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1 THE INVASION OF LANNAR IV 7TH, 8TH & 9TH SEPTEMBER 2018

2 A Campaign Weekend at Warhammer World is a unique experience like no other. Each game you play is set in the rich narrative of the Horus Heresy universe allowing players to embrace the lore and immerse themselves in a vivid story. What s more, the outcome of your games shape the tale being told, so your actions on the battlefield have a direct impact on where the campaign goes. If you want to play fun games of the Horus Heresy but forge a narrative with your army and fight for your faction, then a Campaign Weekend is a one-of-a-kind experience not to be missed. This event is set on the Forge World of Lannar IV. The Traitors have massed in numbers not seen for a long time to invade what is proportionally a regular Forge World. Similarly the Loyalists defend the planet in numbers usually designated to entire systems. Unknown to all but the upper echelons of command, this is because Lannar IV holds a power that could change the face of war - the Lifebane. EVENT ESSENTIALS Date: 7th, 8th & 9th September Rules: Horus Heresy Age of Darkness. Army Sizes: 4,000, 2,500 and 1,000. Missions: Narrative and provided during the event. Number of games: Seven. Publications in use: All current Horus Heresy books from Forge World. Meals: Lunch is provided on Saturday and Sunday. Other activities: Painting competitions and free entry to the Warhammer World miniatures exhibition. MODEL REQUIREMENTS Playing exciting, atmospheric games with fully painted miniatures is a big part of Games Workshop events. Therefore all miniatures in your collection must be 100% Games Workshop miniatures and be fully assembled, painted and based. Each model must fully represent how you intend to use it as (including all weapons and equipment). Furthermore, you need to contact us to let us know about any conversions or proxies you are planning on using, and provide us with photos of the models in question where possible. Don t worry, we fully appreciate awesome hobby skills and cool models, but we just want to make sure everything is super clear for your opponent and no confusion can arise during games. We will politely ask you to remove any models that don t meet these above standards to protect everyone s experience. If you would like more information on event model requirements then read our guide here:

3 THE WAR RAGES ON The Traitor Legions have reached the very edges of the Solar Segmentum leaving a trail of destruction in their wake. The Loyalists are being slowly driven back, but ground is only ceded with bitter bloody struggle as they enact a heavy toll upon their traitorous brethren. This campaign tells the tale of one such story in the ongoing war. The Warmaster has called for an all-out assault on the Forge World of Lannar IV. Heavily defended and fortified, the Legions have come together in numbers not seen in a very long time. Fragile allegiances are made, for the Loyalists will not give up Lannar IV lightly. The Forge World is a vital component in the war effort, for arms and armour are produced en masse for the Legions. Whoever gains control of Lannar would have significant resupply for the battles to come in the Solar Segmentum and the push to Terra. Yet Lannar IV is not just any Forge World. The Warmaster would not gather such a colossal army just for boltgun rounds. Privy few know of Lannar IV s true worth, what it holds deep in the prime city s bunkers and vaults. Even those that defend Lannar IV are not told its real value lest the secret escape. Great efforts are taken to hide the truth from adepts and menials by keeping their work tasks monotonous and seemingly insignificant. Yet the sum of their efforts adds up to something monumental a project known as Lifebane. Both Loyalist and Traitor prepare to invade Lannar IV with little understanding of their real purpose. For now, they have no reason to question their orders, for battle with the enemy is their prime concern. But as the Traitors inevitably reach Lannar Prime, will either side discover the true power beneath their feet, and if so, what will become of it? The campaign will chart the invasion of Lannar IV from start to finish. The city is heavily fortified with void shields and anti-air batteries, so invasion will begin in the wastelands surrounding the city. The Loyalists cannot hope to repel the Traitors over such a wide area, but they will ensure that any ground is not ceded lightly. Once the Traitors inevitably reach the walls of the city, the siege will begin. FACTIONS Each player joins a faction based on which ticket you purchase Loyalist or Traitor. Factions will have an event staff member assigned to it who will provide you with regular updates, orders and objectives, and give you some important choices to make during the weekend. Below are some requirements for players belonging to that faction, so make sure you pick your side before purchasing your ticket! TRAITOR The Traitors are invading Lannar IV. They have massed in numbers not seen in a long time, and put aside their personal differences to fight the Emperor. Some have little plan but to spill the blood of their enemies, for rage and hate fuels them in this endeavour. Others recognise the sheer effort being expended on Lannar IV and seek to uncover the real reason they are here. Players are encouraged to think about their motivations in the war. Are they nefarious in nature, known to pursue their own agenda and thus unlikely to work well with others? Or have they bought in to Horus ambition and will work to bring about the Emperor s destruction no matter the cost? Players belonging to this faction MUST use a Traitor army, and may not use any units that belong in a Loyalist army. If you are unsure, get in contact with us via the details at the end of this pack. LOYALIST The Loyalists are defending Lannar IV. Long have they known that the Forge World would be a target. They have reinforced Lannar considerably, bolstered it s defences and are ready to make the Traitors pay. For some, this is enough to heroically stand their ground against their traitorous brethren. To others, Lannar IV is just another world that will burn sooner or later. What significance remains that they can discover, what secrets can they take with them before Lannar meets it s end? Players are encouraged to think about their motivations in the war. Are they loyalist through and through, ready to lead from the front and slay every last traitor they can get their hands on? Or are they more independent in nature, entertaining different ideas on how to be victorious over Horus? Players belonging to this faction MUST use a Loyalist army, and may not use any units that belong in a Traitor army. If you are unsure, get in contact with us via the details at the end of this pack.

4 THE GAMES The games during the weekend will follow the standard rules for Horus Heresy: Age of Darkness. Having this book with you for the weekend is essential, as is your relevant army list book. The missions themselves will be given to you on the day before each round. Each mission will reflect the story being told and will require you to adapt to the changing circumstances of the tale. This is an exciting part of Campaign Weekends as each mission is carefully selected to further immerse players in the event. The outcome of these missions will then impact those that follow it. What s more, as this event is a Campaign Weekend and not a tournament as such, your victories will count towards your faction s success as a whole, rather than individually. ARMY BUILDING For the 2,500 point and 4,000 point games, follow the usual rules for building your army in the Age of Darkness. Any relics found in book 4 Conquest will not be in use, as they are part of that specific campaign. With all of the games this weekend (including the scout force games detailed below) you are free to change your army roster between rounds. This is actively encouraged when the mission calls for it. For instance, besieging the walls of Lannar IV is best done with artillery and heavy weapons, whilst a search mission is more suited to fast moving recon units. We do expect a certain code of conduct when doing this however. It s not acceptable to see what army your opponent has, then change your roster to deliberately counter them. This goes against the spirit of the weekend. Scout Force When building your 1,000 point force, things are done a little differently. This is your army s scout force - a team of specialists sent ahead of the main army to achieve various objectives on Lannar IV that will have an impact on your larger point games. We encourage everyone to embrace this part of the campaign as it s intended. A Legion Artillery Tank Squadron that bombards their opponent from the board edge would be perfect in the siege games, but not in the 1,000 point scout force games. Instead, specially trained warriors more accustomed to infiltration, assassination, sabotage and scouting are perfect. To support this, the 1,000 point games will have the following restrictions: No Primarchs, Praetors or unique (named) characters. No Lords of War, Super-heavies, Gargantuan or Flying Gargantuan creatures. No vehicles with a combined armour value of more than 33. No units with a toughness value of 8 or more. No flyers or flying monstrous creatures. No fortifications. We feel that the above restrictions give you plenty of opportunity for interesting army building but still fit with the theme of the scout force. We encourage all players to give this a go and craft some real personality around your 1,000 point army. Converted veterans with trophies, extra equipment, sophisticated technology and status make for a really fun hobby project. To further support this, we will hold a Best Scout Force competition. See Painting Competitions for further details

5 FLEXIBLE 4,000 POINTS Flexible 4,000 point games are where you and your opponent are free to set the limit for your game to enjoy a big, epic battle for your Primarchs, super-heavies and even Titans. We have set the recommendation at 4,000 for this game, but feel free to use more! If you don t have more than 4,000 worth of models but your opponent does, we encourage you to be a little flexible with the limit so they can use models they might not ordinarily use in a regular game of Horus Heresy. After all, this weekend isn t designed to be your regular tournament style game. Therefore if you have a big differential between armies, here are some ways you could balance things: Warhammer World has a supply of Bastions, Firestorm Redoubts, Defence Lines and Aquila Strong. We would be happy to supply some of these to your game (while stocks last!) Use the terrain provided. Ruins and Sector Mechanicus terrain could easily be repurposed to give one player some narrative rules to use such as making them fortifications. The player with less could set up the table to their liking and choose deployment zones to represent a thought-out position ready for the battle ahead. One player could be allowed to bring back certain defeated units as reserves. One player could be given access to bombing runs or artillery barrages. For example that player would pay the for a Legion Artillery Tank Squadron, but the unit would be stationed off the board. In the shooting phase that player would be able to shoot with the unit measuring range from a specific point of their table edge and consider it indirect fire. The numerically superior opposition would have to storm the enemy s line and defeat them before they could root out the artillery positions. The 4,000 point games give you plenty of time to enjoy a large battle, so we encourage everyone to have a chat beforehand and embrace the above. Even if you do have matched armies with even, we encourage you to use some of the above anyway to create a really interesting narrative experience and an epic game of the Horus Heresy. The events team will be on hand to help in this regard, to offer ideas and make suggestions if you need it, so feel free to ask one of us. FRIDAY NIGHT GAMING The first game of the weekend is set in the outer limits of the Lannar system. The Traitors seek to dominate and destroy Loyalist positions to open the path to Lannar IV and prevent the Loyalists attacking their rear lines once the invasion begins. The Loyalists have no hope of successfully defending this territory for their forces in the outer limits are vastly outnumbered. Nonetheless they will fight for as long as possible to give their brethren on Lannar IV more time to prepare. What s more, if they make the Traitors pay a bitter price, this could tip the balance later on. This game is very much part of the campaign weekend, however we understand work and life gets in the way sometimes. If you can t make it down for this game on Friday evening, there will be a late registration Saturday morning in Bugman s Bar. We will try and match you up against players of an opposing Faction, however as not all may be able to attend the Friday evening, there may be an instance where you have to play a member of the same Faction. We will try and avoid this where possible, however please bare this in mind. Consider it early infighting and disagreement between rivals thrown into Lannar IV!

6 ORDER OF BATTLE The aim of all players should be to have an enjoyable game that re-tells the story of the war in a thematic and engaging way. We encourage everyone to embrace this. Here are a few helpful ideas: Consider theme and narrative for the mission at hand when selecting your army before each round. For example, a defensive mission would see gun lines and fortifications, whilst a rescue mission would be better suited to fast moving units, flyers and teleporting reserves. An appropriate selection of units really helps set the scene of a battle. Think about the rule of cool and how the events of your games can forge a narrative. Could your sergeant make an epic charge and defeat an enemy in single combat against the odds? Could your last few warriors hold their ground as Angron charges towards them? At the end of the event these tales of heroism will go down in the annals of history forging a narrative of fame (or infamy) to share with other hobbyists. Think about the tempo of the game and how the missions objectives can be achieved cinematically. A rising crescendo of events where there s back and forth between both players, vital combats taking place and a finale that s close up until the final dice roll will create a thematic and fulfilling game for all. If one player is blasted off the table in turn one, this wouldn t be the most satisfying narrative game. Play to the very end. Some of us will remember a time where we ve snatched victory from the jaws of defeat, and it s a mighty tale to be told! Even if things are looking grim early into the game, sometimes some savvy decisions and lucky dice rolls will achieve the unexpected, be it a defiant last stand or even a crafty victory. Have a chat with your opponent beforehand such as when talking through their army. What inspired them to create their army and choose those particular units? PAINTING COMPETITIONS During this event we will hold three painting competitions. These competitions are there to celebrate hobbyists who have gone the extra mile in their hobby to create some truly special models. You are eligible to enter each category once. To enter you must have done the building and painting yourself and the models must be from the army you are using that weekend. The first painting competition is the Legends painting competition. This is perfect for any particular models in your army you are most proud of. Its open entry for anyone taking part in the event, and the winners are determined by player vote. The winning models from each category will win a Legend award. The categories are as follows: Hero of Legend includes any single Infantry, Bike, Jetbike, Cavalry, Beast or Primarch model. Company of Legend includes any unit of 5 or less Infantry, smaller Artillery, Bikes, Jetbikes and Cavalry models. Icon of Legend includes any Vehicle, Monstrous Creature or larger Artillery model with accompanying crew. The second painting competition is the Best Scout Force competition. This is specifically designed for the scout force you are using during the weekend (your army for the 1,000 point games). This competition is open entry for anyone taking part in the event, and the winner is determined by player vote. You may only enter the models you have used for your scout force and no more than 1,000 worth of models. The final competition is the Best Army Competition. This is a prestigious award for hobbyists who take the time and put in the effort to achieve a truly excellent standard of hobby consistently across their whole army. The Events Team will nominate a shortlist of armies, and then the winner will be determined by player vote. The Events Team may specify additional requirements during the event for any unusual or particularly large entries. If you have any queries regarding these competitions, feel free to contact us before the event.

7 AWARDS At the end of the event we will hold an award ceremony to celebrate particular feats of achievement. The awards available are: Victors of Lannar IV - for each member of the winning faction. Chaplain - for the Loyalist player with the most Favourite Game votes, with the best gaming results as a secondary sorter. Dark Apostle - for the Traitor player with the most Favourite Game votes, with the best gaming results as a secondary sorter. Hero of Legend - as voted by you for the winner of the Hero category in the Legends painting competition. Company of Legend - as voted by you for the winner of the Company category in the Legends painting competition. Icon of Legend - as voted by you for the winner of the Icon category in the Legends painting competition. Best Scout Force - as voted by you for the best looking scout force. Best Army - as voted by you from the selection of nominees for the best looking army. SCHEDULE Friday 7th September 10.00am Warhammer World opens. Feel free to have a look around the exhibition, play some games with friends and grab some food in Bugman s before the event starts 5.00pm-6.00pm Registration 6.00pm-9.30pm Game 1 Flexible 4, pm Warhammer World closes Saturday 8th September 9.00am Registration in Bugman s Bar 10.00am Event hall and stores open 10.20am Event brief 10.30am-1.00pm Game 2 2, pm-2.00pm Lunch and the Legends painting competition 2.00pm-3.15pm Game 3 1, pm-4.45pm Game 4 1, pm-7.30pm Game 5 2, pm All entries received for the Best Scout Force painting competition 8.00pm Event hall closes 10.00pm Bugman s Bar closes Sunday 9th September 10.00am Warhammer World opens and voting for Best Scout Force begins 10.30am-11.45am Game 6 1, am-1.00pm Lunch and the Best Army competition 1.00pm-4.30pm Game 7 Flexible 4, pm Award Ceremony 6.00pm Warhammer World closes CONTACT US If you wish to ask any questions, discuss any conversions or to find out more about our events, please feel free to get in touch with us: Phone: (+44) whworldevents@gwplc.com Write: Warhammer World Events Team, Games Workshop, Willow Road, Nottingham, NG7 2WS, UK Catch up on all the latest event news by finding us on at Games Workshop: Warhammer World

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