Icons Of The Immortals
Skirmish Campaign
The Icons of the Immortals ‘Campaign’ is a series a skirmish level games that contribute rewards that players can use in larger conflicts (see the Campaign Reward Cards). Icons of the Immortals is set against the dispute between both servants of the Daemon Lords of Khorne and Slaanesh as well as intervening warriors of the Empire, in their battle for favour.
Each scenario may be played more than once, and the victor in each case may draw a minor or major reward card to be used in later full size campaign battles. There are also rewards for individual campaign scenarios.
As the rival Daemons establish control of Morr’s lands, they each seek to display the trappings of their power in pursuit of further favour. With the alliance broken, each immortal lord seeks to outdo the other in displays of devotion.
From her court in the town of Hochsleben, Mn’thrk’aia offers rich rewards for those followers, men of the north and Empire both, who can raise monuments to glorious excess in Slaanesh’ name. At The Scarlet Rose, an inn famed for the beauty of its courtesans, Madam Maria Swann declares herself the daemon’s mistress, and offers free pleasures to those willing to surrender themselves to unearthly depths of experience. Her courtesans, willing or no, become hosts for daemon brides of Mn’thrk’aia, and their ‘clients’ are rewarded with experiences that drive them beyond their sanity, until they are sewn, still-living, to a monument of excess as they howl in pleasure.
In Hochsleben itself, Henrik van Graff the preceptor of the Bank of Nuln also embraces his new unholy overlord. He declares the earthly riches of gold and silver too precious to be hoarded by his masters in the capital, and opens the vaults to any who would declare for his new mistress. Blinded by greed, many come, and Van Graff rewards them as promised: binding their flesh in liquid gold and silver melted by the witch-fire of the Daemonette slave gifted to his service until they stand as still-living statues in the bank’s luxuriant garden.
In Avondorf, a bloodier Prince holds sway. Declaring the Dark Hunt, Haakon D’Shar leads routs of blood mad savages across the country side, butchering any he can find and driving those in his wake into frenzy and murder. At Sigmar’s Fist, an outcrop of stone overlooking the road to Hochleben, the Prince’s Hunt-master raises a Bonehenge: a circle of monoliths built of infant’s bones, to mark the extent of D’shar’s new realm. In Avondorf itself, the bezerker Hrafnir raises a pillar of devotion to his blood-mad lord: skulls of friend and foe alike, each dipped in the steel taken from bested Empire knights and melted in daemon-fire, are welded together in the shape of Khorne’s skull rune.
As the servants of the daemon lords glory in the raising of these dark monuments, they glory even further from casting down the icons of their rivals. Brutal clashes erupt across the once-fertile lands of Morr as servants of the dark gods spill blood to compete for favour in the eyes of their immortal rulers.
Skirmish Scenario 1: Offerings
With Empire refugees from across Morr’s lands desperately heading for the protection of Leopold’s troops in Osterzell, the opportunities for roving bands of Chaos worshippers to claim flesh or skulls for their corrupt offerings are plenty.
Battlefield
The battlefield is a 4x4’ area of wilderness.
Armies
Each army consists of 200pts, selected form the Chaos troops choices below.
Khorne’s Hunters
The forces of the Blood God are selected from Chaos Marauders and Warhounds. Marauders may be equipped with throwing axes for +2 points per model, or bows for +3 points per model. You may not select more missile equipped Marauders than not. They may also select:
0-3 Chaos Warriors
0-1 Champions
The Champion leads the Hunters, and may be a Warrior or Marauder Champion, selected at the appropriate points cost. The Champion confers Hatred (Slaanesh) to all friendly models within 8”.
0-2 Bloodletters
0-2 Chaos Marauder Horse
Slaanesh War Party
The forces of the Dark Prince are selected from Chaos Marauders only. Marauders may be equipped with Whips (confers Always Strikes First) for +3 points per model, or Throwing Spears for +1 points per model. You may not select more Whip or Throwing Spear armed Marauders than not. They may also select:
0-3 Chaos Warriors
0-1 Champions
The Champion leads the War Party, and may be a Warrior, Marauder or Marauder Horse Champion, selected at the appropriate points cost. The Champion confers Hatred (Khorne) to all friendly models within 8”.
0-2 Daemonettes
0-3 Chaos Marauder Horse
Deployment
In the centre of one edge of the table, deploy 4D6 refugees. For every 5 refugees, one is either a (Roll a D6) Free Company (1-4) or Empire Archer (5-6). All other are unarmed civilians. Refugees will run (move at march speed) towards the opposite table edge before each game turn. Archers will fire at the nearest enemy model at the start of the turn (as well as running), whilst Free Company will Charge the nearest enemy model at this time, or run with the refugees.
First Turn
Dice for first turn as normal.
Victory
The game goes until one side fails its roll and bottles out, or the final civilian escapes or is captured.
The victor is the side that has claimed the most unarmed civilians at the end of the game. Unarmed civilians will flee automatically when charged, but only 1D6”, and will continue to fell each turn. If caught, they are captured. Archers will always stand and shoot, and Free Company will always Hold. Both archers and free company must be defeated in combat, and do not count towards victory.
Note: Empire models default motivation is escape. If they need to get off the table in a direction other than the preferred one, they will take the opportunity. Models who move off the table edge do not count towards victory
Optional Rules
A third player takes command of the Empire forces. The Empire player may spend 50 points on Archers and Free Company, and then get 4D6 civilians. To win, the Empire player simply has to get half (rounding up) of the civilians of the far board edge.
Rewards
Victory in this scenario is confers one Minor Reward Card.
Skirmish Scenario 2: Dark Defilement
What better way to draw the favour of one’s god is there than to defile the monuments of his foes? As one warband consecrates their newly forged monument, warriors of their rivals arrive to destroy it. Awaiting until the moment of the final sacrifice, the aggressors strike!
Battlefield
The battlefield is a 4x4’ area, which can be any terrain: the only caveat is that there must be a clearing around the monument, which stands in the exact centre of the table. This can be a clearing in a forest, an island in a swamp, or a town square. Regardless, there must be no terrain within 12” of the monument.
Armies
Each army consists of 200pts, selected form the Chaos troops choices below.
Khornate Warband
The forces of the Blood God are selected from Chaos Marauders. Marauders may be equipped with throwing axes for +2 points per model, or bows for +3 points per model (if attacking). You may not select more missile equipped Marauders than not. They may also select:
6+ Cultists – 5 points each
(see below)
0-3 Chaos Warriors
0-1 Champions
The Champion leads the Hunters, and may be a Warrior or Marauder Champion, selected at the appropriate points cost. The Champion confers Hatred (Slaanesh) to all friendly models within 8”.
0-3 Bloodletters
0-3 Chaos Marauder Horse (attackers only)
Slaaneshi Warband
The forces of the Dark Prince are selected from Chaos Marauders. Marauders may be equipped with throwing axes for +2 points per model or bows for +3 points per model (if attacking). You may not select more missile equipped Marauders than not. They may also select:
6+ Cultists – 5 points each
(see below)
0-3 Chaos Warriors
0-1 Champions
The Champion leads the War Party, and may be a Warrior, Marauder or Marauder Horse Champion, selected at the appropriate points cost. The Champion confers Hatred (Khorne) to all friendly models within 8”.
0-3 Daemonettes
0-3 Chaos Marauder Horse (attackers only)
Cultists
The defenders are performing a dark ritual to consecrate their new monument. This consists of ritual suicides in a manner too ghastly to speak of, which must be performed at the appropriate moment. The ritual is undertaken by cultists of the appropriate gods: local people who have been tempted into straying from the righteous path and led to Chaos. The fools believe they will be granted power and eternal life, but will receive no more than a painful death at their own hands.
Cultists have the standard human profile, except for having a Strength of 2. They are armed only with a ritual dagger, which counts as a hand weapon. Cultists are Immune to Psychology¸ Unbreakable and suffer Hatred in every round of combat.
Icon of Chaos
The Chaos Icon, of Khorne or Slaanesh, grants a 6+ Ward to all friendly models within 6”
Deployment
The side defending the monument deploy first, with all Cultists in a ring within 2” of the monument. The attackers then deploy within 6” of any table edge.
First Turn
The Attackers have the first turn.
Victory
Every turn, a Cultist sacrifices themselves by simply killing themselves within 2” of the Monument. If six* Cultists are able to do this in consecutive turns, the monument is consecrated and their side wins. Any other result is an attacker victory.
The defending side never tests to Bottle, but the attackers Bottle as normal.
*Six is the sacred number for Slaanesh. If Khorne are defending, remove two of their cultists before the first turn: this allows them to reach their sacred number of 8. They may start two models short, but that’s the price of following a more numerically extravagant god!
Rewards
Victory in this scenario is confers one Minor Reward Card.
Each scenario may be played more than once, and the victor in each case may draw a minor or major reward card to be used in later full size campaign battles. There are also rewards for individual campaign scenarios.
As the rival Daemons establish control of Morr’s lands, they each seek to display the trappings of their power in pursuit of further favour. With the alliance broken, each immortal lord seeks to outdo the other in displays of devotion.
From her court in the town of Hochsleben, Mn’thrk’aia offers rich rewards for those followers, men of the north and Empire both, who can raise monuments to glorious excess in Slaanesh’ name. At The Scarlet Rose, an inn famed for the beauty of its courtesans, Madam Maria Swann declares herself the daemon’s mistress, and offers free pleasures to those willing to surrender themselves to unearthly depths of experience. Her courtesans, willing or no, become hosts for daemon brides of Mn’thrk’aia, and their ‘clients’ are rewarded with experiences that drive them beyond their sanity, until they are sewn, still-living, to a monument of excess as they howl in pleasure.
In Hochsleben itself, Henrik van Graff the preceptor of the Bank of Nuln also embraces his new unholy overlord. He declares the earthly riches of gold and silver too precious to be hoarded by his masters in the capital, and opens the vaults to any who would declare for his new mistress. Blinded by greed, many come, and Van Graff rewards them as promised: binding their flesh in liquid gold and silver melted by the witch-fire of the Daemonette slave gifted to his service until they stand as still-living statues in the bank’s luxuriant garden.
In Avondorf, a bloodier Prince holds sway. Declaring the Dark Hunt, Haakon D’Shar leads routs of blood mad savages across the country side, butchering any he can find and driving those in his wake into frenzy and murder. At Sigmar’s Fist, an outcrop of stone overlooking the road to Hochleben, the Prince’s Hunt-master raises a Bonehenge: a circle of monoliths built of infant’s bones, to mark the extent of D’shar’s new realm. In Avondorf itself, the bezerker Hrafnir raises a pillar of devotion to his blood-mad lord: skulls of friend and foe alike, each dipped in the steel taken from bested Empire knights and melted in daemon-fire, are welded together in the shape of Khorne’s skull rune.
As the servants of the daemon lords glory in the raising of these dark monuments, they glory even further from casting down the icons of their rivals. Brutal clashes erupt across the once-fertile lands of Morr as servants of the dark gods spill blood to compete for favour in the eyes of their immortal rulers.
Skirmish Scenario 1: Offerings
With Empire refugees from across Morr’s lands desperately heading for the protection of Leopold’s troops in Osterzell, the opportunities for roving bands of Chaos worshippers to claim flesh or skulls for their corrupt offerings are plenty.
Battlefield
The battlefield is a 4x4’ area of wilderness.
Armies
Each army consists of 200pts, selected form the Chaos troops choices below.
Khorne’s Hunters
The forces of the Blood God are selected from Chaos Marauders and Warhounds. Marauders may be equipped with throwing axes for +2 points per model, or bows for +3 points per model. You may not select more missile equipped Marauders than not. They may also select:
0-3 Chaos Warriors
0-1 Champions
The Champion leads the Hunters, and may be a Warrior or Marauder Champion, selected at the appropriate points cost. The Champion confers Hatred (Slaanesh) to all friendly models within 8”.
0-2 Bloodletters
0-2 Chaos Marauder Horse
Slaanesh War Party
The forces of the Dark Prince are selected from Chaos Marauders only. Marauders may be equipped with Whips (confers Always Strikes First) for +3 points per model, or Throwing Spears for +1 points per model. You may not select more Whip or Throwing Spear armed Marauders than not. They may also select:
0-3 Chaos Warriors
0-1 Champions
The Champion leads the War Party, and may be a Warrior, Marauder or Marauder Horse Champion, selected at the appropriate points cost. The Champion confers Hatred (Khorne) to all friendly models within 8”.
0-2 Daemonettes
0-3 Chaos Marauder Horse
Deployment
In the centre of one edge of the table, deploy 4D6 refugees. For every 5 refugees, one is either a (Roll a D6) Free Company (1-4) or Empire Archer (5-6). All other are unarmed civilians. Refugees will run (move at march speed) towards the opposite table edge before each game turn. Archers will fire at the nearest enemy model at the start of the turn (as well as running), whilst Free Company will Charge the nearest enemy model at this time, or run with the refugees.
First Turn
Dice for first turn as normal.
Victory
The game goes until one side fails its roll and bottles out, or the final civilian escapes or is captured.
The victor is the side that has claimed the most unarmed civilians at the end of the game. Unarmed civilians will flee automatically when charged, but only 1D6”, and will continue to fell each turn. If caught, they are captured. Archers will always stand and shoot, and Free Company will always Hold. Both archers and free company must be defeated in combat, and do not count towards victory.
Note: Empire models default motivation is escape. If they need to get off the table in a direction other than the preferred one, they will take the opportunity. Models who move off the table edge do not count towards victory
Optional Rules
A third player takes command of the Empire forces. The Empire player may spend 50 points on Archers and Free Company, and then get 4D6 civilians. To win, the Empire player simply has to get half (rounding up) of the civilians of the far board edge.
Rewards
Victory in this scenario is confers one Minor Reward Card.
Skirmish Scenario 2: Dark Defilement
What better way to draw the favour of one’s god is there than to defile the monuments of his foes? As one warband consecrates their newly forged monument, warriors of their rivals arrive to destroy it. Awaiting until the moment of the final sacrifice, the aggressors strike!
Battlefield
The battlefield is a 4x4’ area, which can be any terrain: the only caveat is that there must be a clearing around the monument, which stands in the exact centre of the table. This can be a clearing in a forest, an island in a swamp, or a town square. Regardless, there must be no terrain within 12” of the monument.
Armies
Each army consists of 200pts, selected form the Chaos troops choices below.
Khornate Warband
The forces of the Blood God are selected from Chaos Marauders. Marauders may be equipped with throwing axes for +2 points per model, or bows for +3 points per model (if attacking). You may not select more missile equipped Marauders than not. They may also select:
6+ Cultists – 5 points each
(see below)
0-3 Chaos Warriors
0-1 Champions
The Champion leads the Hunters, and may be a Warrior or Marauder Champion, selected at the appropriate points cost. The Champion confers Hatred (Slaanesh) to all friendly models within 8”.
0-3 Bloodletters
0-3 Chaos Marauder Horse (attackers only)
Slaaneshi Warband
The forces of the Dark Prince are selected from Chaos Marauders. Marauders may be equipped with throwing axes for +2 points per model or bows for +3 points per model (if attacking). You may not select more missile equipped Marauders than not. They may also select:
6+ Cultists – 5 points each
(see below)
0-3 Chaos Warriors
0-1 Champions
The Champion leads the War Party, and may be a Warrior, Marauder or Marauder Horse Champion, selected at the appropriate points cost. The Champion confers Hatred (Khorne) to all friendly models within 8”.
0-3 Daemonettes
0-3 Chaos Marauder Horse (attackers only)
Cultists
The defenders are performing a dark ritual to consecrate their new monument. This consists of ritual suicides in a manner too ghastly to speak of, which must be performed at the appropriate moment. The ritual is undertaken by cultists of the appropriate gods: local people who have been tempted into straying from the righteous path and led to Chaos. The fools believe they will be granted power and eternal life, but will receive no more than a painful death at their own hands.
Cultists have the standard human profile, except for having a Strength of 2. They are armed only with a ritual dagger, which counts as a hand weapon. Cultists are Immune to Psychology¸ Unbreakable and suffer Hatred in every round of combat.
Icon of Chaos
The Chaos Icon, of Khorne or Slaanesh, grants a 6+ Ward to all friendly models within 6”
Deployment
The side defending the monument deploy first, with all Cultists in a ring within 2” of the monument. The attackers then deploy within 6” of any table edge.
First Turn
The Attackers have the first turn.
Victory
Every turn, a Cultist sacrifices themselves by simply killing themselves within 2” of the Monument. If six* Cultists are able to do this in consecutive turns, the monument is consecrated and their side wins. Any other result is an attacker victory.
The defending side never tests to Bottle, but the attackers Bottle as normal.
*Six is the sacred number for Slaanesh. If Khorne are defending, remove two of their cultists before the first turn: this allows them to reach their sacred number of 8. They may start two models short, but that’s the price of following a more numerically extravagant god!
Rewards
Victory in this scenario is confers one Minor Reward Card.