The Fall of Raven's Nest
Epic Battle
Standing proud for countless years, the raven's nest has stood as bulwark and watchtower for the Worshipers of morr in these lands. Now, a tide of chaos the size and strength of which has never been seen before rushes across the land, and the ravens nest and its bold defenders make a heroic last stand, buying time for the people of morr to make good their escape.
Armies
Heroic Defenders of the Empire
3 players, each player may select 2500 points of Empire troops (with the restriction on Lords, Altars and Steam Tanks listed below)
D6 units receive free ‘Spikes’ (see card) at the start of the game.
D3+1 gun emplacements are deployed for free at the start of the game.
The Heroic Defenders receive for free 5 Morr’s Talons – Greatsword champions – that may deployed free with any unit deployed into the Raven’s Nest
Forces of Destruction and Chaos
2 players, 10,000 points combined of Chaos and Allied troops (with the restrictions on Lords and Daemon Princes listed below). Led by The Paragon of Slaughter (see Characters)
Tamurkhan rules for marks and army construction apply.
Deployment
The Empire side deploys their entire army first. Heroic Defenders of the Empire deploy as normal in the Empire deployment zone, with 1000pts permitted deployed in the Raven’s Nest.
Forces of Destruction and Chaos are divided into two deployment types.
Up to one third of the Chaos forces may be deployed in the ‘Forward’ deployment zone – these forces may not include characters.
Remaining forces are deployed as normal in the ‘Normal’ Chaos deployment zone.
First Turn
The Forces of Destruction roll to seize the first turn: on a D6 roll of 6 they may go first. Any other result the Empire gets the first turn.
Special Rules
Heroic Defenders of the Empire
Call of hearth and home
At the start of the game, the Empire side must nominate one of their captains. This is Captain Maximillian Maxwell von Maximus, known affectionately as Captain Max. Captain Max, whilst loyal to his Emperor, is known for the ties he has to his home village Maxhof, and the love of his life Minimina (Mina for short) von Maximus.
Captain Max knows that the Raven’s Nest is not the only place the hammer of Chaos will fall this day, and his need to return to his home to lead the defense there is strong. At dawn messengers bring word that a splinter of the Chaos force has separated from the main attack, and is heading for Maxhof. Captain Max has a decision to make.
From Turn 5 onwards (before charges are declared), Captain Max and any unit he is leading must make an unmodified Leadership test (which may be rerolled if the BSB is in range). Should he fail this test, his unit will immediately flee towards the nearest table edge, as Max leads his troops for home. If his flight takes his unit through other friendly units, they test for panic as normal, but if Max contacts an enemy unit, he will immediately count as charging that unit, as his men attempt to cut their way free. They will Hate this enemy unit.
Forces of Destruction and Chaos
Surge
Prior to the first turn, any chaos unit is permitted a ‘Surge’ move to represent their headlong rush to get to grips with the enemy. However, the enemy will unleash their first volley into surging units as they represent the most immediate threat.
For each unit that declares a Surge, choose a number of dice you wish have the unit move forward up to the limit indicated on the table below. Once this roll is made, remove the highest dice: the total on the remaining dice equals the number of models that must be removed as casualties.
Forward Deployment Zone - 4D6
Normal Deployment Zone - 3D6
Deep Strike
From the second turn of the game, units and characters that are entirely made up of flying models may elect to Deep Strike. This means they are not deployed as normal, but instead use their extra mobility to land anywhere on the table.
Test for Deep Striking units after charges have been declared and responses resolved (ie. Immediately before Remaining Moves)
Consult the table below for each Deep Striking unit that attempts to arrive in this manner.
2nd turn - 5+
3rd Turn - 4+
4th Turn - 3+
5th and subsequent turns - 2+
A unit that successfully Deep Strikes arrives on the table using the following procedure:
1 - The Deep Striking unit fails to appear – it counts as a casualty
2,3 - The unit is off course. The opposing player may (re) place the target marker anywhere on the table, and the unit scatters automatically from this (reroll second Misfire Results)
4,5 - The unit is delayed- roll to Deep Strike again next turn.
6 - The unit is delayed – the unit automatically arrives next turn, scattering as normal
There’s Too Many of Them!
At the beginning of any turn, the Chaos forces may bring back any Core or Special infantry unit into play that has been completely destroyed during the game. The unit moves on at its original strength during the Remaining Moves phase, and may March (subject to the normal restrictions for the proximity of enemy units).
Chaos generals may attempt to sacrifice any unit infantry unit with 6 or less models anywhere on the table by rolling equal to or over the number of remaining models. Units successfully sacrificed in this way may immediately be brought back into play at their full strength as if they had been destroyed earlier in the game.
Rage of Khorne
Following the path of the Blood God is for some a simple matter of never ever taking a backward step in the pursuit of carnage. The Lord of Khorne is charged with seeing to it that no warrior under the skull rune ever turns his back on the chance to claim skulls for his thirsty god.
Should any Khorne marked unit flee in Line of Sight of the Lord of Khorne, the Lord must make a successful Leadership test or make every possible effort to charge the fleeing unit, in this or subsequent turns. If he succeeds in reaching the fleeing unit, he will fight one round of combat against them (they will not strike back), after which the unit immediately rallies.
Victory Conditions
The objective of the game is for the defenders of the raven's nest to inflict as much damage on the enemy as they take themselves: the empire forces know they are defeated, they simply have to take out as much of the enemy as they can before they fall.
To determine the winner, calculate the points for destroyed units as normal then divide these by 1000, rounding down. This figure gives the Victory Point total for that side.
For example, the Forces of Destruction kill 5463 points worth of Empire. This is therefore worth 5 VP’s to their side.
Victory Point Bonuses – the following bonuses apply for achieving specific goals during the game:
Heroic Defenders of the Empire
Martyr of Morr – 1VP
Prior to each battle, the Priests of Morr will seek out a warrior worthy of bearing their god’s blessing. Tattooing the chosen one with the blood of the raven, the Priests mark their chosen son for all to see. His actions and sacrifice sanctify him in the eyes of Morr, and should the chosen warrior be worthy, he will be elevated to the Warrior Brotherhood of the God of Death. It is rumoured such warriors can even survive their own death should their actions draw the gaze of Morr upon them.
The Empire side must secretly nominate one character (not the Army General or any wizard) in their army. Should this character kill an enemy character in a challenge, then the Blessing of Morr will be upon him. The Empire side immediately gains the bonus VP, even if he is subsequently slain. The challenge may be against an enemy unit champion.
Save the Raven’s Egg – 2VP’s
The Raven’s Egg is an ancient relic housed in the Raven’s Nest, which is said to grant far sight and prosperity to the Lord of the castle. Indeed it is said the attack upon the Nest was foreseen in dreams granted to the Lord by this Relic, foretelling the fall of the Keep and the doom of the Lord’s line.
As the Lord’s most valuable heirloom, the Raven’s Egg must be saved at all costs. To this end the Lord has placed it under the care of his most trusted house guard, who are tasked with carrying it and the Lord’s family to safety.
Should the carriage with the Egg and the Lord’s family make it off the Empire table edge prior to the end of the game, the Empire side claims the bonus VP’s. Any other result and they do not.
Hold the Keep – 2 VPs
Castles and fastnesses are always key to holding the lands they protect, and the Raven’s Keep is no exception. Should it fall, a vital bulwark against the tide of Chaos will have been lost.
Should the Empire side hold the Keep at the end of the Game, they may claim the VP bonus. The Empire counts as holding the Keep if there are no unengaged Chaos troops in the castle at the end of the game. Single characters do not count as being able to hold the keep for the Chaos side.
Forces of Destruction and Chaos
Marked for Death - 1VP
The Lord of Khorne will always enact the ritual of the great hunt before each battle. In this ritual he will mark a Champion of his enemy, and this unfortunate warrior’s skull will be prized above all others.
The Lord of Khorne must nominate an enemy character (not a wizard) secretly at the start of the game. If that character is slain, the Chaos side gains the bonus.
Ritual of Golden Blood – 2 VPs
The blood of the alchemist is particularly potent, and oft used in the creation of fell blades on the Bloodforges of the Chaos Dwarves. Awizard from the Golden College is therefore a tempting target for the forces of Chaos.
If a Gold Wizard (or the unit he is with) is defeated in combat by a Khorne marked and breaks, then the wizard is immediately captured in the same way as a unit standard (although the winning unit need not pursue to do so). Whilst the wizard may be recaptured in later turns, he will no longer be able to cast spells, and for all intents and purposes will count as a casualty (including for determining victory points). Place the wizard model at the back of the unit that currently holds him. He may not be passed from unit to unit.
Slaanesh’ Dark Desire – 2 VP’s
The Dark Prince delights in the corruption of the innocent and the defiling of the pure and chaste. Many of his most potent Champions are brought forth from the loins of the purest and most innocent women, captured, tempted and impregnated by Slaanesh’ unspeakable servants. The Prince’s reward for bringing him women of virtue to bend to his decadent will is often great.
Should the Lady of Light (Light Wizard) and any unit she is with be defeated in combat by a Slaaneshi marked unit and break, the wizard is immediately captured in the same way as a unit standard (although the winning unit need not pursue to do so). Whilst the wizard may be recaptured in later turns, he will no longer be able to cast spells, and for all intents and purposes will count as a casualty (including for determining victory points). Place the wizard model at the back of the unit that currently holds him. He may not be passed from unit to unit.
Armies
Heroic Defenders of the Empire
3 players, each player may select 2500 points of Empire troops (with the restriction on Lords, Altars and Steam Tanks listed below)
D6 units receive free ‘Spikes’ (see card) at the start of the game.
D3+1 gun emplacements are deployed for free at the start of the game.
The Heroic Defenders receive for free 5 Morr’s Talons – Greatsword champions – that may deployed free with any unit deployed into the Raven’s Nest
Forces of Destruction and Chaos
2 players, 10,000 points combined of Chaos and Allied troops (with the restrictions on Lords and Daemon Princes listed below). Led by The Paragon of Slaughter (see Characters)
Tamurkhan rules for marks and army construction apply.
Deployment
The Empire side deploys their entire army first. Heroic Defenders of the Empire deploy as normal in the Empire deployment zone, with 1000pts permitted deployed in the Raven’s Nest.
Forces of Destruction and Chaos are divided into two deployment types.
Up to one third of the Chaos forces may be deployed in the ‘Forward’ deployment zone – these forces may not include characters.
Remaining forces are deployed as normal in the ‘Normal’ Chaos deployment zone.
First Turn
The Forces of Destruction roll to seize the first turn: on a D6 roll of 6 they may go first. Any other result the Empire gets the first turn.
Special Rules
Heroic Defenders of the Empire
Call of hearth and home
At the start of the game, the Empire side must nominate one of their captains. This is Captain Maximillian Maxwell von Maximus, known affectionately as Captain Max. Captain Max, whilst loyal to his Emperor, is known for the ties he has to his home village Maxhof, and the love of his life Minimina (Mina for short) von Maximus.
Captain Max knows that the Raven’s Nest is not the only place the hammer of Chaos will fall this day, and his need to return to his home to lead the defense there is strong. At dawn messengers bring word that a splinter of the Chaos force has separated from the main attack, and is heading for Maxhof. Captain Max has a decision to make.
From Turn 5 onwards (before charges are declared), Captain Max and any unit he is leading must make an unmodified Leadership test (which may be rerolled if the BSB is in range). Should he fail this test, his unit will immediately flee towards the nearest table edge, as Max leads his troops for home. If his flight takes his unit through other friendly units, they test for panic as normal, but if Max contacts an enemy unit, he will immediately count as charging that unit, as his men attempt to cut their way free. They will Hate this enemy unit.
Forces of Destruction and Chaos
Surge
Prior to the first turn, any chaos unit is permitted a ‘Surge’ move to represent their headlong rush to get to grips with the enemy. However, the enemy will unleash their first volley into surging units as they represent the most immediate threat.
For each unit that declares a Surge, choose a number of dice you wish have the unit move forward up to the limit indicated on the table below. Once this roll is made, remove the highest dice: the total on the remaining dice equals the number of models that must be removed as casualties.
Forward Deployment Zone - 4D6
Normal Deployment Zone - 3D6
Deep Strike
From the second turn of the game, units and characters that are entirely made up of flying models may elect to Deep Strike. This means they are not deployed as normal, but instead use their extra mobility to land anywhere on the table.
Test for Deep Striking units after charges have been declared and responses resolved (ie. Immediately before Remaining Moves)
Consult the table below for each Deep Striking unit that attempts to arrive in this manner.
2nd turn - 5+
3rd Turn - 4+
4th Turn - 3+
5th and subsequent turns - 2+
A unit that successfully Deep Strikes arrives on the table using the following procedure:
- Place a marker on the table to represent the target point
- Roll the Artillery and Scatter dice, and scatter the marker to the indicated location
- A unit that either rolls a Misfire or scatters onto any piece of terrain consults the table below.
- If a unit scatters onto a friendly unit, both units must take an Initiative test or suffer D6 S3 hits. Neither unit may move this turn.
- If a unit scatters onto an enemy unit, roll a D6. On a 1-3 the Deep Striking unit is repelled by the enemy, and is place 1” away from the enemy unit facing a random direction and suffers D6 S3 hits. On a 4-6 the Deep Striking unit counts as charging the enemy unit from the front, and inflicts an additional D6 S3 hits at the start of combat that count towards Combat resolution. Should there be no space at the front of the unit (if the enemy unit is already in combat for example), then the Deep Striking unit may be placed on a randomly determined flank.
- A unit may target enemy units in open terrain or on hills by placing the marker on them. Units targeted this way may make an Initiative test to stand and fire (if they have missile weapons) regardless of whether the marker then scatters. If a ‘Hit’ is rolled, apply as if the Deep Striking unit had scattered onto the enemy (as above).
1 - The Deep Striking unit fails to appear – it counts as a casualty
2,3 - The unit is off course. The opposing player may (re) place the target marker anywhere on the table, and the unit scatters automatically from this (reroll second Misfire Results)
4,5 - The unit is delayed- roll to Deep Strike again next turn.
6 - The unit is delayed – the unit automatically arrives next turn, scattering as normal
There’s Too Many of Them!
At the beginning of any turn, the Chaos forces may bring back any Core or Special infantry unit into play that has been completely destroyed during the game. The unit moves on at its original strength during the Remaining Moves phase, and may March (subject to the normal restrictions for the proximity of enemy units).
Chaos generals may attempt to sacrifice any unit infantry unit with 6 or less models anywhere on the table by rolling equal to or over the number of remaining models. Units successfully sacrificed in this way may immediately be brought back into play at their full strength as if they had been destroyed earlier in the game.
Rage of Khorne
Following the path of the Blood God is for some a simple matter of never ever taking a backward step in the pursuit of carnage. The Lord of Khorne is charged with seeing to it that no warrior under the skull rune ever turns his back on the chance to claim skulls for his thirsty god.
Should any Khorne marked unit flee in Line of Sight of the Lord of Khorne, the Lord must make a successful Leadership test or make every possible effort to charge the fleeing unit, in this or subsequent turns. If he succeeds in reaching the fleeing unit, he will fight one round of combat against them (they will not strike back), after which the unit immediately rallies.
Victory Conditions
The objective of the game is for the defenders of the raven's nest to inflict as much damage on the enemy as they take themselves: the empire forces know they are defeated, they simply have to take out as much of the enemy as they can before they fall.
To determine the winner, calculate the points for destroyed units as normal then divide these by 1000, rounding down. This figure gives the Victory Point total for that side.
For example, the Forces of Destruction kill 5463 points worth of Empire. This is therefore worth 5 VP’s to their side.
Victory Point Bonuses – the following bonuses apply for achieving specific goals during the game:
Heroic Defenders of the Empire
Martyr of Morr – 1VP
Prior to each battle, the Priests of Morr will seek out a warrior worthy of bearing their god’s blessing. Tattooing the chosen one with the blood of the raven, the Priests mark their chosen son for all to see. His actions and sacrifice sanctify him in the eyes of Morr, and should the chosen warrior be worthy, he will be elevated to the Warrior Brotherhood of the God of Death. It is rumoured such warriors can even survive their own death should their actions draw the gaze of Morr upon them.
The Empire side must secretly nominate one character (not the Army General or any wizard) in their army. Should this character kill an enemy character in a challenge, then the Blessing of Morr will be upon him. The Empire side immediately gains the bonus VP, even if he is subsequently slain. The challenge may be against an enemy unit champion.
Save the Raven’s Egg – 2VP’s
The Raven’s Egg is an ancient relic housed in the Raven’s Nest, which is said to grant far sight and prosperity to the Lord of the castle. Indeed it is said the attack upon the Nest was foreseen in dreams granted to the Lord by this Relic, foretelling the fall of the Keep and the doom of the Lord’s line.
As the Lord’s most valuable heirloom, the Raven’s Egg must be saved at all costs. To this end the Lord has placed it under the care of his most trusted house guard, who are tasked with carrying it and the Lord’s family to safety.
Should the carriage with the Egg and the Lord’s family make it off the Empire table edge prior to the end of the game, the Empire side claims the bonus VP’s. Any other result and they do not.
Hold the Keep – 2 VPs
Castles and fastnesses are always key to holding the lands they protect, and the Raven’s Keep is no exception. Should it fall, a vital bulwark against the tide of Chaos will have been lost.
Should the Empire side hold the Keep at the end of the Game, they may claim the VP bonus. The Empire counts as holding the Keep if there are no unengaged Chaos troops in the castle at the end of the game. Single characters do not count as being able to hold the keep for the Chaos side.
Forces of Destruction and Chaos
Marked for Death - 1VP
The Lord of Khorne will always enact the ritual of the great hunt before each battle. In this ritual he will mark a Champion of his enemy, and this unfortunate warrior’s skull will be prized above all others.
The Lord of Khorne must nominate an enemy character (not a wizard) secretly at the start of the game. If that character is slain, the Chaos side gains the bonus.
Ritual of Golden Blood – 2 VPs
The blood of the alchemist is particularly potent, and oft used in the creation of fell blades on the Bloodforges of the Chaos Dwarves. Awizard from the Golden College is therefore a tempting target for the forces of Chaos.
If a Gold Wizard (or the unit he is with) is defeated in combat by a Khorne marked and breaks, then the wizard is immediately captured in the same way as a unit standard (although the winning unit need not pursue to do so). Whilst the wizard may be recaptured in later turns, he will no longer be able to cast spells, and for all intents and purposes will count as a casualty (including for determining victory points). Place the wizard model at the back of the unit that currently holds him. He may not be passed from unit to unit.
Slaanesh’ Dark Desire – 2 VP’s
The Dark Prince delights in the corruption of the innocent and the defiling of the pure and chaste. Many of his most potent Champions are brought forth from the loins of the purest and most innocent women, captured, tempted and impregnated by Slaanesh’ unspeakable servants. The Prince’s reward for bringing him women of virtue to bend to his decadent will is often great.
Should the Lady of Light (Light Wizard) and any unit she is with be defeated in combat by a Slaaneshi marked unit and break, the wizard is immediately captured in the same way as a unit standard (although the winning unit need not pursue to do so). Whilst the wizard may be recaptured in later turns, he will no longer be able to cast spells, and for all intents and purposes will count as a casualty (including for determining victory points). Place the wizard model at the back of the unit that currently holds him. He may not be passed from unit to unit.