age of the Emperor some ten millennia ago. Command the Space Marines in
the Emperor’s name and strike out across the worlds of the Maelstrom. Only in death does duty end!

COMMANDERS OF THE SPACE MARINES


When choosing a Space Marine chapter you are free to use any of the chapters listed below or one of your own invention. There are
advantages to taking a known chapter as such fighting forces are led by some of the most legendary warriors ever to set foot on the worlds
around the Maelstrom. Below are listed the chapters who were present during the Into the Maelstrom campaign along with any legendary
units that fought with them. You may include any named characters from your army Codex but may not include the Legion of the Damned.
You may only include the named characters listed below in an army of their own chapter.
Astral Claws – Chapter Master Lugft Huron; Captain Corien Sumatris; Armenneus Valthex
Black Templars – Castellan Jacques Draco (Templars do not need to take the Emperor’s Champion in their Spearhead)
Blood Ravens - Captain Ricardo Tornero
Carcharodon – [classified: see Imperial Armour 10]
Dark Angels – Master Sammael of the 4th Company; Master Gabriel; Master Gideon
Executioners – Chapter Master Arkash Hakkon; High Chaplain Thulsa Kane
Exorcists – [classified: see Imperial Armour 10]
Fire Angels – Captain Tarnus Vale
Fire Hawks – Chapter Master Stibor Lazaerek; Knight‐Captain Elam Courbray; Knight Sergeant Centurius
Howling Griffons – Commander Esteban Alvaro; Captain Durane Vargas; Chaplain Dreadnought Titus
Lamenters – Chapter Master Malakim Phoros; the Sanguinor; Astorath the Grim
Mantis Warriors – Chapter Master Sartaq; Master Librarian Alhazra Redth
Marines Errant – Lieutenant Commander Anton Navaez
Minotaurs – Chapter Master Asterion Moloc, Chaplain Enkomi
Novamarines – Captain Mordaci Blaylock
Raptors – Chapter Master Lias Issodon
Raven Guard – Shadow Captain Korvydae
Red Scorpions – Lord Commander Verant Ortys; Commander Carab Culln; Magister Sevrin Loth
Salamanders – Chief Librarian Vel’Cona; Captain Pellas Mir’san
Sons of Medusa – Iron Father Gilag Mesh
Space Wolves – Wolf Lord Durfast Spiritwolf
Star Phantoms – [classified: see Imperial Armour 10]
Ultramarines – Captain Orion Primus
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 11

SPACE MARINES – DEVASTATOR COMPANY CAPTAIN HQ UNIT 100 POINTS

Special Rules
WS BS S T W I A LD Sv
Devastator Captain 5 5 4 4 3 5 3 10 3+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Independent Character
• Bolt Pistol • Reserve Company (Devastator) ‐ Devastator Squads may be included as Elite Choices and/or as
• 1
• Chainsword Heavy Support choices. If the army does not contain any other
Unit Type • Power Armour Space Marine Captains, Devastator Squads count as scoring units.
• Infantry • Signum
• Iron Halo Options: A Devastator Company Captain has all the options available to a Space Marine Captain with
• Frag and Krak Grenades the exception that he cannot take a Jump Pack, Space Marine Bike or Terminator Armour.

SPACE MARINES – ASSAULT COMPANY CAPTAIN HQ UNIT 100 POINTS

Special Rules
WS BS S T W I A LD Sv
Assault Captain 6 5 4 4 3 5 3 10 3+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Independent Character
• Bolt Pistol • Reserve Company (Assault) ‐ Assault Squads may be included as Elite Choices and/or as Fast Attack
• 1
• Chainsword choices. If the army does not contain any other Space Marine
Unit Type • Power Armour Captains, Assault Squads count as scoring units.
• Infantry • Iron Halo
• Frag and Krak Grenades Options: An Assault Company Captain has all the options available to a Space Marine Captain with the
exception that he cannot take a Space Marine Bike or Terminator Armour. Assault Command Squads
may take Jump Packs for +50 points.

SPACE MARINES – SCOUT COMPANY CAPTAIN HQ UNIT 100 POINTS

Special Rules
WS BS S T W I A LD Sv
Scout Captain 6 5 4 4 3 5 3 10 4+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Infiltrate
• Bolt Pistol • Scout
• 1
• Chainsword • Independent Character
Unit Type • Scout Armour • Reserve Company (Scout) – Scout Squads may be upgraded to Valedictorian Scout Squads for +10
• Infantry • Iron Halo points per squad. The Valedictorians count as Elite Choices and gain
• Camo Cloak +1 WS and +1 BS. Two Valedictorian Scouts in each squad may be
• Frag and Krak Grenades armed with a plasma pistol or flamer at +10 points per model. If the
army does not contain any other Space Marine Captains, Valedictorian
Options: A Scout Company Captain has all the options available to a Space
Scout Squads count as scoring units.
Marine Captain with the exception that he cannot take Artificer Armour,
Jump Pack or Terminator Armour. Command Squads may replace their
power armour for scout armour and infiltrate for no additional cost.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 12

ASTRAL CLAWS – CHAPTER MASTER LUGFT HURON HQ UNIT 235 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

ASTRAL CLAWS – CAPTAIN CORIEN SUMATRIS HQ UNIT 165 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

ASTRAL CLAWS – FORGE PATRIARCH ARMENNEUS VALTHEX HQ UNIT 145 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

BLACK TEMPLARS - CASTELLAN JACQUES DRACO HQ UNIT 150 POINTS

Special Rules
WS BS S T W I A LD Sv
• And They Shall Know No Fear
Jacques Draco 6 5 4 4 2 5 3 10 2+
• Eternal Warrior
Wargear • Independent Character
Unit Composition
• Chalcedon (+2 Strength Power Sword) • Rites of Battle
• 1 (Unique)
• Molay (Bolter always wounds on 2+)
Options: Castellan Draco may take a Command Squad but not a Terminator
Unit Type • Artificer Armour (2+ Save)
Command Squad.
• Infantry • Protection of St Solem (4+ Inv)
• Bionics and Crusader Seals Vow to the Emperor: Draco may purchase a Vow in the same manner as
• Frag and Krak Grenades the Emperor’s Champion. If this is done so, you may not include the
Emperor’s Champion in the army, Draco counts as the Champion instead.

BLOOD RAVENS – CAPTAIN RICARDO TORNERO HQ UNIT 185 POINTS

Special Rules
WS BS S T W I A LD Sv
Ricardo Tornero 6 5 4 4 3 5 3 10 3+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Independent Character
• Thunder Hammer • Rites of Battle (Codex SM pg 85)
• 1 (Unique)
• Power Armour
Unit Type • Storm Shield Options: As commander of the 4th Company, Captain Tornero may take a
• Infantry • Bolt Pistol Command Squad.
• Frag and Krak Grenades
Supernatural Counsel: Blood Ravens makes prodigious use of the chapter’s
Parry: Tornero can use his storm shield to disarm his foes; extensive librarium. As a result Librarians may be taken as Elite choices in a
he counts as being equipped with defensive grenades. Blood Ravens army led by Captain Tornero. Additionally, the Blood Ravens
army may choose to re‐roll any reserve rolls – even successful ones.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 13

CARCHARADON – BRAY’ARTH ASHMANTLE HQ UNIT ??? POINTS

SEE: IMPERIAL ARMOUR VOLUME TEN – THE BADAB WAR PART TWO

DARK ANGELS – MASTER SAMMAEL HQ UNIT 150 POINTS

Special Rules
WS BS S T W I A LD Sv
• Fearless
Master Sammael 6 5 4 4 2 5 3 10 3+
• Eternal Warrior
Wargear • Independent Character
Unit Composition
• Indignatus (+1 Strength Power Weapon) • Rites of Battle
• 1 (Unique)
• Storm Bolter
• Power Armour Options: Master Sammael is a skilled rider, having served in the Ravenwing
Unit Type decades earlier. He may exchange his Storm Bolter for a Space Marine Bike
• Infantry • Bolt Pistol
• Iron Halo for + 30 points.
• Frag and Krak Grenades
Fortified Defence: Sammael ensures those that fight with the 4th Company
are protected both spiritually and physically from attacks of the insidious.
As a result all Storm Shields confer a 3+ Invulnerable save against both
shooting and close combat attacks. Additionally, Dark Angels with And They
Shall Know No Fear gain the Stubborn special rule.
DARK ANGELS – MASTER GABRIEL HQ UNIT 135 POINTS

SEE: CODEX DARK ANGELS – COUNTS AS MASTER BELIAL BUT HAS A STRENGTH OF 5
DARK ANGELS – MASTER GIDEON HQ UNIT 195 POINTS

SEE: CODEX DARK ANGELS – COUNTS AS SAMMAEL, MASTER OF THE RAVENWING (MUST BE MOUNTED ON LANDSPEEDER)

EXECUTIONERS – CHAPTER MASTER ARKASH HAKKON HQ UNIT 210 POINTS

WS BS S T W I A LD Sv Special Rules
Arkash Hakkon 6 5 4 4 3 5 4 10 2+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Eternal Warrior
• Lifetaker – Relic Blade • Independent Character
• 1 (Unique)
• Artificer Armour • Honour of the Chapter (Codex SM pg 58)
Unit Type • Plasma Pistol
Options: As Chapter Master, Arkash Hakkon may take an Honour Guard Squad.
• Infantry • Frag and Krak Grenades
• Iron Halo Chapter Tactics: True scions of Rogal Dorn, if you include Arkash Hakkon then all units in your army exchange
the Combat Tactics special rule for the Stubborn special rule. If more than one character in your army has the
Lifetaker: The true lord of the Executioners wields the mighty
Chapter Tactics special rule you must choose which will apply.
black relic blade with a killing blow. All wounds caused by
Lifetaker cause instant death to their target.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 14

EXECUTIONERS – HIGH CHAPLAIN THULSA KANE HQ UNIT ??? POINTS

SEE: IMPERIAL ARMOUR VOLUME TEN – THE BADAB WAR PART TWO

EXORCISTS – TYBEROS THE RED WAKE HQ UNIT ??? POINTS

SEE: IMPERIAL ARMOUR VOLUME TEN – THE BADAB WAR PART TWO

FIRE ANGELS – CAPTAIN TARNUS VALE HQ UNIT 175 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

FIRE HAWKS – CHAPTER MASTER STIBOR LAzAEREK HQ UNIT 200 POINTS

WS BS S T W I A LD Sv Special Rules
Stibor Lazaerek 6 5 4 4 3 5 3 10 2+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Independent Character
• Animus Malorum • Liturgies of Battle (Codex SM pg 58)
• 1 (Unique)
• Power Sword
Unit Type • Terminator Armour Options: Stibor Lazaerek is a Chapter Master and may take an Honour Guard.
• Infantry • Iron Halo
Chapter Tactics: The Fire Hawks love murderous assaults and purging flame. If you include Stibor
Animus Malorum: An ancient relic taking the form of a skull whose eyes
Lazaerek then all units in your army lose the Combat Tactics special rule. Instead all flamers and heavy
blaze with light when its power is unleashed. In addition to counting as a
flamers in the army count as twin‐linked and Assault Squads and Vanguard veteran squads count as
Chapter Banner, the Animus Malorum may be used each Shooting Phase.
scoring units. If more than one character in your army has the Chapter Tactics special rule you must
When used a target unit within 12” must take a leadership test on 3d6. If
choose which will apply.
failed, the unit suffers a number of wounds equal to the amount the test was
failed by. No armour saves or cover saves may be taken.

FIRE HAWKS – KNIGHT CAPTAIN ELAM COURBRAY HQ UNIT 185 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

FIRE HAWKS – KNIGHT SERGEANT CENTURIUS VANGUARD VETERAN SQUAD UPGRADE

WS BS S T W I A LD Sv Wargear Special Rules


Centurius 5 4 4 4 2 4 2 10 3+ • Power Sword • And They Shall Know No Fear
• Storm Shield • Combat Tactics
Unit Composition
Unit Type • Power Armour • Heroic Intervention
One Vanguard Veteran squad with Jump • Jump Infantry • Jump Pack • Firefall (Centurius and his squad have the
Packs may replace its Sergeant with Centurius • Frag and Krak Grenades Counter Attack and Hit and Run special rules)
for no additional points cost.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 15

HOWLING GRIFFONS – LORD COMMANDER ESTEBAN ALVARO HQ UNIT 205 POINTS

Special Rules
WS BS S T W I A LD Sv
Esteban Alvaro 6 5 4 4 3 5 4 10 2+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Independent Character
• Gryphon’s Talons • Rites of Battle (Codex SM pg 85)
• 1 (Unique)
• Terminator Armour
Unit Type • Iron Halo Options: Esteban Alvaro is a Chapter Master and may take an Honour Guard.
• Infantry Gryphon’s Talons: Exquisite clawed gauntlets presented by the
Chapter Tactics: Exemplar of courage and heroism, if you include Esteban Alvaro then all units in your
Mechanicum after the chapter defended their Forge World from Ork
army exchange the Combat Tactics special rule for the Counter Attack special rule. If more than one
predations. The Gryphon’s Talons are a pair of Lightning Claws that increase
character in your army has the Chapter Tactics special rule you must choose which will apply.
Alvaro’s Strength to 5 and incorporate an auxiliary grenade launcher.

HOWLING GRIFFONS – CHAPLAIN DREADNOUGHT TITUS HQ UNIT 205 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

HOWLING GRIFFONS – LORD CAPTAIN DURANE VARGAS HQ UNIT 160 POINTS

Special Rules
WS BS S T W I A LD Sv
Durane Vargas 6 5 4 4 3 5 3 10 3+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Independent Character
• Power Fist • Tank Hunter (also applies to any squad he joins).
• 1 (Unique)
• Power Armour • Reserve Company (Devastator) ‐ Devastator Squads may be included as Elite Choices and/or as
Unit Type • Iron Halo Heavy Support choices. If the army does not contain any other
• Infantry • Signum Space Marine Captains, Devastator Squads count as scoring units.
• Storm Bolter with Auxiliary Grenade Launcher
• Frag Grenades and Melta Bombs Chapter Tactics: Lord Captain of the Howling Griffons Devastator reserve company, if you include
Durane Vargas then all units in your army exchange the Combat Tactics special rule for the Counter
Options: Durane Vargas is Captain of the Ninth Company and may take a Attack special rule. If more than one character in your army has the Chapter Tactics special rule you
Command Squad. must choose which will apply.

LAMENTERS – CHAPTER MASTER MALAKIM PHOROS HQ UNIT 175 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

MANTIS WARRIORS – MASTER LIBRARIAN AHAzRA REDTH HQ UNIT ??? POINTS

SEE: IMPERIAL ARMOUR VOLUME TEN – THE BADAB WAR PART TWO
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MANTIS WARRIORS – CHAPTER MASTER SARTAQ HQ UNIT 215 POINTS

Special Rules
WS BS S T W I A LD Sv
Sartaq 6 5 4 4 3 5 3 10 2+ • And They Shall Know No Fear
• Combat Tactics
Unit Composition
Wargear • Independent Character
• Relic Blade • Orbital Bombardment
• 1 (Unique)
• Storm Bolter • Hit and Run & Stealth (applies to squad he leads)
Unit Type • Artificer Armour
• Iron Halo Mantis Lord: Sartaq is masters of the surprise attack in part due to his prodigious use of the chapter’s
• Infantry extensive librarium. As a result army may choose to re‐roll any reserve rolls – even successful ones.
• Frag and Krak Grenades
Furthermore Sartaq may re‐roll the dice to Seize the Initiative.
Options: Sartaq is a Chapter Master and may take an Honour Guard. Chapter Tactics: Patient and cunning, if you include Sartaq then all units in your army exchange the
Combat Tactics special rule for the Infiltrate special rule. If more than one character in your army has the
Chapter Tactics special rule you must choose which will apply.
MARINES ERRANT – LIEUTENANT COMMANDER ANTON NARVAEz HQ UNIT 135 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE
MINOTAURS – CHAPTER MASTER ASTERION MOLOC HQ UNIT 200 POINTS

Special Rules
WS BS S T W I A LD Sv
Asterion Moloc 6 5 4 4 3 5 4 10 2+ • And They Shall Know No Fear
• Independent Character
Unit Composition
Wargear • Combat Tactics
• Wrath & Judgement • Furious Charge (applies to squad he leads)
• 1 (Unique)
• Terminator Armour
Unit Type • Iron Halo Options: Asterion Moloc is a Chapter Master and may take an Honour Guard.
• Infantry
Wrath and Judgement: These paired brass blades crackle with terrible Chapter Tactics: Brutal and determined, if you include Asterion Moloc then all units in your army
energy. It is said that once the blades have been drawn against a foe, the exchange the Combat Tactics special rule for the Preferred Enemy (Space Marines) special rule. If
chapter will destroy them without parlay or quarter. The weapons count as more than one character in your army has the Chapter Tactics special rule you must choose which will
two power swords with the rending special rule. apply. Preferred Enemy (Space Marines) also applies to Chaos Space Marines.
MINOTAURS – CHAPLAIN IVANUS ENKOMI HQ UNIT ??? POINTS

SEE: IMPERIAL ARMOUR VOLUME TEN – THE BADAB WAR PART TWO
NOVAMARINES – CAPTAIN MORDACI BLAYLOCK HQ UNIT 195 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE
RAPTORS – CHAPTER MASTER LIAS ISSODON HQ UNIT 140 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 17

RAVEN GUARD – SHADOW CAPTAIN KORVYDAE HQ UNIT 155 POINTS

SEE: IMPERIAL ARMOUR VOLUME EIGHT – RAID ON KASTOREL‐NOVEM


RED SCORPIONS – LORD COMMANDER VERANT ORTYS HQ UNIT 215 POINTS

COUNTS AS LORD COMMANDER CARAB CULLN SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE
RED SCORPIONS – COMMANDER CARAB CULLN HQ UNIT 170 POINTS

WS BS S T W I A LD Sv Special Rules
Carab Culln 6 5 4 4 3 5 4 10 2+ • And They Shall Know No Fear
Wargear • Combat Tactics
Unit Composition • Eternal Warrior
• Master Crafted Power Sword
• 1 (Unique) • Independent Character
• Terminator Armour
• Storm Bolter • Chapter Tactics: See Imperial Armour Volume Nine Page 167.
Unit Type
• Infantry • Iron Halo Options: As Captain of the 1st Company, Carab Culln may take a Command Squad.

RED SCORPIONS – MAGISTER SEVRIN LOTH HQ UNIT 205 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE
SALAMANDERS – CHIEF LIBRARIAN VEL’CONA HQ UNIT 200 POINTS

Special Rules
WS BS S T W I A LD Sv
• And They Shall Know No Fear
Vel’Cona 5 4 4 4 2 4 3 10 2+
• Independent Character
Wargear • Combat Tactics
Unit Composition
• Firewyrm (Master Crafted Force Weapon) • Psyker
• 1 (Unique)
• Combi‐Melta • Chief Librarian (Counts as an Epistolary and knows all the Psychic Powers available
Unit Type • Terminator Armour to Space Marine Librarians see Codex SM pg 57)
• Infantry • Psychic Hood Chapter Tactics: If you include Chief Librarian Vel’Cona then all units in your army lose the Combat Tactics special
• Mantle of the Salamander (gives Eternal Warrior) 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.

RED SCORPIONS – MAGISTER SEVRIN LOTH HQ UNIT 205 POINTS

SEE: IMPERIAL ARMOUR VOLUME NINE – THE BADAB WAR PART ONE

SONS OF MEDUSA – IRON THANE VAYLUND CAL HQ UNIT ??? POINTS

SEE: IMPERIAL ARMOUR VOLUME TEN – THE BADAB WAR PART TWO
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 18

SONS OF MEDUSA – IRON FATHER GILAG MESH HQ UNIT 150 POINTS

Special Rules
WS BS S T W I A LD Sv
• And They Shall Know No Fear
Gilag Mesh 5 5 4 5 2 5 3 10 2+
• Feel No Pain
Wargear • Independent Character
Unit Composition
• Axe of the Gorgon (Relic Blade) • Blessing of the Omnissiah (Codex SM pg 71)
• 1 (Unique)
• Master Crafted Combi‐Melta • Lord of the Armoury (Codex SM pg 133)
Unit Type • Artificer Armour (2+ Save) Chapter Tactics: The Sons of Medusa replace damaged flesh with the finest bionics the Iron Fathers can fashion.
• Infantry • Mechanicum Protectivum(4+ Inv) If you include Iron Father Gilag Mesh then all units in your army exchange the Combat Tactics special rule for
• Servo Harness the Feel No Pain (6+) special rule. If more than one character in your army has the Chapter Tactics special rule
• Frag and Krak Grenades you must choose which will apply.

SPACE WOLVES – WOLF LORD DURFAST SPIRITWOLF HQ UNIT 175 POINTS

WS BS S T W I A LD Sv
Special Rules
Durfast Spiritwolf 6 5 4 4 3 5 4 10 3+
• And They Shall Know No Fear
Wargear • Independent Character
Unit Composition
• Frost Axe • Acute Senses
• 1 (Unique)
• Power Armour • Counter Attack
• Frag and Krak Grenades • Infiltrate (applies to a unit of non‐Terminator Wolf Guard he leads)
Unit Type
• Storm Shield • Saga of the Hunter
• Infantry
• Wolf Tooth Necklace

STAR PHANTOMS – CAPTAIN z HRUKHAL ANDROCLES HQ UNIT ??? POINTS

SEE: IMPERIAL ARMOUR VOLUME TEN – THE BADAB WAR PART TWO

ULTRAMARINES – CAPTAIN ORION PRIMUS HQ UNIT 175 POINTS

WS BS S T W I A LD Sv
Special Rules
Orion Primus 6 5 4 4 3 5 3 10 3+
• And They Shall Know No Fear
Unit Composition
Wargear • Combat Tactics
• Pax (+1 Strength Power Axe) • Inspiring Presence (counts as a Chapter Banner)
• 1 (Unique)
• Artificer Armour • Independent Character
Unit Type • Storm Bolter
• Infantry • Bolt Pistol Options: As commander of the 5th Company, Captain Primus may take a
• Frag and Krak Grenades Command Squad.
• Iron Halo
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IMPERIUM SUB-FACTION: CULT MECHANICUS


The Quest for Knowledge is the driving mission of the Adeptus Mechanicus. The quest consists of research and exploration, but ultimately the focus of the quest is on the recovery of a
working Standard Template Construct system. The purpose of the many exploratory missions is the recovery of STC knowledge.

For thousands of years the Tech‐priests have pursued all information about the STC. To the Mechanicus, it is
their lost bible. Any information on the STC including the scraps of knowledge recorded on hard copy designs
are sought out and kept as holy texts. No functional STC systems have ever been recovered. The STC survives
only as print‐outs, some of which are many thousands of years old. Although considered the most reliable,
there are very few first generation print‐outs, and these are regarded as the most sacred of texts.

Through the Tech‐priests' efforts much has been recovered or reconstructed through comparison of
copies, although preserved knowledge of the most advanced technology eludes the Adeptus Mechanicus.
Most of the early colonists' needs were simple and very few would have bothered to preserve the more
theoretical and advanced technological information the STC contained.

In the Age of the Emperor, during the Horus Heresy, this quest led fully half of the Mechanicum to secede
from the rule of Terra. This new, Dark Mechanicum included including the Fabricator General himself and
their subsequent diaspora from Mars and the Mechanicum caused many secrets of the Omnissiah to be
lost. The Maelstrom, like the Eye of Terror, has proven to be a place of exile for many acolytes of the Dark
Mechanicum and where the Maelstrom harbours them it also harbours their secrets…

SERVANTS OF THE OMNISSIAH


When choosing a Cult Mechanicus army you are free to use any of the units, including named characters,
found in the Cult Mechanicus Codex available to download from the Tempus Fugitives website.

“The universe is not like a puzzle‐box that you can take apart and put back together again
and so solve its secrets. It is a shifting uncertain thing which changes as you consider it,
which is changed by the very act of observation. A powerful man is not a man who dissects
the universe like a puzzle‐box, examining it piece by piece and measuring each piece with
scientific precision. A powerful man has only to look upon the universe to change it.”
‐ Technomagos Gaelos
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 20

FACTION: THE FORCES OF CHAOS The Forces of Chaos are wide ranging but all draw their power and direction from
the Warp. Also known as the Immaterium, the Warp is an alternate dimension of
purely psychic energy that echoes and underlies the familiar four dimensions of the
material universe. It is the source of all psychic powers and known instances of so‐
called "sorcery" and the home dimension of the Chaos Gods and their myriad
daemonic servants

The Forces of Chaos are driven to achieve the myriad schemes and whims of the
Dark Gods of Chaos and in doing so corrupt all they encounter. From the towering
fallen astartes of the Chaos Legions to the turncoats of the Traitor Guard to the
scrofulous hordes of the mutants and degenerates that flock to their banner, the
true strength of Chaos is its ability to turn the best of those who oppose it against
themselves.

The systems around the Maelstrom represent familiar ground to the Forces of
Chaos and the armies loyal to the eight‐pointed star are already at an advantage as
seemingly loyal worlds or known quantities suddenly boil over into madness and
shadow. The Forces of Chaos act seemingly at random but nothing happens by
chance and all the skirmishes around the Maelstrom seem to be building towards
some as yet unrevealed final act of dread.

When choosing an army to fight for the Forces of Chaos, you must use one of the
Chaos Sub‐Faction lists on the following pages. In all cases the most recent edition of
the army Codex will be used. These are the only armies permitted in this Faction
during the weekend. If you have any further questions regarding army selection,
please contact the event organisers before the weekend and check the forums at
www.tempusfugitives.co.uk.

The published Codices used in this campaign for the Forces of Chaos are: Codex
Chaos Daemons, Codex Chaos Space Marines and Codex Imperial Guard. All
supplementary rules to your Codex can be found in this pack.

There are several units which may be taken by the Forces of Chaos during the Into the Maelstrom campaign. They are detailed on the following pages and are considered fully
usable for this campaign weekend. However, they are not to be considered official in any way outside of the Into the Maelstrom campaign weekend. Where a unit is restricted to
one army, it is clearly indicated in the unit entry.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 21

CHAOS SUB-FACTION: CHAOS DAEMONS


The Dark Gods of Chaos rule supreme throughout the Warp. The Maelstrom, as a major portal between Warpspace and the mortal realm is a constant battleground for the right to
rule it. Fuelled by the Maelstrom itself, the Chaos Daemons are in infinite supply, but their very existence becomes intangible beyond the edge of that nexus and as such usually only
those worlds unfortunate enough to orbit within are assailable by the Daemons.
A Daemon is an intelligent entity of the Warp and the greatest servants of the Chaos Gods. They are created
at the whim of a Chaos God from a fraction of the God's own power and act as an extension of its will. A
daemon's appearance and intrinsic character reflect the God's own nature. Being an intelligent entity of the
Warp, a daemon cannot exist for long periods of time in real space, any more than a mortal can survive
unprotected in Warpspace. There are a few ways a daemon can breach the walls separating the Warp from
real space and gain entry into the mortal universe.
In order to enter real space in greater numbers, daemons need to use Warp rifts. These are
breaches in the fabric of reality such as the Maelstrom. At times a daemon can possess a mortal and
turn him or her into a portal through which whole daemonic hosts can pass. These daemonic
incursions can taint real space severely, often twisting and reshaping whole planets until they are
lost into the Warp and turned into Daemon Worlds. It is not surprising that the Grey Knights chapter
and the Daemonhunters of the Ordo Malleus, are granted unlimited resources and political power
by the Imperium to deal with such threats.

LEGIONS OF THE CHAOS DAEMONS


When choosing a Chaos Daemons army you are free to use any of the units, including named
characters, found in the Chaos Daemons Codex.

POWER OF THE MAELSTROM


Daemons in all their forms are noticeably more stable in the Maelstrom Zone; such is the
multitude of coruscating energy that boils from the tides within. Before the battle begins, place a
warp rift marker (the Vortex Grenade marker from Apocalypse is the right size) in the centre of the
board. It scatters 3d6” in a random direction. Any Daemon units held in reserve may deploy from
the portal exactly as though coming on from a table edge. The portal counts as a daemonic icon, is
impassable terrain, cannot be destroyed and is removed from play at the end of the fourth turn.
Any enemy model coming into base contact with the portal is instantly destroyed.

"Don't you see? My Master cares not which of the Great Powers of Chaos you serve. In the
end, aren't the followers of the Blood God changing valiant warriors into headless
corpses? Aren't the worshippers of the Lord of Flies changing strong, healthy bodies into
rotting, diseased carcasses? Aren't the disciples of the Dark Prince changing stern,
steadfast heroes into slaves to their own sense? Chaos is a struggle to change, you must
agree. Change rules all." ‐ Amon 'Chakai
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 22

CHAOS SUB-FACTION: CHAOS SPACE MARINES


Once Chaos Space Marines were loyal warriors of the Imperium who fought for the glory of Mankind. Now
though, they are vile traitors who have forsaken their oaths of loyalty and turned against humanity. The Chaos
Space Marines are numbered among the most grievous enemies of mankind, loyal only to the Dark Gods of
Chaos, and themselves. Relentlessly the Chaos Space Marines attack the Imperium, seeking dark glories and
personal gain at every turn. Each of the warbands and Legions around the Maelstrom has its own colour scheme,
insignia and tales of treachery that stretch back, in some cases, to the Age of the Emperor some ten millennia
ago. Command the Chaos Space Marines and strike out across the worlds of the Maelstrom. Death to the False
Emperor!

LORDS OF THE CHAOS SPACE MARINES


When choosing a Chaos Space Marine warband you are free to use any of the Legions listed below
or one of your own invention. There are advantages to taking a known Legion as such fighting forces
are led by some of the most legendary warriors ever to set foot on the worlds around the
Maelstrom. Below are listed the Legions who were present during the Into the Maelstrom campaign
along with any legendary units that fought with them. You may only include named characters in an
army of their own Legion.
Alpha Legion – “Alpharius”, Operatives Cell
Iron Warriors – Castlemayn Forrix, Thunderstrike Assault Gun
Night Lords – Krieg Acerbus, Screaming Sculpture
Word Bearers – Coryphaus Jarulek, Dark Altar

“If a man dedicates his life to good deeds and the welfare of others, he
will die unthanked and unremembered. If he exercises his genius
bringing misery and death to billions, his name will echo through the
millennia for a hundred lifetimes. Infamy is always more preferable to
ignominy.”
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 23

CHAOS SPACE MARINES – CHAOS MARAUDER SQUADS TROOPS UNIT 100 POINTS
Chaos Marauders represent the beginning of the journey for
WS BS S T W I A LD Sv
Chaos Space Marines. Unlike Imperial chapters with their long
Aspiring Champion 4 4 4 4 1 4 2 10 3+ established traditions of recruitment and training, the Chaos
Marauder 4 3 4 3 1 4 1 8 4+ Legions and chapters must rely on an even older tradition –
Squad Composition Options survival of the fittest.
• 10 Marauders • May include up to fifteen additional Marauders at +10 points per model
Chaos Marauders are warriors who have been drawn to the
Unit Type • One model may be upgraded to an Aspiring Champion for +15 points. The Aspiring service of the Chaos Space Marines (not always by choice). They
• Infantry Champion wears power armour and may replace his close combat weapon with a power fight alongside the astartes on countless warzones, receiving
weapon for +15 points or a power fist for +25 points. The Aspiring Champion may replace precious gifts of geneseed and genetic manipulation for their
Wargear
his bolt pistol with a plasma pistol for +15. He may take melta bombs for +5 points. loyalty. Over the decades they become more like the chaos
• Marauder Armour (4+ Save)
• Bolt Pistol • Any of the squad may replace their Bolt Pistol with a Combat Shotgun for free. marines they serve until finally one of their masters falls in battle
• Close Combat Weapon (Range 18” Str 4 AP 5 Assault 2) and then, after slaying anyone else who would lay claim to it, the
Marauder dons the armour of the dead marine and takes his
• Frag and Krak Grenades
Two Marauders may replace their Bolt Pistol with a Flamer for +5 points; a Melta Gun for +10 place in the ranks of the gods of war.
pts or a Plasma Pistol +15 pts.
Icon: One Marauder may carry one of the following Icons:
Special Rules • Chaos Glory +10 points
• Scout • Slaanesh +20 points
• Move Through Cover • Tzeentch +30 points
• Khorne +40 points
Transport: May purchase a Chaos Rhino dedicated transport. • Nurgle +50 points

CHAOS SPACE MARINES – CHAMPION OF DARK GLORY UNIT UPGRADE +60 POINTS

WS BS S T W I A LD Sv Special Rules Although Abaddon is the Warmaster of Chaos, there are others
• Fearless (applies to unit) within the ranks of the Chaos Space Marines who have been
Champion of Dark Glory 5 4 4 5 2 5 3 10 X
• Eternal Warrior anointed by the four fell powers as a Champion of Dark Glory. It is
Wargear • Blessing of the Dark Gods clear when an individual is touched in such a way as his body swells
Unit Composition: A single
Aspiring Champion, Biker • As given to existing model. Their armour save remains • Marks of Khorne, Nurgle, Tzeentch and with tainted potency and his soul radiates its dark glory for all to
as before, but the Mark of Tzeentch will either give Slaanesh. (Bonuses already included in see.
Champion or Terminator
Champion may be replaced them a 5+ Invulnerable Save or a 4+ Invulnerable if they profile).
with the Champion of Dark were a Terminator Champion.
Glory

Unit Type
As existing model
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ALPHA LEGION – “ALPHARIUS” HQ UNIT 200 POINTS

I’m Alpharius: Alpharius does not start play like a normal unit. Instead, at the start of any friendly turn, the
WS BS S T W I A LD Sv
Alpha Legion player may declare that any friendly Alpha Legion infantry model on the table is in fact Alpharius.
“Alpharius” 7 5 5 5 4 5 5 10 ?
This decision does not need to be made beforehand and the model chosen can have suffered wounds and be
Wargear engaged in assault. Immediately replace the selected model with a model representing Alpharius. Replaced
Unit Composition
As base model models count as slain. The model now has the exact profile indicated here and even though wounds may have
• 1 (Unique)
Personal Icon been suffered or other abilities impaired they are immediately restored. Weapons, armour and other wargear
are those of the model Alpharius has replaced (so choose carefully!) but all special rules are replaced by the
Unit Type
Special Rules special rules presented here.
• Infantry
• Fearless
Cell Objective: Once the mission has been determined, roll again for the mission on page 91 of the 5th Edition
• Eternal Warrior
Warhammer 40,000 rulebook. This additional mission is worth an extra campaign point if the Alpha Legion
• Feel No Pain
Player completes it by the end of the game. If the mission generated is the same as the main mission, then the
• Independent Character
Alpha Legion player gains two extra campaign points for completing the main mission.

ALPHA LEGION – OPERATIVES CELL TROOPS UNIT 80 POINTS


The Alpha Legion makes a habit of recruiting non‐Astartes
WS BS S T W I A LD Sv specialists in every theatre and campaign they enter. These
Operative Sergeant 3 4 3 3 1 3 2 9 4+ operatives often remained in their original position, ready to
Operative 3 4 3 3 1 3 1 8 4+ respond to Alpha Legion commands. Operatives are tattooed
with a small hydra symbol.
Squad Composition Options
• 1 Operative Sergeant and 4 Operatives • May include up to five additional Operatives at +16 points per model Special Rules
• Fearless
Unit Type: Infantry • The Operative Sergeant may exchange his Hot‐Shot Las‐gun for a Hot‐Shot Las‐pistol and • Scout
Wargear close combat weapon for no extra points or a Bolt Pistol and Power Weapon for +5 points. • Move Through Cover
• Hot Shot Las‐gun ( Codex: IG pg 46 ) • Any of the squad may replace their Hot‐Shot Las‐gun with a Combat Shotgun (Range 18” Str
Dedicated Transport: May purchase a Valkyrie
• Carapace Armour (4+ Save) 4 AP 5 Assault 2) or Sniper Rifle for free.
(Codex:IG pg 56) or if the squad numbers five models it
• Frag and Krak Grenades
• Up to two Operatives may replace their Hot‐Shot Las‐guns with a Flamer or Grenade may take a Landspeeder Storm (Codex: SM pg 75) for
• Melta Bombs (Sergeant only) Launcher for free or Melta Gun for +5 pts or a Plasma Gun +10 pts. +60 points. The Storm is BS 4.

IRON WARRIORS – CASTLEMAYN FORRIX HQ UNIT 200 POINTS

Special Rules Hammer and Shield: Iron Warrior Chaos Terminators may replace their twin‐linked
WS BS S T W I A LD Sv
• Fearless bolt guns and power weapons with a Thunder Hammer and a Storm Shield for +15
Castlemayn Forrix 6 5 5 4 3 5 4 10 3+
• Independent points per model. Rules can be found in Codex Space Marines.
Wargear Character
Unit Composition Siege Master: All Iron Warrior vehicles may be given Siege Shields for +10 points
1 (Unique) • Power Armour • Eternal Warrior
each (see Codex Space Marines).
• Power Fist • 4+ Invulnerable Save
Unit Type • Power Axe • Tank Hunter
Iron Within, Iron Without: The army may include up to three Ironclad
Infantry • 2 Servo Arms (see Codex Space Marines) (applies to squad)
Dreadnoughts from Codex Space Marines as Heavy Support Choices. The Ironclad
Dreadnoughts may be given upgrades from Codex Chaos Space Marines.
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IRON WARRIORS – THUNDERSTRIKE ASSAULT GUN HEAVY SUPPORT UNIT 160 POINTS EACH

BS FRONT SIDE REAR Thunderstrike Cannon Thunderstrike Assault Guns are iconic
Thunderstrike 2 12 12 10 A quad barrelled artillery piece commonly mounted on a Rhino vehicles from the Iron Warrior’s
chassis, each turn each Thunderstrike Cannon in the squadron may arsenal. Not as accurate as other
Squadron Composition be fired in one of three ways. The reduced BS of the vehicle weapons employed by the siege
1 – 3 Thunderstrike Assault Guns represents the indiscriminate nature of the weapon. masters, they are still ideally suited for
Vehicle Type: Open Topped Perturabo’s attitude to warfare.
Conqueror Rounds
Transport Capacity: none Range: 72" Strength: 6 AP: 4 Type: Heavy 12 Options: May take Extra Armour for
+15 points
Wargear Infernus Rounds
Thunderstrike Cannon Range: 72" Strength: 5 AP: 4 Type: Heavy 12, Ignore Cover Saves
Searchlight Contemptor Rounds
Smoke Launchers Range: 72" Strength: 8 AP: 1 Type: Heavy 4

NIGHT LORDS – KRIEG ACERBUS HQ UNIT 200 POINTS

Special Rules Death From Above: Krieg believes in victory achieved from
WS BS S T W I A LD Sv
• Fearless a swarm of assault troops descending on the enemy,
Krieg Acerbus 6 5 4 5 3 5 4 10 3+
• Independent Character regardless of casualties. Night Lord Raptors count as
Unit Composition
Wargear • 4+ Invulnerable Save Troops choices in armies including Krieg Acerbus.
1 (Unique) • Power Armour • Furious Charge
• Dread Axe (Rending, Ignores Invulnerable Saves) (applies to squad he leads) Fear the Night: If you include Krieg Acerbus then all Night
Unit Type • Bolt Pistol Lord units in your army gain the Acute Senses and Stealth
• Frag and Krak Grenades universal special rules. The first turn is always a Night Fight
Infantry
• Jump Pack

NIGHT LORDS – SCREAMING SCULPTURES HEAVY SUPPORT UNIT 70 POINTS EACH

BS FRONT SIDE REAR Special Rules Screaming Sculpture Drop Pods are used by the Night Lords to sow
Screaming Sculpture 0 12 12 12 • Inertial Guidance System(Codex: SM pg 69) misery and fear amongst their foes. The Night Lords make use of
• Immobile (Codex: SM pg 69) almost all of their prisoners in this fashion. The prisoners find it
Unit Composition • Drop Pod Assault (Codex: SM pg 69) strange when these terrifying warriors keep them fed and healthy,
1 – 3 Screaming Sculpture Drop Pods • Screaming Sculptures loading them into the drop pods aboard their strike cruisers. It is
Vehicle Type: Open Topped only when the pod lands and the razor sharp blades punch
Screaming Sculptures: Each drop pod is deployed separately and acts through their limbs and intestines that the prisoners finally learn
Transport Capacity: none as a separate unit in all cases. Once the pod lands its unfortunate of their true purpose. The Pod doors swing outwards and the
occupants begin to scream. All enemy units within 18” suffer a ‐1 impaled prisoners are hoisted up by pneumatic pistons so that
Wargear Leadership Penalty. Those within 12” suffer a ‐2 leadership modifier their agonising screams are projected by vox casters across the
Chaos Icon and those within 6” suffer a ‐3 modifier. This penalty is not battlefield. Medication and stimulants injected into the prisoners
Screaming Sculptures cumulative. A weapon destroyed result destroys all sculptures. ensure that by the time they finally expire, the battle has long
been won by the Night Lords.
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WORD BEARERS – CORYPHAUS JARULEK HQ UNIT 180 POINTS

Special Rules
WS BS S T W I A LD Sv
• Fearless
Jarulek 6 5 4 4 3 5 4 10 3+
• Blessing of True Faith (4+ Invulnerable Save)
Unit Composition Wargear • Word of Lorgar (Jarulek and any unit he joins have Preferred Enemy)
1 (Unique) • Dark Crozius (+1 Str Power Weapon) • Independent Character
• Power Armour
Unit Type • Plasma Pistol Coryphaus
Infantry • Frag and Krak Grenades As the Coryphaus to Kor Phaeron, Jarulek spreads the word of the power of the
Dark Gods alongside his master. At the start of each Word Bearer turn Jarulek may
Cultists: A Word Bearers army including Jarulek may include 0‐3 units of Conscripts invoke the protection of the Dark Gods on a single friendly unit within 12”. The unit
chosen from Codex Imperial Guard at +80 points each. They are Troop choices but receives an invulnerable 5+ save. This ability lasts until the start of the next Word
do not use any force organisation slots. They never count as Scoring units. Bearer turn.

WORD BEARERS – DARK ALTAR HEAVY SUPPORT UNIT 100 POINTS

BS FRONT SIDE REAR Dark Altars are erected as instructed in the Book of The Gods Are Displeased! – d6 models immediately transform into mewling
Lorgar. Dedicated to the Chaos Gods these shrines focus 2 spawn‐things which quickly perish and are destroyed. May not be re‐rolled!
Dark Altar 4 13 13 10
the power of the gods and imbue the faithful with their 3 Vorpal Blades: Rending close combat attacks
Unit Composition glorious energy. Some are found to be less worthy than at
4 Hellish Vigour: +1 Str
1 Dark Altar first appeared and these miserable creatures find that the
wrath of the gods is just as sudden and transforming as 5 Warp Speed: +1 Initiative
Vehicle Type: Open Topped their favour… 6 Daemonic Command: Leadership 10
Shrine to the Gods. In the Shooting Phase, the Dark Altar 7 The Gods are Busy: No Noticeable Effect
Transport Capacity: none
may be called on to grant a small portion of the power of 8 Tentacle limbs: +1 Attacks
Chaos on a selected infantry unit within 18” The unit
Special Rules
cannot be an Independent Character. Choose a unit, roll
9 Warp Shield: +1 to the units Invulnerable save
Lumbering (may move 6” each turn) 10 Regeneration: Feel No Pain
2d6 and consult the chart.
Shrine of the Gods
11 Iron Skin: +1 Toughness
Duplicate results or results that cannot be applied are re‐
Wargear rolled. The result of the re‐roll must be applied, even if it is The Gods Are Displeased! – d6 models immediately transform into mewling
12 spawn‐things which quickly perish and are destroyed. May not be re‐rolled!
Pintle mounted Twin Linked Boltgun worse. The results apply for the duration of the battle.

Appearance: The shrine should be modelled with a few attendant worshippers and sacrifices that fire the weapons and move the altar as
needed, though they take no direct part in the game.
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CHAOS SUB-FACTION: SOUL FORGE


In the Formless wastes of the Realm of Chaos there is a place that is perpetually cloaked in a pall of black, oily fumes, rank with the acrid
stench of forbidden metallurgy, dominated by a cacophony of strident grinding and the wailing of uncountable tortured spirits. This
accursed place is known as the Forge of Souls, where the blind, ever‐mutating Daemon craftsmen of Chaos eternally hammer at their
creations in cyclopean smitheries.

The black fires of these cavernous laboratories are fuelled by the souls of the damned and kept roaring by colossal
screaming bellows, manned by legions of semi‐sentient nightmare creatures. From the dark bowels of the Forge of Souls
come all manner of hideous and unholy weapons. By means of the perverse technologies of the artisans of the Dark
Mechanicum, daemonic energies are fused with arcane metals to create great jagged blades, weeping swords, barbed
steel whips and other potent weapons and talismans, to be used by the Daemons in their eternal warfare. But much more
than these are the great Daemon engines and other possessed vehicles, like the mighty Battle Titans of the Legio Mortis,
or the rampaging Defilers created for the Traitor Legions.

In the ash plains outside the Forge of Souls battle never stops, as many amongst the higher ranks of Daemonhood
vie with each other and duel for the chance of being the one to fuse with the mechanical constructs. This is
because, unlike a possessed mortal body, these steel and ceramite shells can sustain a Daemon in the mortal
world for decades, even centuries. This fusion of the daemonic with the technological is the dark art at the heart
of the Soul Forge and all part of the Great Paradigm of the Dark Mechanicum.

MASTERS OF THE SOUL FORGE


When choosing a Soul Forge you are free to use any of the units, including named
characters, found in the Soul Forge Codex which is available from the Tempus
Fugitives website. The army may also include Brass Scorpions and Greater Brass
Scorpions in Super Heavy Spearheads from the Imperial Armour series of
expansions.

“The revelation of spirit when encountering the power


of Chaos is as freeing for the machine as it is for the
mortal mind. It is our duty to create this blessed state of
union.”
‐ Teachings of Gaiak Krustellam, Dark Magos
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CHAOS SUB-FACTION: TRAITORS & RENEGADES


In order to fulfil their own agendas, Champions of Chaos draw lesser Chaos followers to them. They form personal armies that can vary tremendously in size and strength. Often the
Champion is a powerful demagogue, traitor or Arch‐Heretic. In some cases it is even an Aspiring Champion ‐ a mighty Chaos Space Marine who has left his Legion or Chapter with his
retinue so that he may start his own warband and carve out his dominion in the galaxy. The vast bulk of the Traitors & Renegades stem from the twisted and zealous denizens of the
worlds around the Maelstrom. Gross mutants, fierce Beastmen and primitive tribesmen alike seek to fight on faraway worlds for the glory and benevolence of their masters. Among the
better armed and slightly saner troops are imperial outlaws: pirates, mercenaries, cultists and traitorous Imperial Guardsmen who have turned from their Emperor and fled from
imperial justice. Occasionally entire companies or even regiments of the Imperial Guard turn to Chaos, and take with them their vehicles and armoury. These traitors have not yet lost
their skills due to madness, forming a hardened and reliable core amongst the slavering hordes.

SLAVES TO DARKNESS
When choosing an army in this sub‐faction, it is important to decide beforehand how much conversion work you are willing to undertake.
It is perfectly acceptable to use an ‘off the shelf’ Imperial Guard army (minus a few unit choices) and declare yourself for Chaos. It is also
perfectly acceptable to begin scouring the Warhammer and Warhammer 40,000 ranges for suitable parts to create an eclectic mix of
mutants, aliens and Chaos Marines to fight alongside your Basilisks and Infantry Squads. The most themed force for this campaign
weekend would be to take a force allied to The Reborn and as such the majority of the additional rules and narrative will focus on them.
Below are listed the three main ways to represent the Traitors & Renegades who were present during the Into the Maelstrom campaign.
You may only include named characters that are permitted (specifically those available to the Renegades & Heretics and The Reborn).

Traitor Guard
Imperial Guard regiments that have recently betrayed their oath to the Imperium are known as Traitor Guard. Traitor Guard players may
use the standard army list found in Codex Imperial Guard but may not take Commissars or named characters. Traitor Guard armies may
not use any of the alternate Imperial Guard army lists found in Forgeworld’s Imperial Armour series of expansions. Traitor Guard armies
may include any units that may be taken by Imperial Guard that can be found in the Imperial Armour or Apocalypse series of expansions.

Renegades & Heretics


After several years in the service of the Dark Gods, a Traitor Guard army has evolved into a unique fighting force that although at a quick
glance could be mistaken for their original form, have now degenerated into something darker. Massive Chaos Astartes stride past
drooling plague zombies and braying herds of Beastmen while foul daemon‐engines are deployed alongside more familiar tanks and
artillery. Renegades & Heretics players may use any of the three army lists found Imperial Armour: The Siege of Vraks trilogy. Named
characters and units permitted the Renegades & Heretics lists are fully usable in the Into the Maelstrom campaign weekend.

The Reborn
Many worlds around the Maelstrom (particularly in the Cygnax region) have fallen to the predations of the Chaos warband
known as the Reborn. The Reborn have incorporated many planetary defence forces and militias into their growing army and
are the preeminent Chaos threat to the Imperium’s hold on Maelstrom. To include an army of The Reborn, players use the
Tyrant’s Legion armylist found in Imperial Armour 9: The Badab War Part One. The Tyrant’s Legion armylist makes reference to
characters and units that count as Space Marine units and where it does so, players instead use the units found overleaf.
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TYRANT OF THE REBORN – LORD DARKMOUNT HQ UNIT 235 POINTS

WS BS S T W I A LD Sv Special Rules
Straxxus Darkmount 6 5 4 4 3 5 4 10 2+ • Fearless
• Furious Charge (Applies to unit he joins)
Unit Composition
Wargear • Independent Character
• Ono Reborn • Personal Icon
• 1 (Unique)
• Renewal • Eternal Warrior
Unit Type • Terminator Armour
• Aura of the Reborn (3+ Invulnerable Save) Options: Straxxus Darkmount is a Chapter Master (albeit
• Infantry master of a traitorous one). As such you may include a unit of
Ono Reborn: This immense axe is the weapon of choice for the Tyrant of the Chaos Terminators chosen from Codex Chaos Space Marines.
Reborn. The Ono Reborn is a power weapon that re‐rolls failed to wound This unit does not count towards your Elite Choices.
rolls. Additionally, successful invulnerable saves against its attacks must be
re‐rolled. Redeemed in Bronze: The Reborn are often accompanied into battle by several Land Raiders
which appear to have been heavily modified to suit their beliefs. Any Land Raider in an army
Renewal: Spewing gouts of cleansing flame, the Tyrant of the Reborn purges including Lord Darkmount may be replaced with a Land Raider Redeemer from Codex Space
those unworthy of his gift and welcomes those who embrace it. Renewal is a Marines for no additional points cost. Instead of the Machine Spirit, the Land Raider Redeemer
Heavy Flamer that once per game may be fired at Strength 6 AP2. receives the Daemonic Possession upgrade for no additional cost. These vehicles may be given
further upgrades from the Chaos Space Marine Codex.

THE REBORN
Many of the units found in the Tyrant’s Legion list do not accurately reflect the Chaos Space Marine units of The Reborn that would be present in the army. As
such each reference to one of the following units in the Tyrant’s Legion list instead refers to the following units in an army of The Reborn.
TYRANT’S LEGION LIST NAME REBORN NAME REBORN RULES USED
Lugft Huron Straxxus Darkmount This page
Legion Centurion Reborn Centurion Imperial Armour Volume 9 pg 178
Corpse Taker Corpse Taker Imperial Armour Volume 9 pg 180
Legion Retaliator Squad Chaos Space Marine Chosen Codex Chaos Space Marines
Legion Space Marine Cohort Chaos Space Marine Squad Codex Chaos Space Marines
Space Marine Rhino Chaos Space Marine Rhino Codex Chaos Space Marines
Space Marine Razorback ‐ May not be included in an army of The Reborn
Legion Iron Hunter Squadron Chaos Space Marine Bikes Codex Chaos Space Marines
Legion Sentry Gun Battery Reborn Sentry Gun Battery Imperial Armour Volume 9 pg 188
Astral Claws Chapter Support Reborn Chapter Support Any Heavy Support Choices: Chaos Space Marine Codex
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FACTION: THE DARK ELDAR The Dark Eldar are pure evil in its most sickening and elemental
sense. Sadists and murders all, they infest the hidden city of
Commorragh, a hellish realm far from the eyes of mortal men. Their
lightning‐fast terror attacks upon realspace are legendary, for the
act of war gives them literal sustenance, prolonging their lives and
filling their slender frames with stolen energies until they can move
like quicksilver and shrug off bullet wounds with hollow laughter.

Dark Eldar are steeped in ancient and unnatural evil. They have
chosen this path for themselves and revel in their own cruelty,
drawing physical sustenance from the infliction of pain. What
happens to the captives they bring back to Commorragh is best left
undescribed. They are vain, devious and utterly self‐serving with no
respect for any living creatures, not even themselves.

The systems around the Maelstrom are easy prey for the Great
Kabals of the Dark Eldar. The Imperium cannot hope to be focussed
everywhere and it only takes for the moment a patrol ship to leave
a system for the skies to darken over the worlds and the raiders,
ravagers, razorwings and voidravens swoop in.

The Dark Eldar are effectively immortal and as such many of their
number made the systems surrounding the Maelstrom their
playthings long before mankind even emerged from caves.

When choosing an army to fight for the Dark Eldar 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 Dark
Eldar is: Codex Dark Eldar. All supplementary rules to your Codex can be found in this pack.

There are several units which may be taken by the armies of the Dark Eldar during the Into the Maelstrom campaign. They are detailed on the following pages and
are considered fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Into the Maelstrom campaign
weekend.
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DARK ELDAR – WARP HAG ELITE UNIT 120 POINTS

WS BS S T W I A LD Sv
Soul Shields ‐ Each time the Warp Hag casts a psychic power make a The fear of Slaanesh consuming their
Warp Hag 6 5 3 3 3 6 3 10 5+
psychic test. On a roll of any double d6 Slave Psykers have their souls and the risk of destruction to
Slave Psyker 2 2 3 3 1 3 1 3 ‐ souls consumed and are removed from play. The Warp Hag herself Commoragh is usually enough to steer
is immune to Perils of the Warp until she runs out of Slaves. At that Dark Eldar from developing their
Unit Composition Wargear point she quite sensibly ceases to use her psychic talent and retires prodigious psychic talent (as all Eldar
• 1 Warp Hag • Ghostplate Armour (Hag only) from the battlefield (remove her from play). At that point the unit have). But a few exceptionally powerful
• 9 Slave Psykers • Splinter Pistol (Hag only) counts as destroyed. psykers seek alternative methods to
• Agoniser (Hag only) bring their talents to further their
Unit Type Psyker – May cast one of the following each shooting phase. Each Kabal’s goals. Surrounding themselves
Infantry Special Rules power counts as an Assault weapon: with enslaved psykers and binding their
• Fearless (what terrors can death hold?) souls to hers prior to battle ensures that
• Soul Shields Mind Lash: Range 24” Str 8 Ap 1 Causes Instant Death any unwanted attention from the Great
• Psyker Black Horror: Range 24” Str 6 Ap 4 Large Blast Enemy is directed at her them rather
• Night Vision than on the Hag herself.
Despair: All enemy models within 24” ‐2 Ld
• Power From Pain
Options
Dedicated Transport
• May include up to ten additional Slave Psykers at +5 points per
May select a Raider for +60 points.
model.

DARK ELDAR – URENOMOS: FLENSE ENGINE HEAVY SUPPORT UNIT 180 POINTS

WS BS S T W I A LD Sv
Special Rules A much dreaded Haemonculus
Urenomos 4 3 7 7 5 4 5 10 3+
• Night Vision warmachine. The Urenomos is
Wargear • Power From Pain only encountered in significant
Unit Composition
• Armoured Carapace • Fearless numbers near the Maelstrom
• 1
• Four Close Combat Weapon • Absorption Zone. Hovering close to the
(attacks already included in profile) ground, its four foul bewebbed
Unit Type
• Four Flensing Shrouds Absorption: In combat, the Urenomos can regenerate damage sustained arms twitch constantly as it
• Monstrous Creature scours the battlefield looking for
• Two Twin‐Linked Liquefier Guns earlier in the battle by absorbing material (both organic and otherwise)
from its foes. At the end of each assault phase, roll a D6 for each wound the wounded and the weak to
Flensing Shrouds: These razor‐sharp nets hang under the caused by the Urenomos in combat that turn. Each roll of a 6 regenerates it strip of flesh and other materials.
arms of the Urenomos slashing at all who come into a single wound. The Flense Engine cannot regain more wounds than it In aspect it resembles a mantis‐
contact with them. But their true horror lies in their effect started the battle with and cannot attempt to regenerate damage if it has like machine with large writhing
on their victims after death. Each shroud acts as a soul‐ been destroyed in the combat. sacks protruding under its shell
ensnaring web which moans and shrieks with the promise which speak of its grisly purpose.
of further torment yet to be inflicted. In battle each Shroud
counts as a Casket of Flensing.
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DARK ELDAR SUB-FACTION: HARLEQUINS


The Harlequins are an Eldar warrior elite that draw no delineation between art and war. Each pinpoint thrust of the blade, each
somersault over a fresh kill, each whipcord kick to the throat is an act of worship to their trickster deity, the Laughing God. The
Harlequins embody an age‐old enigma that has haunted the Eldar since the Fall, for they alone know the secret of how to deny
Slaanesh and keep their souls burning bright.

Harlequins are not true Dark Eldar at all. Though they often frequent Commorragh they exist outside of Eldar
society altogether, and their motives are shrouded and unclear. The Harlequins primarily dwell within the
shattered corners of the Webway, and they usually only deign to treat with other Eldar the night before a
particularly auspicious battle. They emerge unbidden from hidden portals, staging dazzling performances that
tell of the legends of the Eldar race. The Harlequins' performance is spellbinding; such extremes of emotion
are reached in these stunning displays that a troupe can hold an audience of Dark Eldar completely in thrall.

A Harlequin troupe's performance will always culminate with the tale of the Fall, a tale of particular
significance to the oldest Archons, many of whom find Act One gratifyingly familiar. Because of their
status as outsiders, there have been many reports of Harlequins working as intermediaries between
the Eldar Craftworlds and the ruling bodies of Commorragh. If the Harlequins have loyalty to any
save the Laughing God, it is to the Eldar race as a whole, and they would see it restored.

Even a handful of these warrior‐dancers can turn the tide of a battle with their coruscating assault. They
make haste to the front lines, killing or capturing certain individuals for their own mysterious reasons
before vanishing into the Webway once more. In contrast to their Dark Eldar kin, the Harlequins move
as scintillating blurs of bright colour across the battlefield, their holographic 'domino fields' confounding
and distracting the foe. Once the leaping, spinning dance of death begins, even the most cynical Dark
Eldar raider finds themselves raising an eyebrow at the skill with which these warrior‐artists cut apart
their prey.

DANCERS IN THE DARK


When choosing a Harlequin army you are free to use any of the units, including named characters, found
in the Harlequin Codex which is available from the Tempus Fugitives website. The Harlequins may be
taken as a Spearhead army or as a Strike Force but never as both. If a player chooses to take Harlequins
as one of their armies, they must choose their other list from the Dark Eldar Faction.
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FACTION: TYRANIDS 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.

The Maelstrom is far from the only Hive Fleet encountered to


date, Hive Fleet Behemoth. Although Imperial Tactica believes
that this is the sum total of the species threat to the galaxy,
sporadic reports of splinter fleets of Behemoth are reaching the
Administratum and Biologis Explorator ships. One of these,
codified as Naga, is believed to be of such size that it could even
be a Hive Fleet in its own right, although many Imperial experts
have scoffed at such theories.

Six months ago, a strike cruiser from the Charnel Guard chapter
detected the emergence of a space hulk near the edge of the
Maelstrom Zone. Further analysis before contact was lost with the
Strike Cruiser indicated that the hulk comprised of the Legatus
Stygies, an Emperor Class Battleship and an unidentified bio‐
construct which appeared of equal mass to the derelict battleship
and had wrapped dozens of large tendrils around the Imperial
vessel like a constrictor serpent. As the Legatus Stygies was
believed lost after the Battle for Macragge, the bioship has been
codified as a Tyranid hiveship and the Black Templar Crusade of
Wrath means to eradicate it before it can reach inhabited worlds.
What link the arrival of this conjoined horror has with the recent reports of civil unrest and ‘Sky‐Father’ cults springing up across the Maelstrom Zone has yet to be determined…

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.
Furthermore the Genestealer Coven Codex found on the Tempus Fugitives website is used. 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 Into the Maelstrom campaign. They are detailed
on the following pages and are considered fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Into
the Maelstrom campaign weekend.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 34

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 to achieve an
end. Often, Imperial pilots are faced with the Hive Mind compelling Gargoyle Broods to fly directly into the aircraft’s engines and cockpit. Although this strike instantly kills many of the
Gargoyles, it causes horrendous damage to the craft.

Bird‐Strike: At the start of any turn when an enemy flyer or fast skimmer 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 2d6 unsavable wounds on the Gargoyle Brood and causes d6 glancing hits on the flyer or fast skimmer. The unit may benefit from an Obscured cover
save. 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 Kill 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 Special Rules It was during the attack on Hamman’s World


Taloned Horror 5 3 5 4 3 5 3 10 4+ • Acute Senses that Lamenter Astartes forces became the first
• Instinctive Behaviour ‐ Feed to engage the terrifying beast known by those
Unit Composition Wargear • Move Through Cover brave warriors as the Taloned Horror. Evolved
• 1 • Hardened Carapace • Bounding Leap along similar lines to the Hormagant strain of
• Claws and Teeth • Scout Tyranid but much more massive and deadly, the
• Fleet Taloned Horror is impossibly fast and agile for
Unit Type • Bone Sabres
• Feel No Pain its size. Augers have recorded creatures of this
• Beast • Rending Claws
type scaling the walls of a ravine to then leap
• Flesh Hooks
Options backwards onto a departing transport. The
Venom Injectors: Once it has caught its prey, the Taloned Horror is able to rapidly May take any of the following: beasts in question were only slain after they
inject it with deadly tyrannic phage cells which eat away at physical matter while had breached the hull of the transport ship and
Adrenal Glands for +10 points brought it crashing down in a fiery
causing incredible agony to the unfortunate victim. All wounds caused by the Horror
Toxin Sacs for + 10 points conflagration.
in close combat cause Instant Death.

TYRANIDS – TANKERFEX HEAVY SUPPORT UNIT 160 POINTS EACH

Special Rules
WS BS S T W I A LD Sv Nothing filled the defenders of Dumansca with a greater
Tankerfex 3 3 6 6 4 1 4 7 3+ • Fearless
sense of foreboding than the low level vibrations emitted by
• Instinctive Behaviour – Lurk
a Tankerfex just before unleashing its incendiary attack. A
Unit Composition Wargear • Flawed Design
specialised form of burrowing Carnifex, the Tankerfex has
• 1‐3 Tankerfex • Bonded Exoskeleton • Deep Strike given over much of its body to the storage of vast reservoirs
• Claws and Teeth • Regenerate of bio‐acid which it sprays in devastating gouts covering a
Unit Type • Scything Talons wide area and causing horrific burns to all encompassed.
• Monstrous Options
• Acid Spray Fortunately, this evolution appears to be in its early stages as
Creature Each may take any of the a well placed shot to the engorged acid sacs causes them to
Flawed Design: After each failed saving throw by Tankerfex, roll a d6. On the following: rupture, slaying he beast outright. After the disastrous
score of a 1, the acid sacs rupture slaying the Tankerfex outright. The liquidation of B Platoon, the Imperial defenders learned not
ruptured sac explodes so violently that any model within 2d6 inches suffers a Adrenal Glands for +10 points to exploit this weakness while the creature was engaged in
S6 AP4 hit on a 4+. Toxin Sacs for + 10 points combat with allied units.
Bio‐Plasma for +20 points
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 35

TYRANID SUB-FACTION: GENESTEALER COVEN


A 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
members of 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 COVEN


The Genestealer Coven is selected using the latest edition of Codex Imperial Guard and Codex
Tyranids with the latest FAQ from Games Workshop’s website. Please contact us at the 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 Baneblade or Hellhammer in a Super Heavy Spearhead
the rules for which can be found in the Apocalypse expansion.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 36

ARMY SELECTION
HQ Coven Magus*; Patriarch*
ELITES Genestealers, Sanctioned Psykers, Ogryns and Ymgarl Genestealers (do not count as unique)
TROOPS Brood Brothers*
FAST ATTACK 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).

COVEN MAGUS HQ UNIT 100 POINTS


The Magus is a Genestealer Hybrid that appears almost entirely human, except it is always bald and has a pronounced bone
WS BS S T W I A LD Sv structure. The Magus, unlike other Hybrids, is highly intelligent and a powerful psyker ‐ absolutely dedicated to serving the
Coven Magus 5 3 3 3 2 6 2 10 6+ 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
Hybrid Bodyguard 6 3 4 4 1 5 2 8 4+ the Brood Brothers. Unlike the Patriarch, the Magus knows nothing of its role in the Tyranid invasion it is aiding.
Squad Composition Options: The Coven Magus may be joined by up to 5 Hybrids at +20 points each. The Hybrid Bodyguard are armed with rending claws and hotshot las‐pistols.
• 1 Coven Magus
Special Rules
Unit Type: Infantry • Brood Telepathy
• Feel No Pain
Wargear • Furious Charge
• Las Pistol and close combat weapon • Move Through Cover
• Psyker (Magus only) May cast up to three powers each turn. Knows the powers Catalyst, Onslaught, Aura of Despair, Hypnotic Gaze; The Horror.

PATRIARCH HQ UNIT 185 POINTS

WS BS S T W I A LD Sv The Patriarch is a bloated, brooding figure in the Coven. Rarely seen by any except the Purestrain and the Magus, the
Patriarch 6 0 6 5 4 6 4 10 3+ Patriarch is aware of the Coven’s role in the Tyranid invasion that must necessarily follow the completion of their plans.
Hybrid Bodyguard 6 3 4 4 1 5 2 8 4+
Squad Composition Options: The Patriarch may be joined by up to 5 Hybrids at +20 points each. The Hybrid Bodyguard are armed with rending claws and hotshot las‐pistols.
• 1 Patriarch
Special Rules
Unit Type: Infantry • Brood Telepathy
• Feel No Pain
Wargear • Furious Charge
• Rending Claws • Move Through Cover
• Scything Talons • Psyker (Patriarch only) May cast up to three powers each turn. Knows the powers Catalyst, Onslaught, Aura of Despair, Hypnotic Gaze; The Horror.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 37

BROOD BROTHERS HQ UNIT 80 POINTS


Infected by Genestealers, the Brood Brothers fanatically defend their new family. Many of the have been parents to foul
WS BS S T W I A LD Sv human‐stealer hybrids and are utterly loyal to the Coven’s cause. The Genestealers select members of planetary defence
Brood Brother 3 3 3 3 1 3 1 7 6+ forces or local Imperial Guard regiments to turn to their cause. These bring with them much needed firepower and vehicles to
Hybrid 6 3 4 4 1 5 2 8 4+ compensate for the Coven’s otherwise short range.
Squad Composition Options: The Brood Brothers may be joined by up to and additional 5 Brood Brothers at +7 points each. Up to two models in the unit may be armed with
• Hybrid and 9 Brood Brothers 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. The unit may be
equipped with bomb harnesses for +30 points.
Unit Type:
• Infantry Traitors to Humanity: Clearly in league with the xenos, Brood Brothers are the worst kind of heretic. Imperial units gain Preferred Enemy against them.

Wargear Not a Tyranid: Brood Brothers are human and so gains none of the special rules benefiting Tyranids. Similarly Brood Brothers are not affected by Hellfire
• Hybrid with Las Pistol and rending claws ammunition.
• Brood Brother with Lasgun
Bomb Harnesses: Brood Brothers will go to any lengths to protect their four armed family, even sacrificing themselves. A unit equipped with bomb
harnesses may be detonated by the Coven player at any time during the shooting phase. Centre a large blast template under each model in the unit. Any
model (friend or foe) caught in the blast takes a S3 AP5 hit. Any model in base contact takes a S6 AP3 hit with armour penetration of 2d6. After detonation
the unit is destroyed.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 38

FACTION: THE NECRONS The Necrons are a mysterious race of skeletal warriors that have
lain dormant in their stasis‐tombs for millions of years. They are
ancient beyond reckoning, predating even the Eldar. At long last,
however, they are beginning to awaken, for the galaxy is ripe for
the greatest harvest.

The Maelstrom contains at least one world believed to have


originally operated as a Tomb World. The planet, Nahkara,
contains a small human settlement and was for a time
frequently predated by Dark Eldar raiders. However, the
shadowy corsairs have not been seen in recent seasons and
there is talk in the communities of nomads disappearing
between settlements.

The presence of the Maelstrom itself poses a difficulty for the


Necrons as the warp is in itself anathema to their technology
and purpose. Some way of shielding worlds closest to the rift
must surely be found by the Necrons if their harvest of mortal
flesh is to achieve any sense of totality in the region. Ironically, it
would appear that the worlds closest to the daemons are safest
from the Necrons.

Actual sightings of the Necrons in the region is limited to rumour


and apocrypha. Imperial Commanders have noted that Eldar and
Tyranid movements in the area seem to judiciously avoid certain
planets and systems. What correlation to the Necrons is unclear
as rather than dead worlds, many of these planets have thriving
human populations on them.

When choosing an army to fight for the Necrons 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 Necrons is: Codex Necrons. 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 Necrons during the Into the Maelstrom campaign. They are detailed
on the following pages and are considered fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Into
the Maelstrom campaign weekend.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 39

REVISED RULES
GAUSS WEAPONS: Weapons with the Gauss special rule are Rending.
DISRUPTION FIELD: Any hit inflicted on the target by a model with a disruption field will benefit from the Rending special rule. Scarab Swarms buy Disruption Fields for +8 points per
model rather than the points cost as listed in the Codex.
WRAITH FORM: Any Necron Lord may exchange his Destroyer Body for a Wraith Form. He gains the Infantry type: Jetbike special rule and his Strength and Initiative is increased to 6.
Furthermore he gains a 3+ Invulnerable Save.
ARMOUR: Necron Warriors and Flayed Ones have a revised Armour save of 4+. Scarab Swarms have a revised Armour save of 6+.
PHASE OUT: The Necron army ignores the Phase Out rule as found in Codex Necrons.
PHYLACTERY: 25 points
This inconspicuous charm is a powerful self‐repair device, filled with tiny, spider‐like creatures that swarm all over a wounded Necron Lord, re‐knitting his body so that he may continue
to fight. The Necron Lord gains +1 wound.

NECRON SPECIAL RULE All non‐vehicle and non‐swarm units in a Necron army have the Necron special rule (including those units which would not normally have the Necron rule,
such as Tomb Spyders). The Necron rule in Codex Necrons is replaced with the following revised Necron rule:

WE’LL BE BACK: The model has the Feel No Pain universal special rule. Ignore references to the Monolith’s ability to allow units to re‐roll failed self repair tests.

MARCH OF THE DAMNED: All Necron Infantry models gain the Slow and Purposeful special rule. This does not apply to non‐infantry models such as Destroyers, Wraiths and Monstrous
Creatures. Independent Characters and Flayed Ones may test on 3d6 as per Move through Cover.

SOULLESS: Necrons are Fearless and have a 2+ Invulnerable save against wounds caused by psychic attacks.

SENSE CLUSTER: Necrons have the Night Vision universal special rule.

TOMB GUARDIANS HQ OR ELITE UNIT 180 POINTS

Powerful warriors wielding wickedly sharp Warscythes, the Tomb Guardians protect the Necron Lords and can
WS BS S T W I A LD Sv be found in the vanguard of the fighting, instilling in the legions of the Necrons the unshakable will to carry out
Tomb Guardian 5 4 5 5 1 4 2 10 3+ their dreadful plan with eerie precision.

Squad Composition Options


• 5 Tomb Guardian • The unit may be joined by up to 5 additional Tomb Guardians at +36 points each.

Unit Type Special Rules


• Infantry • Necron
• Deep Strike
Wargear • Phalanx Commanders – May be taken as HQ choice unless army includes a Necron Lord.
• Warscythe with built‐in gauss blaster
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 40

NECRONS - FINGERBONES ELITE UNIT 150 POINTS


The ghoulish practice of this hunting machine has given it the name Fingerbones. Stalking its prey through
WS BS S T W I A LD Sv the warzones around the Maelstrom, Fingerbones is an unrelenting and inventive killer. Stalking its prey for
Fingerbones 5 4 6 4 3 6 4 10 4+ days, rumour of its presence on a battlefield shatters morale and confines senior officers to their bunkers. But
when their mutilated corpses are found they are always missing the token that gives the machine its name.
Unit Composition Special Rules
• 1 Fingerbones (Unique) • Necron “What’s that sound my lord? It’s like wind chimes?” The trooper swung his bolter around, unable to pinpoint
• Infiltrate the direction of the soft tinkling.
Unit Type • Fleet The general took a long draw on his cigar and put a calming hand on the young man’s shoulder. “Steady lad.
• Jump Infantry (Jet Pack) Nothing you can do.”
• Hit and Run
• Scout “But those chimes… like dry wood tapping…” There was mounting fear in the young man’s voice.
Wargear • Stealth The general’s reply was weary and resigned. “Not wood, those chimes are bones… rattling in the winds of
• Warscythe with built‐in gauss blaster • Move Through Cover hell. He’s come for me.”
• Assault Grenades
• Phase Shifter Designated Target: After deployment, nominate a single enemy unit. Fingerbones gains Preferred Enemy against that unit. Additionally, so
unnerved are they by the realisation that they are its prey, the targeted unit reduces its leadership value by D3 for the duration of the battle.

Cloak of Shadows: Enemy units targeting Fingerbones must use the Night Fighting rules.

Phase Out: At the end of any Assault phase, Fingerbones may be removed from play and placed into reserve. It may then re‐enter play as a
reserve using the Deep Strike rules once it is available again. If the game ends before Fingerbones re‐enters play it counts as destroyed.
NECRONS - THE ITCH MAN UNIT UPGRADE +59 POINTS
The Imperial forces around the Maelstrom began to report suffering from the ‘itch’ after the Lycanthos Drift
WS BS S T W I A LD Sv campaign. Survivors began to exhibit strange lesions across their back and neck. Within a day the victim
The Itch Man 5 4 6 4 3 6 4 10 3+ was left a hollowed out husk and the barracks were swarming with scarab‐like creatures. Standing orders
are now to isolate those infected with extreme prejudice.
Unit Composition (Unique) Special Rules
• One Wraith in the army may be replaced with • Necron
The Itch Man. • Phase Shift (3+ Invulnerable save and equipped with Assault Grenades)
• Wraithflight (See Codex Necrons pg 19)
Unit Type
• Jetbike I’ve Got You Under My Skin
Every model slain by the Itch Man must take a Toughness test. For each test failed roll a D3. At the end of the assault phase place a Scarab
Wargear swarm unit with the number of bases equal to the total number generated by failed Toughness tests that turn. The new Scarab Swarm
• Claws and Injector Tail must be placed within 6” of the Itch Man but cannot be within 1” of an enemy unit. Models unable to be placed are lost. The Scarab
Swarm counts as having Disruption Fields as long as The Itch Man is still present on the battlefield.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 41

NECRONS – HEAVY DESTROYER HEAVY SUPPORT UNIT ‐ REPLACES ENTRY IN CODEX 90 POINTS EACH

WS BS S T W I A LD Sv Special Rules Like their lighter brethren, Heavy Destroyers are


Heavy Destroyer 4 5 4 5 1 2 1 10 3+ • Necron a fusion of an Immortal and a flying skimmer
craft. As standard, these mount the heavy gauss
Squad Composition Wargear cannon and home in on the enemy armour,
• 1 Heavy Destroyer Heavy Gauss Cannon fixing them with their baleful multi‐lensed
targeters before raking them with devastating
Unit Type Options:
heavy gauss fire.
• Jetbike • The unit may be joined by up to 4 additional Heavy Destroyers at +65 points each.

NECRONS – HARVESTER HEAVY SUPPORT UNIT 180 POINTS

WS BS S T W I A LD Sv Shaped like a barge of the dead straight out of Old Earth mythology, the Harvester is steered into battle by a solitary cowled
Harvester 4 5 10 7 4 2 4 10 3+ figure whose sweeping blade drags the souls of its enemies wailing from their bodies and draws them into its heart.

Unit Composition Wargear Touch of Death: If a model suffers any unsaved wounds from the Harvester's close combat attacks, it must
•1 • Heavy Gauss Cannon immediately take a Toughness test if one or more wounds are suffered. If the test is failed, the model is
• Crypt Scythe removed from play.
Vehicle Type
• Monstrous Creature Special Rules War Construct: The Harvester is a huge slab of metal, with little vulnerability except to the massive use of
• Necron force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Harvester on a 6 (as
• Deep Strike opposed to a 4+, 2+ etc, as would normally be the case).

NECRONS – TOMB STALKER HEAVY SUPPORT UNIT 200 POINTS


Patterned in the shape of ancient and alien beasts of prey, Necron Tomb Stalkers are huge unliving machines; swift, tireless
WS BS S T W I A LD Sv and relentless engines of murder that know neither pity nor remorse. Tomb Stalkers can detect the pulse of life through
Tomb Stalker 4 4 6 7 4 4 4 10 3+ hundreds of metres of solid rock and use this ability to home in unerringly on their victims, employing a form of phase field to
pass through inert matter as if it were water, striking without warning and leaving nothing but blood and dust in their wake.
Unit Composition Wargear Brutal Assault: The Tomb Stalker itself is a weapon; a mass of bladed limbs and razor‐sharp armour plates. It
•1 Two Gauss Flayers gains +2 attacks on a turn in which it assaults as opposed to the usual +1.

Vehicle Type Special Rules Phase Tunnelling: The Tomb Stalker is extraordinarily fast, and carries inbuilt phase field projectors allowing it
• Necron to pass easily through inert matter, boring its way through rock and stone, and effortlessly passing through
• Monstrous Creature
debris and rough terrain as it moves. As a result it has the Fleet, Deep Strike and Hit and Run universal special
• Fleet
rules.
• Deep Strike
• Hit and Run War Construct: The Tomb Stalker is a huge mass of shifting pseudo‐metal, with little vulnerability except to
the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb
Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case).
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 42

FACTION: THE ELDAR 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 Maelstrom


region. They attack without apparent provocation to achieve their
own enigmatic goals. There are reports of Imperial convoys being
defended from Ork raids by nimble Eldar wraitthships only to later
be destroyed by their would‐be saviours after sheltering in a nearby
system.

Why the Eldar operate near the Maelstrom at all is a mystery. ..

When choosing an army to fight for the Eldar 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
Eldar is: Codex Eldar. Furthermore the Exodite Codex and Harlequin Codex found on the Tempus Fugitives website are used. All supplementary rules to your Codex can be
found in this pack.

There are several units which may be taken by the armies of the Eldar during the Into the Maelstrom campaign. They are detailed on the following pages and are
considered fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Into the Maelstrom campaign
weekend.
WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 43

ELDAR – ASERIES LIGHTBLADE HQ UNIT 205 POINTS

“You just watch yourself. I’m a wanted man. I have the death sentence on twelve systems.”
WS BS S T W I A LD Sv
Aseries Lightblade 6 5 3 3 3 7 4 10 3+
Webway Portal: This is a portable form of the portals used to link together places via the Webway. Once per
Wargear
Unit Composition game, in your Shooting phase, Aseries may choose to activate it instead of firing. Place a spare small blast
• Executioner (2 Hands, +2 Str Power Weapon)
• 1 Corsair Captain marker or a similarly sized counter in base contact with Aseries when he activates the portal. He may not
(Unique) • Avenger Shuriken Catapult activate the portal whilst inside a vehicle. From then on, any of your units arriving from reserve may move onto
• Sun Shield the board from the portal marker's edge instead of entering as normal (it does not matter whether these units
Unit Type • Webway Portal were intending to deep strike, outflank, simply move on from their own table edge, and so on). The portal
• Infantry counts as impassable terrain and cannot be destroyed. After activation, Aseries may freely move away, leaving
Sun Shield: Wrist mounted projector. 4+ Invulnerable Save and the portal in place. If you have Aseries in your army, you may keep units in reserve, regardless of mission being
counts as Assault and Defensive Grenades in combat. played. Except for Vyper Jetbikes and Warwalkers, Vehicles may not enter play via a Webway portal.

Special Rules Orbital Bombardment: Able to call on firepower from his ship, Eternal Hawk, Lightblade may make the
• Independent Character following attack once per game. If he does not move, he may use his BS to reduce the scatter of the shot.
• Fleet Range: Line of Sight Str 10 AP1 Assault 2 Blast Lance Pinning
• Orbital Bombardment

ELDAR - THE TEARS OF ISHA ELITE UNIT 150 POINTS


It is said that the goddess Isha wept both for the great pain that had been inflicted on the Eldar during
the Fall and also for the greater pain that was yet to come. The Craftworld of Iyanden is the largest
and most powerful of all of the world ships. Its vast population is home to many students of the
WS BS S T W I A LD Sv college of seers. These brave Eldar with the gift of foresight may come from many of the paths the
Tears of Isha Eldar tread but it is acolytes from the college of seers that most originate. A great doom is foretold
4 3 3 3 1 4 1 8 4+ st
which will come to Iyanden in the closing centuries of the 41 Millennium. Across the galaxy, bands of
seer acolytes emerge from the Webway, slaying the foes of the Asur and hoping that their efforts will
prevent their terrible destiny…
Unit Composition Options
• 10 Tears of Isha • The Squad may include up to ten additional Webway Assault: The Tears of Isha appear without warning in the heart of the enemy's battle line. They must
Tears for +11 points per model. always start the game in Reserve and arrive through a Webway Portal. However, unlike those which are
Unit Type placed, this portal is opened from within the Webway itself and as such is slightly less predictable. Once the
Infantry • Up to three Tears may replace their close unit become available to be deployed, place a spare small blast marker or a similarly sized counter at the
combat weapon with a power weapon for +10 point where you wish the portal to emerge. The portal then scatters 2d6” in a random direction but cannot
Wargear points each. scatter within 1” of another unit, off the table or in impassable terrain. If it does so, reduce the scatter
• Shuriken Pistol distance until a valid point is reached. From then on, the Tears of Isha and any of your other units arriving
• Rune Armour • Up to three Tears may replace both their from reserve may move onto the board from the portal marker's edge instead of entering as normal (it does
• Close combat weapon shuriken pistol and close combat weapon for a not matter whether these units were intending to deep strike, outflank, simply move on from their own table
• Plasma Grenades fusion gun for +10 points each or flamer for + 5 edge, and so on). The portal counts as impassable terrain and cannot be destroyed. Except for Vyper Jetbikes
points each. and Warwalkers, Vehicles may not enter play via a Webway portal.
Special Rules
• Webway Assault
• Fleet
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ELDAR SUB-FACTION: EXODITES


The destruction of the Eldar over ten millennia ago was not complete, for many Eldar resisted the temptations of the darker aspects of the hearts.
Some fringe groups began to openly criticise the decadence of their race and warn against the insidiousness of the cults of pleasure that had begun to
infect their culture. These critics were mostly ignored or else treated as narrow minded self‐righteous fools. However, the rapid collapse of the Eldar
society convinced even the most resolute amongst them that there would be no end to the spiral of depravity and self‐destruction. Before the
Craftworlds had even begun their famed escape from the collapse of the Eldar homeworlds, those who would come to be known as Exodites made
their own voyage to settle new planets free of the creeping corruption.

These Exodites were uniquely farsighted. Amongst a race naturally indulgent and hedonistic they were reviled as dour self righteous fanatics
obsessed with misery and self‐denial. The Exodites are genuine survivalists who bravely chose exile over gradual degradation and destruction.
The Exodus was not without its own perils however and many of the rag‐tag fleet of craft which left the Eldar Homeworlds reached new worlds
only to be slain by marauding Orks or natural predators. Some did survive however and most of the Exodites came to settle in the far galactic
east, in a region that humanity would later call the Eastern Fringe.

Upon these fringes of the galaxy the Exodites made new homes. The worlds they settled were savage and life was often hard for a people
unused to physical work. When the final cataclysm erupted, most of the Exodite worlds were far from the psychic epicentre and survived.
The resultant psychic implosion wiped out the rest of the Eldar race and left a gaping hole in the fabric of space, known to later
generations as the Eye of Terror. But out on the fringes of the galaxy the Exodites were relatively safe.

This safety soon became isolation as it was quickly clear that very few of their race had survived the Fall. Those other groups that
had survived included the savage and cruel Dark Eldar, who the Exodites soon began to hate almost as much as they despised the
Orks and humans. The other notable group of survivors were the Craftworld Eldar, who escaped the Fall on their gigantic world‐
ships. These Craftworld‐dwellers retained much of the arrogance of their ancestors and regarded the Exodites as rustic and rather
simple folk. But some of the Craftworlds, like those of Biel‐Tan, saw in the Exodites a vigorous and wild people in a way that is quite
unlike their own introverted societies. Where the Craftworlds cling to the past and preserve all they can of their fallen civilisation,
the Exodites have turned their backs upon ancient traditions in favour of a simpler and harder way of life. Their minds are tougher
and more straightforward but not so subtle than their Craftworld Eldar cousins.

WILD AND UNTAMED


When choosing an Exodite army you are free to use any of the units, including named characters, found in the Exodite Codex which
is available from the Tempus Fugitives website. The Exodites may be taken as a Spearhead army or as a Strike Force but never as
both. If a player chooses to take Exodites as one of their armies, they must choose their other list from the Eldar Faction.
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FACTION: THE ORKS Orks are a warlike, crude and highly aggressive green‐
skinned alien race. Orks are the dominant subspecies of
the Orkoids, which includes the smaller Gretchin and
Snotlings. Although their society is entirely primitive and
brutal, the Ork race is also the most successful species in
the whole galaxy, spread throughout the galaxy and
outnumbering possibly every other race. However, due to
this aggressive and warlike nature, the massive race is split
into hundreds of tiny empires, warring as much between
themselves as against other races. In the purely theoretical
event all the Orks were to unite, they would undoubtedly
crush all opposition.

The basic Ork is a muscle‐bound, hulking monster capable


of ripping a man apart with its bare hands. Their battle
scarred green skin is tough and highly resistant to pain. In
combat they can transform even the most common object
into a lethal killing instrument. Orks aren't the brightest
creatures in the galaxy, but they do possess a certain low
cunning that can catch an overconfident commander off
guard. In a word, the Orks are built for war.

Dozens of worlds near the Maelstrom are threatened by Ork invasion from the neighbouring Ork Empire of the Overfiend of Octarius. The Astral Claws and their brothers in the
Maelstrom Warders could commit all their resources and still only be able to hold back the horde from the more civilised systems. The presence of a Black Templar Crusade of Wrath
and the influx of forces into the region in the wake of the Fourth Quadrant Rebellion has sorely pressed the Overfiend’s Empire. But like a cornered animal, the Orks of Octarius are to
prove to be at their most dangerous…

When choosing an army to fight for the Orks 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 Orks is: Codex Orks. All supplementary
rules to your Codex can be found in this pack.

There are several units which may be taken by the armies of the Orks during the Into the Maelstrom campaign. They are detailed on the following pages and are
considered fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Into the Maelstrom campaign
weekend.
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BLACKTOOF – THE OVERFIEND OF OCTARIUS HQ UNIT 150 POINTS

Special Rules
WS BS S T W I A LD Sv
Overfiend Blaktoof 6 2 5 5 3 4 4 9 4+ • Independent Character
• Infiltrate
Unit Composition
Wargear • Mob Rule
• Evy Armour • Furious Charge
• 1 (Unique)
• Tank Hamma • Waaagh!
Unit Type • Slugga • 5+ Invulnerable save
• Infantry • Cybork Body • Eternal Warrior
Blood Axe Warlord: Renowned for their kunnin and sneakiness, Blood Axe armies may take Kommando mobs
as a Troops choice. A Blood Axe Warlord may re‐roll any of their reserve rolls.

CYBOAR MOB HQ UNIT 80 POINTS


Some Ork warbands such as those belonging to the Snake Bite clan have a rite of passage that every young Ork must
undertake. If an Ork is particularly skilled at hunting during his trials then he may be fortunate enough to catch a wild boar. If
WS BS S T W I A LD Sv the Ork is brave enough he may be able to beat the boar into submission so that it will let him ride on its back. The Ork
Cyboar Boy 4 2 3 5 1 2 2(3) 7 4+ benefits from the speed and ferocity of his mount, whilst the boar, for his part in the bargain, is treated to daily gruel, a smelly
Cyboar Boss 4 2 4 5 2 3 3(4) 7 4+ sty and the occasional smack on his nozzle with a large stick. As time goes by the Boar is upgraded by the warbands Pigdok
and Mekboy to become a ferocious Cyboar. Then the real fun begins.
Squad Composition Options
• 1 Cyboar Boss & 2 Cyboar Boys • The Mob may be joined by up to 9 additional Cyboar: A Cyboar is extremely tough, reinforced with steel plates and bionic limbs, has its tusks replaced
Cyboar Boyz at +24 points each. by blades and has an injection device which pumps it full of stimulants. Because of the toughness of the
Unit Type Cyboar and its value as cover, the rider gets 4+ armour save. The bionic augmentation makes the Cyboar
• Beasts • The Cyboar Boss may replace his hunting spear a potent additional weapon and the rider counts as being armed with an additional close combat
with a Power Klaw at +15 points or a big choppa weapon. During assaults and sweeping advances, models mounted on a Cyboar that pass through
Special Rules for +5 points. The Cyboar Boss may take a Boss difficult terrain take an automatic wound (saves allowed), as the Cyboar has a tendency to butt rocks and
Furious Charge pole for +5 points. trees.
Mob Rule
Fleet • One Cyboar Boy may be upgraded to a Pig Dok Hunting Spear: The Cyboar boyz are armed with long spears tipped with an explosive. They automatically
Rage for +30 points. Pig Dok’s are equipped with an use the spear on the first turn they charge in the game. After use it is discarded. A hunting spear counts
‘urty syringe, stikk bombs and Dok’s Tools. as a +1 Strength power weapon and the user strikes with an Initiative of 6. The Ork still gets the benefit
Wargear of Furious charge with the Hunting Spear and so the total strength bonus is +2.
• Slugga or Shoota
• Hunting Spear
• Stikk Bombz
• Cyboar
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FREEBOOTER MOB TROOPS UNIT 140 POINTS

WS BS S T W I A LD Sv The most common Freebooterz of all are the Mobz of Pirates or Banditz which roam from settlement to settlement in
4 2 3 4 1 2 2 7 5+ search of a good scrap and plenty of loot. They are led by an especially roguish Kaptin who affects a colourful and
Freebooter
distinctive style of dress often featuring a large Kaptin's hat with the Jolly Ork symbol painted on it.
Freebooter Kaptin 4 2 4 4 2 3 3 7 5+
Squad Composition Options Special Rules
• 1 Kaptin and 9 Freebooterz • The Mob may be joined by up to 10 additional • Furious Charge
Freebooterz at +13 points each. • Waaagh!
Unit Type • Mob Rule
• Infantry • The Kaptin may replace one of his Kutlass with a • Untrustworthy Gitz
Power Klaw at +25 points. The Kaptin may take a May not be joined
Wargear Boss pole for +5 points and a Squig‐Parrot for +10 by anyone!
• Snazzgun points (counts as an attack squig).
• A Pair of Kutlass (two close combat weapons) Transport
• Stikk Bombz • The unit may take either Shootier, More Dakka or Mobs of 12 or fewer models may
Blasta for +5 points per model. take a Trukk as a dedicated transport
for +35 points.

MADBOY MOB ELITES UNIT 100 POINTS


Ork Kultur can sometimes cause self‐respecting boyz to look at the orky‐know‐wots of the world and go a bit… well…
mad. The Ork finds his mind full of distractions and contradictions. Wild ideas about the universe buzz round his
brain. Curious bits of unconnected knowledge keep intruding upon his consciousness. These disturbed Orks are called
WS BS S T W I A LD Sv Madboyz. While some Madboyz are just plain crazy, others are inspired geniuses whose ideas are immensely valuable
Madboy 4 2 3 4 1 2 2 7 6+ to the Orks (and quickly stolen by any Mek worth his teef). All Madboyz are unpredictable and somewhat anarchic, so
they live together and on the battlefield they fight as a single mob. Other Orks have the utmost respect for Madboyz,
whose crazed notions are seen as a sign of favour from Gork (or possibly Mork).

Squad Composition Options Madboy


• 10 Madboyz • The Mob may be joined by up At the beginning of each Ork turn, the Ork player rolls a dice for each mob of Madboyz and consults
to 20 additional Madboyz at the table below. The result applies until the roll is made at the start of the next Ork turn. Weirdboys
Unit Type +10 points each. in the unit allow the result to be re‐rolled. The Madboy abilities apply to Weirdboys in the unit:
• Infantry
Special Rules 1 We iz dead! The unit is pinned for the turn (even though normally immune).
Wargear (would you trust them with anything bigger?) • Fearless 2 Right Ladz! The unit gains +1 Attack.
• Slugga • Furious Charge 3 Oooh, So Strong! The unit gains +1 Strength.
• Choppa • Waaagh! 4 I Knows Fung Koo! The Unit gains +1 WS
• Nutty Gitz (May only be joined 5 Dats Nuffink! The Unit gains Feel No Pain.
Transport by Weirdboy!) 6 Soopa Ork! The unit gains all of the above bonuses (except We iz Dead!)
Mobs of 20 or fewer models may take a Weirdboy
Battlewagon as a dedicated transport for +145 points.
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ARMY LIST ONE: SPEARHEAD


When huge tank formations clash on the battlefield, additional assets are often made available; elite spearhead
units that lead the armoured column to battle. These are represented in the Into the Maelstrom campaign by
spearhead formations which can be found both online at www.games‐workshop.com and in this campaign pack.
A spearhead formation represents powerful, specially trained or veteran units that have been made available for
the battle. How these units are selected is explained in the spearhead formation rules that can be found in White
Dwarf 366 or online at www.games‐workshop.com

Spearhead formations allow you to get more tanks in your army than Heavy Support alone; in fact, you can take a force solely of spearhead formations if you so wish.
Not only is this possible, it's desirable as well, because you don't have to worry about taking Troops to claim those all important objectives as spearheads, and indeed
any tank or walker units, count as scoring units in a Spearhead mission. The other notable advantage that vehicles in a spearhead gain is the ability to fire one more
weapon than normally permitted when moving at up to cruising speed. They can even shoot this at a different target.

The tactical options this opens up are tremendous, as spearheads can be used both offensively and defensively. You can have your tanks guarding and claiming
objectives, or even go on the counter‐offensive. In an offensive role, your spearhead formations can be extremely aggressive; again, using the ability to fire an
additional weapon you can swoop in and claim the objective. Of course, you have to bear in mind that in Spearhead your opponent will also be aiming to achieve the
same goals across the Maelstrom, and using their spearhead formations to capture or protect the objectives. To gain an edge you'll have to choose the right type of
spearhead formation that plays to the strength of your army and will highlight your opponent's weaknesses.

TIPS ON FORCE ORGANISATION


• Must be no more than 1000 points.
• Unlike standard missions you do not have to include HQ or Troop choices.
• May Include up to one of each type of Spearhead Formation.
• Play either the Breakthrough or Lightning War Mission
• Use the Escalation deployment method.
• Anticipate you will be facing a super‐heavy unit when planning your army.
• Practice playing Spearhead. Get half a dozen games under your belt.
• Have fun with it.
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POINTS: 100 + UNITS POINTS: 50 + UNITS


STAR HAMMER SPEARHEAD TANK RIDER SPEARHEAD

Either through attrition, or


Orbiting craft often have to
a preference for firepower
wait for precise targeting
over mobility, some forces
information to be supplied
lack mechanised infantry.
by ground forces before
This Spearhead is made up
committing their vast
of the courageous or the
arsenal to bear in support
deranged souls that cling to
of the ongoing battle.
hand‐holds or rails on their
forces' battle tanks, in
order to close with the
enemy.

SPEARHEAD SPECIAL RULES: Star Hammer


SPEARHEAD
SPECIAL RULES: Tank Rider
Up to three units (of any type) with the For each stationary unit in the Spearhead, roll a Up to three Tank units without a Each vehicle in the Spearhead gains a Troop
Scouts universal special rule. D6 in each friendly shooting phase. On a roll of a transport capacity. For each vehicle Capacity equal to its rear armour value. Units
6 place a small blast template on the battlefield. taken, you must also take one infantry carried in this way cannot assault when they
Roll for scatter. Models hit by the template suffer unit from the same army list to be disembark. Should the vehicle be hit, D6
a Strength 10 AP1 hit. The model under the deployed as riding on the vehicle. passengers suffer a wound resolved at the AP of
centre hole suffers a Destroyer Hit. the weapon.

POINTS: 75 + UNITS POINTS: 75 + UNITS


ORBITAL DROP SPEARHEAD DESTROYER SPEARHEAD

In a fast moving tank Used to crush the enemy


engagement reinforcements through sheer weight of
are often immediately fire, this Spearhead is made
required to help bolster up of the units that have
crumbling flanks or push into the most devastating
enemy territory. In these weaponry. As the rest of
situations vehicles are often the assault force advances
deployed by arcane sorcery, to engage the foe, these
orbital landers, or even units will cover the attack
glider wings or crude by laying down a storm of
rockets. . heavy weapon fire.

SPEARHEAD SPECIAL RULES: Orbital Drop


SPEARHEAD SPECIAL RULES: Preparatory Barrage
Up to three non‐skimmer or flyer Each unit in the Spearhead must enter play at the Up to three units (of any type) chosen After deployment (including Scouts/Infiltrators)
vehicles or monstrous creatures. start of the second turn using the Deep Strike from the Heavy Support section of the all the units in the Spearhead may fire all of their
Rule. Once the first unit has arrived by Deep army list. weaponry exactly as in a normal Shooting Phase.
Strike, the remaining units are deployed within If both sides have a Destroyer Spearhead, the
6” without needing to roll for scatter. A mishap player who has the first turn may fire first.
result applies to all units, not just the first.
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POINTS: 45 + UNITS SLUMBERING SECRET POINTS: 25 + UNITS


SKYSTORM SPEARHEAD
SPEARHEAD

Skimmer transport vehicles Many battlefields in the


can use their flight have been fought over time
capabilities to launch a and again, each battle
lightning fast assault. Their leaving hidden secrets
velocity hurls them swiftly behind. From Carnifexes
across the battlefield and frozen in ice to ancient
deep into enemy lines, Necron war machines
where the troops carried awaiting reactivation, such
onboard can swiftly things survive the passage
disembark and launch a of ages and resurface when
murderous assault. most needed.

SPEARHEAD SPEARHEAD
SPECIAL RULES: Skystorm Assault
Up to three skimmer units with a Up to three Walker or Monstrous SPECIAL RULES: Slumbering Secret
All units in the Spearhead must be mounted in
transport capacity. For each vehicle The Slumbering Secret Spearhead is always held
their transports and placed in reserve. On the Creature units OR a single Gargantuan
in reserve regardless of the mission. As the unit
taken, you must also take one unit of turn they arrive they may move up to 36” but Creature has been inactive for possibly centuries, it suffers
any type that is from the same army list may only fire one weapon. At the end of the
a ‐2 to its reserve roll (to a minimum of a natural
and can be transported in the vehicle. movement, the units must disembark and may
6). Once available it arrives via Deep Strike.
launch an assault.

POINTS: 70 + UNITS POINTS: 45 + UNITS


HEADSTRONG SPEARHEAD PURSUIT SPEARHEAD

Charging forwards with no Famously used by the Red


regard to harm and Scorpions chapter on
unimpeded by the drag of Angstrom to hunt and then
enemy combatants, a neutralise the enemy
Headstrong Spearhead is formations, the Pursuit
ideal for pushing deep into Spearhead is a precision
an enemy’s battle line. tool. If used correctly it can
Indeed such a Spearhead is track its quarry and destroy
usually one of the first to it. But should it fail, its
reach an objective. valuable firepower will be
sorely missed by its allies.

SPEARHEAD SPEARHEAD
SPECIAL RULES: Headstrong SPECIAL RULES: Spearhead Pursuit
Up to three Monstrous Creature units. A unit of any type chosen from the Fast The Spearhead is always held in reserve. Before
The units in a Headstrong Spearhead gain the
Attack section of the army list (including the game begins nominate one of your
Eternal Warrior and Hit and Run universal special
rules. any dedicated transport if purchased for opponent’s reserve units. Once it has arrived,
the unit). you must place the Pursuit Spearhead within 6”
of it. If there are no reserve enemy units the
Pursuit Spearhead deploys as reserves.
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ARMY LIST TWO: STRIKE FORCE


A Strike Force is the primary tool by with a battlefield commander delivers victory in the 41st Millennium. The savage warzones around the
Maelstrom are where Mankind must battle for survival in a region riven by bloodshed and destruction. Dozens of human colonies teeter on the
brink of annihilation, assailed on all sides by aliens, traitors and Daemons, and only the superhuman strength of the Space Marines and the
uncountable numbers of the Imperial Guard stand between the slavering alien hordes and total annihilation. Of course, depending on your
perspective the human race is either an unwelcome intruder into a realm that does not belong to them, a self‐deluded and feeble species or quite
simply lunch.

Such is the diverse range of species and empires at war with each other in the Maelstrom that optimising your Strike Force to take on a specific enemy is risky at best. Weapons with
high armour penetration and powerful anti‐tank abilities are, of course, essential. But optimising to shred space marines will likely leave you vulnerable to the massed infantry of the
Imperial Guard, Orks and Tyranids. Alternatively, spending all your resources on massed firepower exposes your forces to outflanking Genestealers, infiltrating chaos marines or drop‐
pod borne Sternguard. Like all things, it is a matter of balance which will see the experienced commander take charge of the battle. Knowing what forces to hold in reserve and how to
make the most of the forces you have already committed is the key to victory. Even the endless tides of the hive mind can be defeated if they are swarming on a distant flank while
the objective lies firmly in their opponent’s grasp.

TIPS ON FORCE ORGANISATION


• Must be no more than 1500 points.
• May be selected from a different Sub‐Faction to your Spearhead.
• Cannot include models used in your Spearhead Army List.
• Uses the Standard Missions organisation Chart.
• May not include any Spearhead or Apocalypse Formations.
• May not include Gigantic Creatures or units with Structure Points.
• May include flyers but if your army does so, all your opponents pintle mounted and
defensive weapons count as being on AA mounts. Other weapons can be given the upgrade
for +10 points per weapon.
• Play a standard mission randomly determined at the beginning of the battle.
• Use a deployment method randomly determined at the beginning of the battle.
• Remember that this forms the heart of the majority of your battles so take the units you
really feel will make the weekend enjoyable.
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COMBINED ARMY LIST: HEAVY ASSAULT


Commanding a Heavy Assault allows you to take your games of Warhammer 40,000 to a whole new level. You combine the ferocity of your spearhead formations
with the tenacity of your strike force. You may command hundreds of men or squadron after squadron of vehicles but whatever path you have chosen, your Heavy
Assault will leave your opponent in no uncertainty that you mean to reduce their forces to a bloody mess. Take command of screaming aircraft and burn a great gash
through the sky as orbiting spacecraft unleash weapons of planet‐shattering power and super‐heavy vehicles grind infantry beneath them.

1000 POINT SPEARHEAD 1500 POINT STRIKE FORCE


Your Heavy Assault force combines your Spearhead with your Strike Force. As your Spearhead and your Strike Force can be chosen from different sub‐factions (but
not different factions) it can make for really interesting combined forces. Remember, if your army includes flyers, all your opponents pintle mounted and defensive
weapons count as being on AA mounts. The battle is played as an Annihilation mission using the Dawn of War deployment. Spearheads with the Infiltrate or
Preparatory Barrage rule may always be deployed in addition to the two Troop units and an HQ unit that are permitted in the Dawn of War rules. Remember that
units in a Spearhead formation still count as normal for the purposes of Kill Points. Furthermore, an additional Kill Point is awarded for destroying the entire
Spearhead. This does mean that in the case of a Super‐Heavy spearhead destroying the Super‐Heavy vehicle is worth two Kill Points.

FORTUNE FAVOURS THE BOLD, COMMANDER!


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WWW.TEMPUSFUGITIVES.CO.UK INTO THE MAELSTROM 54

“Bring me men to match my mountains: Bring me men to match my plains:


Men with empires in their purpose and new eras in their brains.”

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