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Page 1: WHFB - Triumph & Treachery

7/23/2019 WHFB - Triumph & Treachery

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{

*

Page 2: WHFB - Triumph & Treachery

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INTRODUCTION

Trust no

one The Warhammer

world

is a

dark and dangerous

place,

where

cunning and

guile

are

vital if

you

wish

to survive. This

book is an

expansion for the llarhauuer

rulebook,

that contains rules

for battles

where

your

wits

will be every

bit

as

important

as

the strength

ofyour

army,

Not

all battles

are

stra'ightftrrward

contests

betrreen

nlo

sides.

The

blood-soaked history

ofthe \Varhammct

rvorld

is

hllecl

with

tales

ofbattles

fought

betlveen

tltrce or more arrries,

each

rvith their

own

goals

and

agclrdas,

or

occasions lrlere

largc

contingcnts ofmercenary

warriors

u,erc

hircd

b a dcspcrate

general

to

even

thc odds ofa battlc in his

fi* our. I rrarpli

c;

Tt'eatherl

allorus

you

and

your fricnds

ro

fight

such hattles

tith

your

o\vn

afmlcs.

As well

as

providing

rules for multi

sirle.l

battles

and

nrercenary

forces, Iiiumph

<i TtaJtrt

inc[Lde:

detailed

accounts

ofthree

fanrours

battles that liatured

these elements.

Each battir inciudcs

extensir-e

background

inlormation,

detailed

otders ofbattle,

and rrotes

and

guidelincs

about

horv

to

recreatc

thc battle on

rhe rabletop.

Thc

Tiiumph

l:?

Trcatlt*t

exparsion

is

split into

the

follorving

rhree sections:

TREACHEROUS

TIMES

The fimt

scction of Tii.tmph

il I)reatlurl

is an accounr

ofsome

ofthc

most

infamous

deeds

cver carried

out on

the

battlcficlds

ofthe

\Yarhammcr

rorld.

Here,

you will

6nd

shocking

tales of

double dealing, back-stabbing

ancl

ourriglrt pcrfid1,

so

that

you

will

knorv exacth-rvhat

to

prepare

for in

a

typical Triumph

&

'freacherv

battlc. \\re

have also

providcd

a

briefoverviet ofrhe

part

playcd

by

mercenarl

cornpanies iD

the

mant

battlcs

across

the

\Varhammer world,

along t

ith descliptions

ofsome ofthr

most notorious

ofthese untrust{'orth\

sclls\\ords to e|er li*

thcir

bladcs

fbr coin.

AIIACKED

FROMALLSIDES

B\

the

tinr.

\

ou get

to this

scction,

vou'll

be

ready for the

rules

r,c.J. i.

r

-

,

h. l-.

e

rrcn

hrrr

ur m,'re:.enaralL

armie..

uhich

are

prrsenrcd

ltcre.

\Iost

\Yarharnmer

batties

have

two

sides, u

ith

cach sirle

.ommantled

bl

onc

or more

players.

This

isn'r thc

case

in

a

Triunrph

&

Treaclrcrr

battle. Instead, all

ofthe

plavers

6ght

each

other,

and

onh-one

plaler

rvil1 be

the

rvinncrl

These

nerv

ruies

tclllou

hori'this

is achieved and

allow

1ou

to build ternporarl

allianccs,

rLsc dirtr

tricks

and

cunning

ruses

to

defeat

lour

opponents, and

add brand-nerr'

mcrcenary

Llnits

to

your

army to better

crush \'our

ibes

on

the tabletop.

INFAMOUS

BATTLES

The detailed

accounts

ofthrec

battlcs from

the

\Varhammer

world's

historv that

rve present

in this

scctiou

serve

to

shotv

diflercnt

t,vpes

ofgames that

can

bc

fouglrt

using

tire

Triumph

&

Trcachery

ru1es.

They

also

provide in-depth

iDlirrmation

on three fascinating

(and

dastardlyl) battles for

pla],els

to

participate in

themselves.

'l'hc

Battle

of

Chapotek: Dark EIf, .lrmpire

and

Lizardmen

forces

figlrt to

clairr

the treasures

ofthe OLI

C)nrs.

Death

in

the

Vale

of Corpses: An

ancienr

plophccl

hurls

the

Varnpirc

Counts an,l lbllosers oiChaos inro

deadly conllict

alongside

thcir

mercenar-\'

allics.

The

Battle

of Sundered Peak:

.\

cunning ambush pits

Goblins,

Dl art-s

and

Ska\-cll

against

one

another in

a

battle

to

the death.

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Yetminous

Virtues

Ta

the cauntless

banies

afShavendon,

anaral

cunning and

selfsh

crueltl

are

qualities ta

be

adnired.

In d

ee

d, out n

an oe

aar ing

and

a

utltit t

ing

la

ur

fr

e

uithout

?utting la

rtelf

at risA i: tansirlered

the

laltnarA

cfa

gaod

karter.

A po?Llar

?nufi

tlrouglDut

the

Under

E/n?ie n'Wh)f&bt

?an

ttu.fi.nt

uAat

laa

ran aitfr.n

bchind?'

E brat;ltg

tbi ftnt;ni.nt

tholeheartalh,

it

i:

a

rart

llrarlord

ird ::la

tald t.

tAeJi. ,1': itl.

hrAing As:at:ir::.

;etr:t

aeapant and

a

rtale

t:,:t

aftreathetcu: tr::i:

rc ia;

t:

hin

up.

CUNNINGETGUILE.

Here s'e

have

provided

a

brief history of the underhanded

tactics employed by

devious

generals

to defeat multiple opponents.

\lost

battles

arc

straightforward affairs; two armies

offerocious warriors

meet

on

the

batt1efie1d,

arra,v

their

battle lines, and

then

with

a

mighty

roar

-

crash

into

each other) the

victor

being decided

bv force ofarms,

skilful

leadership

and

perhaps

the

smallest

bit ofgood

luck.

Sometimes, though,

things

can be

much

Iess

clear-cut. OD

occasion,

it

will not

be

two armies that

clash on a

battlefield,

but three or more, with

each

force

striving

for

the

ultimate victory. At

such

times, temporary

alliances

may be

formcd,

only

for

one

allicd

force

or

the

other to suddenlv turn

on

their

so-called

friends.

These

unscrupulous tactics

are not

Iimited to simply

the

breaking ofalliances; in

a

battle fought

betrveen

three or more equally matched

opponents,

each

general

taking

part

must learn to

be

cunniflg

as

well

as

brutal He must

be able

to

set

his

foes

against

each

other, learn to

pick

his allies

wisely,

and know when to

stab someone

in

the

back

before

they

do the

same

thing to him. In

other

words,

a

successful

Warhammer general

needs

to

be able

to

use

underhanded

ploys

and

tactics

when they

are

required in

order

to

win

a

battle. They must

be

willing

to

use

whatever

tools are Deeded

to

secure

victory,

even ifit means

using fbul trickery

or stooping to

hiring

untrustrvorthy

mercenaries

though

they are hated

racial

enemies.

THERE CAN BE ONLY

ONE

It's not uncommon

for banles in

the

Warhammer rvorld to

have

morc than

tu,o sides. Sometimes a

strategically vital Iocation rvill Iie

close

to

several

kingdoms,

each

ofwhich

is desperate

to control it. By

manipulation or

chance, the

armies

ofthe different kingdoms will arrive on the battlefield

at

the

same

time.

Unable to

agree

on

an,v

alliances, all

will

fall to fighring

to

gain

control ofthe battleiield and

seize the

objective. At other times,

an

artefact

of

a\,vesome

value

lvill be

discovered, drawing rvarlords

desperate

to own it from far

and rvide across

the

Warhammer world. Unwilling to

share

the

loot

with

each

other,

the

warlords

rri11

soon

flll

to

arguing

and

then to all-out combat, until

one

leader

emerges

\,ictorious and

seizes

the

artefact

as

their own.

Most

commonly,

however, such

battles

come about

when

a

cunning

leader sees an

opporrunity

to

defeat several

rivals

at

a

single stroke.

The

combatants may have been drar,vn

together

for

any

number

ofreasons.

Perhaps they were

part

of two allied

armies,

whose

internal

quarrels

have Ied

to the allied

forces

fighting amongst

themselves as

rvell

as

against the

enemy.

Or

it

could simply

be

ill

fortune that

means

that three

or

more

hated

foes

find

themselves

arrir''ing

on a

field ofbattle

at

the

same

time, with

little

recourse

from

iighting their

foes

apart from

an

ignominious

retreat.

Thc Battlc

of

Fester Soike

In

rlrc

r

car

251

l,

by rh.'Empire's .alendar,

the Drvarf King Bhaldur Ironchest led

an

expedition from

Karak

Izor against the

Skaven

stronghold known

as Fester

Spike. His

goal

rvas

to retrieve

one

of

:hr ltgen.larl iost

hammers ofValaya, thus righting

one

ofthe

most

grievous

wrongs in Karak

Izor's

B,rr,k oi

Gmdges.

Such a noble

undertaking drew Dwarfcontingents from Karaks

all

across

the

01;

\\o:lJ.

antl Bhalclur quickly

lound himseif

at

the

head

ofone ofthe largest Drvarfexpeditionary

armi:s

il \ ing mcmory.

In

a

sl

ii:

anJ

5loodl

battle,

the

Drvarfs

smashed aside

the

Skaven

garrison

protecting

the

entrance

tunnels to

Ft.ic:

-ipikc

and

prepared

to

press

deeper iDto

the

Skaven

stronghold. As

Fester

Spike

descencler'l

in:o anar;hr.

Grer

Seer ThanquoJ rvas

dispatched

bi

the Council ofThirteen to

restore

order. Thanquol

quirkh

organized

a more coherent defence,

and

in

the

time this

bought him,

Prepared

to iummon

a

\irmin

Lord ofthe Horned

Rat to help

defeat

the

invaders.

Whether it

was

a

Iack ofprepararion.

-I-hanquol's

s-arpstone

snuffaddiction,

the close

proximity

ofthe Runesmiths

in

the

Drvariarmr or:

:ombioaiion

ofall rhese

tactors,

Thanquol's summoning

ritual went horribly

and

disastroush \rron '. lnsi.ad

ofsurnmoning

a \trmin

Lord, the

Grey

Seer

managed to cali the

Bloodthirster

knol

n as

Skarbrand to the battleield

atrid

a

roaring

vortex ofsmoke

and

flame.

Smashing

contemptuoush through Thanquol's

spells

ofcontainment,

Skarbrand widened

the

breach

to

the

Realm ofChaos,

alloting

the

daemonic

)egions

under his

command to

pour

throughl

A confusing

and

horribly bloodl

three-rva1'

battle erupted in

the

tunnels

and

warrens

that

made

up

Fester

Spike. Roaring Bloodletters

duelled

with grim-faced

Dwarfs,

hordes

ofsquealing

Skaven

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.

we,:e

cut down by thundcrous

volleys ofhandgun

1ire, and

everyrrhere,

Thanquol's

magic \rarpeLl

and

twisted

whatevcr it touched. Thc Drvarfs

did rhcir bcst to contain

the

daernonic

assault,

but

rvhen

Skarbrand

decapitated

King

Bhaldur

x

ith

a

single

st

eep

of his

axe,

Carnagc,

thcir spirit

t

as

broken. Bearing Bhaldur's

bodl

before

them, ther conducted

a

6ghting

retrcat fiom

the

Daemon-

and Skaven- infbsted

halls ofFester

Spike. Although

rhc Dl

arfs had

been defeated,

ther

had

taken

a hear'1

toIl on

the

Daemon

hordes,

lvhich

gar e

Thanquoljust enough ofan

edgc

to linalh dril.e

Skatbrand through

the

faltcring

Warp

breach and

back into

the

Realm

ofChaos. For his part,

Skarbrand

rl-'as

more

than

pleased

to

leave the

tunncls ofFestcr Spikc

runnitg

rvith rivers

ofblood,

taking

a

rich haul

ofDlvarfand Skaven

skulls tvith him to adorn the Blood God's

brass

thronc-

Thc Battlc of

La Maisontaal

At La Maisontaal

Abbc1.,

the

Bretonnian knights

ofTancred, Duc

de

Ouenelles,

fought

the forces

ofthe Necromancer

Heinrich Kemmlcr

and

the Skaven

mutant Throt

the

Unclean.

Although

at

6rst

the

Skavcn

and Kemmler's

Undead Iegions lbught together to

retrier-e

the

stolcn

Black

Ark

ofthe

Hotned Rat, this unholl,

alliance

soon

broke

dorvn

rvhen

the

treacherous

Skaven unleashed a

number

ofhellish Warplire Throlvers

from amongst

thcir

ranks

in

an

cffort to destrov

the

Lichemaster.

Kemmler rvalked unscathed

through

the

grcen

flames

they douscd

him with

and

turned

his

undying

forces

against the

deceitful ratmen. \\ratching

as

the

Skaven

and Undead battle lines

engaged each

other,

Duc Tancred

held his

forces

back

for

a

single heroic

charge,

rvhich

smashed

the

forces

ofthe

Skaven,

splitting them. Throt

on , managed to

escape

because

his

warpstone-enhanced

constitution

kept him

alive

despite

hortendous

wounds-

Flowever,

the

battle

rvas

far from

over.

The Bretonnians

continued to

take heavy casualties

from the

relentless press

ofUndead,

for Kemmler kept

raising

those

that fell using

the

devastating

polver

of

his

necromantic magic

arrd

his mighty

force

of

will. Eventually,

the

Lichemaster

tired ofthe battle,

tealising

that the

Skaven had

already

fled with their prize. He slipped into

the

shadows and was

gone.

The Bretonnians

returned

to their

Iands

with honour Duc Tancred

devoted the

remainder ofhis life

to

seeking the downfall

ofthe Lichemaster,

tragically bringing about his own doom

at

the Battle

of

Ilontfort

Bridge.

Some

rumours

whisper that

he

walks

the

world stiIl, cursed

to undeath by

the

foul

Necromancer,

a sad

end

for

such a brave

and

capable

commander

Cold Calculation

t/ampnes are creatures

of

antient and baandless

etil

tuha

1011f,

aga aatgreu the

?e/t

t

ordlit

afthe saciet;es

pon

ulieb

tbe

?re .

Theit

Ne rr

om

aneer

s

erL'an ts are

a leait'forlabam

na

art

i

toa debase, na

tabaa taa

sacrasan.t ta

be

braAen.

In

sbatt, the lards afthe

Undead uill da

uhateter

it

tdAes to

secare

oitar ,

u;th

/la interest in

s eh

m

e anin&le

ss

mar tal cance?tr

a: honour or eensure. Their

servanx

obq nindkssll,

incap

ab

le

afi

udgeme

t.ar

comment,

mere took iiihe

exer u

tia n of

tle

Vanoires'

'.

'...

::

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INEAMY

For manr

rrariords,

the use ofdirty

tricks

and

cunning

ploys

seems

perfectly natural. Dark

EIf

and

Skar-en

generals

positively relish

such

things, while

Chaos

Warriors or Orc warlords

would not

thin

rrrire about perfonning

any act,

no matter how treacherous, should

it

guarantee

victory.

But

even

more

noble

generals

ot at least, noble

generals

who wish to

be

successful

must

be

willing to

do

an\

rhing in order

to

win. War, after all,

is

not

a game

where

the

only result

ofdefeat

is a

dent

to

one's

pride.

The

outcome

ofa battle

can lead

to

the

death

or

enslavement

ofhundreds

or thousands

ofa

leader's

followers,

quite

apart

from

the casualties

suffered

by

the

armies lighting

on the

battlefield

itseli

A

rvise general

knows that

it

is

his duty to

minimise

his own

side's loses, and he

must

be

willing

to employ

any

stratagem

to

achieve such

a

worthy

goal.

While

such

ploys have

their

place

in

any

battle,

rhey can be

critically important

in batties

between

three or more

eveoly

matched

opponents.

Consider, in

an

battle

between

two

sides,

each

general

has

an

equal

chance

ofwinning.

However, ifthere

are

three

sides, the

odds

change

dramatically;

instead

ofhaving

an equal shot at

victory,

each

general

only

has a one

third

chance

ofwinning,

all other

things being

equa1. Because

ofthis,

when fighting two

or more

foes,

it

l]ecomes

extremeLy

important

to do anything

possible

to shift

the

odds in

your

favour.

Despatching

an

assassin

to eliminate

a

rival

general, promising

any

ally riches

and

then double-crossing

them,

and

launching

a

surprise attack

on

an

unprepared foe; all

these

options

and

manv,

many more

need

to

be

considered carefully

However,

the

use

oftreachercus tactics

needs

to

be

timed to

perfection.

Ifan opponent

gets

any

hint ofwhat

you

are

pianning, they

may be able

to turn

the tables on

you. In addition,

dirty tricks

need

to

be used

with

discretion;

such ploys

should only

be used to

win

a

battle, rather than

simply

for

the

sheerjoy ofoutwitting

an

opponent.

Generals that forget this

will

quickly gain

a

rcputation

for skulduggery

and

double

dealing;

opponents

will expect

them to carry

out dirty t

cks and will

be

prepared for them, while

allies will

be

hard to

come

by

and

constantly

wary ofbeing

stabbed

in

the

back.

A

general

rnust be

willing

to

use rvhatever

tactics

are needed to

win, but must do

so

with

restraint

and a

certain

amount of low

cunning ifthey wish

to

be successful.

Thc

Dnkwald

Betrayal

A

famous

example

of'how

a

cunning

general

can achieve

a

stunning

victorJr

against apparently

unbeatable

odds

can be

found in the

form ofa black mark upon

the recent

history

ofthe Empile.

This

moment ofinfamy

is

known

as the

Drakwald

Betrayal. It

is

dilficult

to flnd

a

single

conflict that more

perfectly

shows

how

low

cunning and

a

rvillingness to do almost

arrything

can

lead

to

a

victory

against the

odds.

The battle

came

about after

the Emperor Karl

Franz

brokered

an

alliance

with

the

High

Elves led

by Prince

Therynian to deleat

a

marauding warband of

Drakwald

Beastmen,

whose

raids

and attacks

had done

much to

damage

trade

between

the

Empire and Ulthuan.

Karl Franz led

his army to

a

prearranged point

and

awaited

the

arrival ofhis

Elven aliies, Iittle suspecting

that $'ord ofthe

pact

lrod

..n.l,ed ihe

ears

ofa

Dark

ELf

Dreadlord known

as

Draxor Bloodscar.

As

the

glittering

hosts

of

Prince Thennian marcl,ed

to

meet

their allies from

the

Empire,

they were

suddenll, ambushed by

Bloodscar

and

his follolvers.

Caught conplercll br surprise,

the High

Eh,es rvere

surrounded

on

rhe

road and

massacred.

As

black tletched bolts iell

in

a

hissing rain, the

High Eh,es

attempted to lorm

Iines and

6ght back, but

noi

one

of them managed

ro escapecl

Bloodscar's trap.

Ilost

Dark Ehes u'ould

hal'e been

satisfied

r

irh ihis rich

harr e.t oi death, but

the

cruel-hearted Dreadlord's ambirions

knerv

no bounds,

and

he

s

anted

n-,ore.

Re:rliring that Karl Franz

tould

hale no

idea

ofthe hideous

fate

that

had

befallen

his

allies, Bloodscar ;onceive.l

ofa loul

plan rhai

toul.l allol

him

to

cleleat

the

Emperor's army

and

that

ofthe

r

ile Beasrmer

a.

trl1.

Having his attendan: :or..r.s:es

cast

a gLamour

on his tblioilers, Bloodscar

was able

to disguise

his

army

so

that the|

appeared

to

be dre High

Eh

es

rhat

Karl Franz

\\'as

expecting to

rendevous

with.

Arriving

on the battleheld,

rhe

Dark Elles

at

hrst lbughr

aloogside the

unsuspecting Empire army

against the

Drakrvald

Beastmen.

-lt

a

prearranged signal,

the

Dark Elves dropped

their disguises

and

turned on

the

Empire uarriors uho had, unril then, believed

them

the

very

staunchest

ofallies.

Caught entire\.

bi

surprise,

the Empire

forces

s'ere

driven from

the

field in

a

welter ofbloodletting

Indeed,

only

the staunch

and skilful

leadership

ofKarl

Franz held

the

Empire force together

long

enough to

ensure

that

a

retreat did

not

become a massacre.

Bloodscar

then turned his attention

to the

somewhat

confounded

Beastmen

army, cutting

them down

before

they could

recover

their

wits. O\,Er

the

course

ofa

week,

Bloodscar

had defeated

three

enemy

armies,

and

he

returned to Naggaroth

laden down with

boot]' and

a

rich haul

of

prisonen.

tl

tr ,

tu:ii:1in

tt:e

:enc

ci:,ai:.:r-;

il

Jiel

a:

tizir

:r:4::

ittntler.

It

i

?..1n?s

unrur?riing,

,12,1.

rlDt tlc

armiet

af

tte

tI'it;t

Kingexcel

in

t i r n ay

h

e

n

of mal

ti-

si

de

rt

tautes. t;ragite atltance:

are shattered liAe ice

\t

u-ell timerl lies dnrl sudden,

erue I

be

truyals.

Pa is ane d

daggers nide bxueen the

rib dansas?ett;ng

ietinr,

tlencbed in tbe

blood4nk

|t

an

ds af ersta

h i

le allie t.

A tmatched

armiesfght

ta the last,

uaiting

in ain

Jbr

D ark E

lf

re

inforeenent

s

nlredd

tus

loating the L'ery

for

t re ss es

t

t ey defe n

d.

7h e

le[iant

afNaggarath do nol

sinp$

enel at

treaebery

axd betralal,

thel

turn

tben

inn artJirm|

Man

dthese

same

qaahnt

e:tplainlr\

DarA

Ebes

mare

'uch

?rultfe

and

slt.tc' fl

t mc\

te

aries.

the

"h t,:.ntnan

lti .f

lald4

in

\dggdr.tt it

tbat

purrlaud

-rith

;cin.

and

nanl

DarA

Elt;:

i,tr:

little ran?ann;.n

db.t

seraing

alangiid

e d

/ nh

i i

an

em?laler, na

nalt?r

hou

dle. S eb

mercenaries

uill, ofcourse,

looA dotr:n

a?a11those

uho

h;re

them

a:

cleail

inferior,

and

are

liable ta

tarn

u?an

tbeir

masters at the slightest

?ro.L)acatian.

Yet the theer

nad

berated oialence

that

such

bireling

DarA Ehes run

turn

aPan

tbeirfoa,

cau?b.l

theigteef

h&of

.

-secand

rratul..

Itli..l.

a.i:

l,t

iart

Elxes

derr:

;:oit:nt

tbr;ll

jlot

--zn1-nt:trg

noral

resera'a tians, ensures

e,

mercenarie t

af

Naggar ot

h

,rtifl

e

to

fn

d

em?

lqj /nent

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DOGSOFWAR

M"r."nuri".

ut. u

aommon

sight

on

the battlefieids

of

the

Warhammer

rvorld Mercenaries

are

bands

ofrrur.iot.

*ho

liu" by

fightiig

-

fighting for

food,

frghting

lor adventurc

and,

most

importantly

of

all, fighting

for the

chani

to

,ii,,

fubulo,r.

*"alth

some

are

merely

bandits,

pirates

and cut-throats

ofthe

mosiuntrustworthy

kind,

but others

are

gallant

printrs

and

Lruccanrers

who

lead

bold

lvarriors

to

adventure

and

conq.rest

in fa.

r."uy lands.

Not all

mircenarics

arr human,

although

many

are'

ii.".Uoo,"r.

f--

tt-r"

frnr.r,

wastes

ofNorsca

rub shouldcrs

rvith Ogre

Maneaters,

renegade

Tomb

Princes

from

Khemri and

mysterious

assassins

from

Naggaroth'

Sellswords

are assured

ofready

and

prohtable emplolmcnt

The

drmand

for soldiery

in the

Warham-.r

world

has

led

to ihe cstablirhment

'fnumtrous

mercenary

Lrands

soldiers

rvho

soid

thlir

.ervices

to whichever

gcneral

happened

to

reqriire

them.

Although

some

generals

are

willing

io

t lt.

-.r.*-y

*oop,

nriu .o..

ni

i".,

p.rmanent

basit,

mo-sl

merccnarits

are

hircd

o.l,v

ride.

n."J"a.

S..;a",,'th.

f."s

charged

by

thc

r

ery

hr:t fi

ghter\

are

fdr

to'-'

h

igh for ordinarl'

generals.to

PaY

on

a

long-term

basis.

The

moi

.u.iessfrl

,rrer,-enarl

crpt:in.

b.c.,mr

rich

and

inlluential

in their

o*

n

.igha,;"iih.i.

,"."i.es

are soon

in demand

throughoui

the Old

\\brld

and,beyond'

Because

of this'

,r?...rru.i",

.o-*only

form

into itinerant

bancls

under

thc leadership

ofa

charisnlatic

or

especiall'

brutal

leader.

The moit

famous

of

thcsc

bands

are' more

olten

than

not,

kno\1n br

thc

nan-re

oithcir

["a"i

,".fr

*

V*,}rlold

Brekt's

Halberdiers,

Bradan

S*

iltleaf-s

Gladeriders'

and

the

reno*ned

GoLgfag's

Maneaters.

Mercenarics

Ilght all

orer

rlte

\\orld

The\

arc

dra\\n

to

piaccs

lrhere

lorturnes

can be

won by

ruthless

uJ*ntur"aa.

T_h"

t."usures ofrhe

Liza..lnlrn

irr

Lu:tria

art

a

major prizc and

have

attracted many

a

*urld-b.

.onqr..ur,

.uch

as the

crazed Piaza

I'izzaro

and

the

legendary

Sven

Hasselfriesian Further

.",i, if,r"

-y"J.i"".

bragon

Isles

and

the

shadorvt'

Dark

Lands-have

tempted

soldiers offortune

such

".t"rttEg-r"a

Saern-hofand

the

inlamous

Thorson

Grint

South

to

the Land

ofthe

Dead

and

the

i.g"naury

,.-"".,-rr",

of

Khemri,

eastlvartls

to the

Ogre

I{ingdoms,

and

west

to

the

junglcs

ofLustria'

th? worli

is arvash

rvith

rag tag armies

of sellslvordi

who

nurture

rvishful

dreams

ofempire

Ogre

Mercenaies

Ogret are

amangst

th.

,nost

oalued

andfeared

afall

'

menenary

uarriors,

tbeir

_

-

brute strerlgth

a1ld

battlef€ld

Prouess

maiing thet

a

xaluable

addition

to aryt

armlt.

Ogres

are

natural

@andelers,

@nstafit4l

traoelling

all

across tbeir

homeland

in the

Ogre

Kingdoms,

and

oftenfar

beyorul.

Sanetimes,

tahale

tribes, i

mm?age

a

tof

tbe

nauntains,

butjatt

as

often,

snal/ grouPs

uill

set

aLf

on

their oln.

Bath

are

tilling

ta

fght

far

anlone

that

i

uilling

ta sdtisf

their

desire

forJaad

and

uealth

Although

not bright,

Ogrs

bal)e

an inttintti"Je

business

vnse, and

haa'e

learne.l

that

f

gbt

ing

a s

n

ere

enarie

s ea

n

red?

nuch gteater

rel"dftJs

than

sim?U

sld

ghtering

eaerjane

thdt

tbe meet

orl

Colpfae

s

Mane

atcrs

6

thc Great

Boar

Fcast

Golg.'a;'r

Mrn.l.r.

"'c.

rrirhou'

J,ubt,'hr

no'r

lamou'

Ogrr

merieniry

regiment

in the

Old

\\'orid

Golgfag

is the

biggest,

ugliest

and

quite

clefi"nitelv

the

loudest

Ogre

to shamble.out

ofthe

Nottherl

\&'astes

in

living

mernory.

He

soon

found

himselfleading-a

bunch

of

rlmnst enlr:llv

irutal

Osre warriors

$'ho, in the

course

oftheir

travel

almost

equall-v

t

)gre

ua_ri'r-

rrlro,

In

h..our'cofthrirrra"_'

".ross

th.

Oli

\\rurld,

hive

became

knorvn

as

Golgfhg's

Maneaters

-Such

is

their

fame

that

the

term 'Mancater'

is

no\Y

applied

tr-r

most units

of

Ogre

merccnaries,

ancl

not.just

Golgfag's

ivarband'

Still,

as

Golgfag

savs,

'We'rc

da

flrst

Maneatcrs,

and still

da

bestl'.

One

of Golgfag's

Maneaters'

most

famolls cxploits

t'as

at

the

Siege

of

Ash

Ridge.

Follorving

their

defeat at

Orc's

Drift,

the

ragtag

remains

of

a,r

O.i art

,y

fled high

up into

the Grey

Mountains

Golgfag's

-

\4aneat'r'

had

n"n

hireJ

bv

an

Emprr<

army

t"

h'nr

dor"n

thr

orc"'

b.r

rhar

ua. mcan'

ro be,.rr:lr

purtui'ILrrr,ed

inlo

a lengrlf

iegc w)-en

the

Orcs

turned

to light

on

a

plateau

known

as

Ash Ridge

The

entrance

to

the

plateau

rvas eas=iIy

defended

by

the Orcs,

u'ho

had

managed

to

defeat

attack aftcr

attack.

Golgfag's Maneaters

quicklv greu'bored

rvith

life in

the

siege

lines, not

to

m-ent]on

the

paltr-y

diet, and

so

it

rvas

not surprising

rvhen

they decided

to

take matters

into their

own

hands after

hearing

that

the Orc

army

inclurled

a

large

regiment

ofBoar

Boyz

C)rcs

made

poor eating,

but the

possibility ofgettir4;

thcir

hands on

some

fresh

roasted

boar

wasjust

too

iempting-to

re-sist.

Using

thc tracking

and

climbing

skills.learned

in their

mountainous

homeland;Golgfag's

scouts

managed

to find

a

hitherto

impassable

routc up

to Ash

Ridge

\Iith

great bellows

and

happy cheers,

the

Ogres

bounded

down

fronr

the

sulounding

mountaini

and

into the Orc

camp,

headingstraigl'tt

lor r

he

oen.

Lhai

held

t

he

Orc

armt

.

now r,rr

her

\\

orriedlooking

boar

mounr:.

A.

mighr

be expecred.

Golgfag''

"udderr

appearance

thrert

the

Orcs into

confusion.

As con.ternation

reignrd

in

their.amp

the

Boyz

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- - - ,-

-

Multi*des

',iai

ha,j

been

ordered

to defend

the entrance

to

Ash Ridge

decided

they shoulil

iali'

lands

oftle

'..

;disenit ,

sa

it. ar.

rl:

miteaary

batds

--lc,can

Ihe lltorld. Edgr

\Icuntains

teem

:: itb

.ia:"ic

u.

greensiir-

:-a.iatdt

nade

up

.7

n,l:

-"anitr:

tho

titl-fgtu

ar the

dnp

of

a

bal.

F.r

n. t,

getting

?aid

for

the

?thitete

is in?l

an

Fron

the,Lohite-hat

sands

af

the Land

afthe Dead

nareb

cohotb of d

e

ath k

s

u

atrian

Caring

littb

for

the

?ett

s

qua

b

b

I

es

of nor tal

fo

I

A,

the Neh

eA

b

aran

n

ob

ilit

uha lead

tbesefarces

ui

aft

e

n

e

r cl ange

tem?

orar

albgiancefor

redaimed

graae

gaods.

Th

orgh

i n

disp

as

e d tau

ard

a

I e&i

a

nce, t

h

e

i s o

ldtionis

t

lr'o o d E

h

es,:

e

cas ;o

na

/

1

f

nd

caase to ledL'e

thei

sll

an

realm. Suth

rare bands

uill

:c,nxim*

lend their bous

dnd

blddes to anather's

cd

se,

t

h

o

ugh

t

h

e

n

fe

liot;aa

tions

ma\

e

er berame eledf-

Cha.ti

/eau,\

dnd

braling

uarherds, gold

Amgrl

Da:arJ:

and

ins;rttabh

Liza

rn?n, nl

hR.

ll.ir

?rne.

Daenani.

hlt\':ill

Jtglt

f,'r

".Lhasaea

er hni tt

stre

gtl

aftuil

ta bind

th

t.

thaagh

the

?rne

nay b.

t1t.t.

than the

luckhss

suntmoner

dare'

inagine.

There

i nat

a

race it1 all the

length

dnd

breadth of the

Warhanner

world

that has

not tarned

its hand

ta xiohnce

for

Praft

at one

tine

at anatber,

aften

@ith

great

succers.

g'rrr.kin.'

panicked conlu'ion

inro

a

frrll-..

ale

rour'

their

great

adventures.

rh(

rampaging Ogre..

Jeaving

the

wa1 open

for rhe

Emoire

army. Not

wi'hing

ro

look

a

gili horse in

r-he

mouthi

rl-i

Empire

rroopi

quick

lj

lorrred

up

and

pur'ued

the

Orcs

onto

A"h

Ridge'

turning

the

\leannhile,

Golgfag

and

his Maoeaters

staunchly

defended

the

animal

pens against

wave

after

wave

otto.. uu^.k,,

*lth".ries

of'Gerrofl

they're

ours

now.'

and'Get

Iost

ya

green-skinned

runts,

dat's

-y

dinne.

y.'re trying

to ride

offonl;

and 'Finders-keepers,

hur

hur

hur'

Trapped

on

foot

between

the Ogres

and

Empii

army,

the

Orcs

were

all but

annihilated,

only

a

handful

managing

to

escape

furthelr

into

the

mountains.

As reward

for

their

part in

the

victory, Golgfag

and his

Maneatets

were

allowed

to

k..p

(and.at ) the

captured

boars.

Tiuth

be

told,

no one

in the Empire

army

had

the.

lorr.ug.,o

d.rry

ih"

Ogres

their'reward

-

alter

all, better

they

be

Boareaters

than

Maneaters'

at least

for

a

short

rvhile.

Thc Draeonlords

e.u."ii,r'u"

,fr.

,.n

of

Aserion,

the

htro of

a

thousand

battles.

From

his

earliest

years,

Asarnil

was

-fr.ought

"ti.

,1r. .urtial

traditions

of

Caledor,

spending

hours

ofevery

day

in

practise and study

;i;l:;;;

;g;.ri*arrior,

anrl

one

ofthe

fe*

Ei,es still

ublc

to rcuse

the

Dragons

lvho

slept

beneath

ih.

rnou,lt"irrJof

thnt ancient

kingdom.

His

companion,

Deathfang)

was

the

greatest

ofthe

Dragons

tt

^,

ir"

.urr"g"a

to.take

from this

deep

slumber,

a

noble

monstEr

whose

courage

and

wisdom.were

.

.",4*J

""fv'Uy

lri,

predatory

ferocity.

Togerher,

Asarnil

and

Deathlang

were

all but

invincible'

and

their

fame

reached

far

beyood

the

boundaries

of

Ulthuan'

Durine

the

Great

War Against

Chaos,

Asarnil

fought lvith

distinction

alongside

his brother

Dragon

p."." .

i.,

fr" f"U

f.om

g-rac.

when

he

disobeled

h]s

ordcrs

in otder

to

save

his

homeland

ofCaledor

ir-.- , irlt".i"g

fr-a.

oiChnos

worshipp.rs.

Thc

response

of

the

Phoenrx

King

was

swilt

and harsh:

e.u.n;loo*ld

-b"

,ttipped

of

his

titie

and

lands and

banisired

from Ulthuan

in utmost

disgrace

E{e

*r. no,"

"

prin."

*ithout

a

domrin

-

"

lord

in exile

-

r'et

he

retained

his.wa^rrior's

pride.and

will

-

;;;il;

H;;;rh"*d

hi, ,'.upon,

,nd

u'-our,

moulted

Deathfang'

and

Ieft

the

blessed

island

of

Ulthuan

to tiavel

the

Old

\Vorld

as

a

mercenarl

for

hire'

Since

those

days,

the

prcud banner

ofAsarnil

has

flown

over

countless

battLefields

in the

OId

\Vorld'

",rJ*.1

ill t,iJ

fu-.

*at

other exiled

Dragon

Princes

now

fight

alongside

him'

The demand

for

ifrat

,".ri..r

""a

,fr.ir

prowess

in battle

is such

that

a

genera-l will

ofien

only

hire

a

single

member

of

il,"

O."gonlo.a.

to

nght with

his army

-

but

a

generaliailing

upon

even

one

ofthe

Dragonlords

is

,l-n.t

,_rr".anteed

to_be

viLtorious.

Often

the mere

rumour

of

one

of

these

deadly

warriors

amongst

on.l,

.u?t,

i.

."org1,

to

,ecure

the

surrcnder

ofthe

foe.

In

his heart

ofhearts, Asarnil

stil1

dreams

"ir""."i"gi"

C"fiaor

in triumph

with

the

riches he

has

won, but

for

now,

his

lance

and

sword'

and

those

ofhis followers.

are

for hire.

Beorp's Maraudcrs

S."di.

,

Mr*"a".

Chieftain

of exrraordinary

power who

hails from

the far

and

frozen north'

il:n.i n"

"nt.r,

Urute,

his form

shifts

into that

oia

giant,

savage

creature

that

fe*

can

stand

against'

This

is a

great

and

marvellous

thing,

even

amongstihe

Chaos-tainted

Marauder

tribes)

and

so

it

was

.. .urprli.

iiru,

n""g.vas

soo,,

acf,,,uwledged

ai

the

chieftain

ofhis

tribe,

the Urslordiogs,

or the

Bearmen

as

their unfortunate

foes

knew

them.

\\'h

e n

\

rchaon

r

he

Er e

rc hosen

gathered the

folloq,ers

of

c

h

aos

in

Prepalation

fbr

his

conquest

of the

OlJ

\\'o.ld,

Beorg

glaclh'ioined'him

His

rvarriors

had

gro\\:n tired of

easJ' conquests

amongst

the

t.ib..

ot-,h.

no.rh-.

-'\t

thc

Ba.le

of the

Monoliths,

Beorg

1ed

his

\

arriors

against the army

ofArch-

Lector

\

lanniil,l

oi

\uln.

The civilised

soldiers

ofthe

Empire

$ere horrified

to

find

themseives

-.]-*.a

n,

Beorg's

loliouers,

snarling

rnd rearirg

likt

thc

'ar

agt:

rhey

w-ere

Amongst

them.all

iuu,

th.

tu., .ii,,g

.l,Irfe

oiBeorg

casri;g

a\ide

his

to<'

rrirh

great s*ipes

ofhis

battleaxe,

knocking

he"ds

f.on,

,hou-ld..t

and

t.".iig

".rrrs

fro-

their

sockets

\\'ith

ever,v

blow

that

he

landed'

After the

battle,

Beorg

realised that

the

lands

oirhe

sourh

oflered

plenty ofopPortunity

for

-

ttooJt",,irg

"nj

,".

" err'.

His

.r

arriors

f-ouglrt

their

*-a'

across

the

Empire,

establishing

a fearsome

reputation

a"s

a

brutalli

eilecti.

. me...narr

regimen

-

if

one

could

only

stomach

their

unsavoury

ta'rba.i"r,

practices. E

enruaih,

Beorg's

\larauders,

as

they

had become

kflown,

crossed

the

mountains

and

found

themseli-es

in a-region

of

the

Border

Princes

This

was a

time

of

great batdes

,"J-r.t otrra..i"n,

anrl

Beorq

t

flari

a'

a

mercenary

com'1ande"

ha'

grown rapidly

AL

night'

th-e

X,4ss2u4srl

.i1

aroun"d

rheir

camf,

drinking

a' onl) the

\orrhmen ran'

and singing

rousing

songs

ol

{

;

i

I

{

Page 8: WHFB - Triumph & Treachery

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-274c)

Nagarlthe

Rk

es.

M

ate

Aitt,.

Pince

ofNagatlthe,

kads

ni:

folkllers

in

a sur?tise

attatt

on

the

Pboenix

nne

ofUtthuan.

Brctherfgt^

brotber

a'

e;L,i/

uar

eru?ts

atrus

th€

Elwn

king.lans.

-'lt)77

to

-1560

TJe

War ofthe

Beqld.

Zhe

en?bes

dtl)e

H;gh

Etoes and

Dllalfs

are .|k wn

i11to

a .olfnt

engineered

b

MakAiih,

hoy

Naggantbi

reaoers

?raft

Srea/4

fran

the

hasihie'.

Corsan'

gafied

a'

@atrian af

Ubh

an

sla

Sbtel

lranianfran

bo/h

sid$

;rulicrininate\

acras the

Ald

wuldfot

nanr

reaB.

-,t

1Eo7

It\

Mine

1be Duarf

n;Ms

at

Guxbad

are mptured

by Bloodl

spedr

Gobtins after

na

rears

af

fgnting.

ne

Bho4

S?ean

t)at/)

tbe

ninet againtt

?ersistent

attacAs

fian

aatmeed

Dllarfs

a

d iLlil

-1n51

1be Great

Ritml

me Arc]t-

Ne m

ma

ncet Ndsdsh

?erfanlt

s

his

Great Ri/ual,.arsing

tie

realm

ofNehekhara

la undeath.

Altboagh

Nagash

is lain

by

SAaten

treaeler ,

the

nerronanti

ta;nt

ltdins t])e

ldnd- Far

ftnturies

th*eafler,

tbe

deathh$

k[ions

af

Nagart\

hm?ire

lie

tenants

@at

ui

fiole af

fie nelo\

isel1 nnb

Kings

and tlre

nods

CSAaaen

arut

grensAins

that

illfest

the ua

d.

-

5tL5

War

in

the Tannels.

Karak

Eight

Peats

is last

to the

Stal)en

dtet

$ef?ai'an

tbe

uelk

andJSood

the

the

nortalt.

d.

uhte

tAeu are I

,hd/hhc,d

dn,/

deJ

teo

bt

iarun

ll

Ca//drd afBrctannia.

(

rl

ri

(

I

1:

)

(

i

)

I

i

r

I

I

I877

M

a

ns

troa

s M eft

e

n aries.

Ogrc

nueenaries

reaeh

Naggarath

and

are hired

as

part

oftAe

Tbwer

Gu d,

aftet

?rutins

)eirnight.

."1BiD

r,2502

War

in

Skavenbl@t-

Zbe

:econd

SAatea

&,il uat

erupts

I

atras

t]te

Under-En?ire.

Fat

\\

,.nt"riA.

Ctd P\tikn'.

St\trc

|

,,d

M",tde,

b,ttk

eath,therfo,

ennol

afSAaunb/Eht,

and the

shddory

a/te?t

afCldn

Eshin

bbe

l

i'

I

theit

deadlJ

?xperti'?

out

ta

the

\,

t

;gbnr

biaa,.

I

Ir

2s02 ii

l\,

Negotioble

Loyottie'-

o"

,,d

l,l

l

oslc

nnena

\fshtfor

borh

sdei

,

'i

in the

Great W

AgaiwtCha6.

I

I

6daanunberafu

souP"tou,

I

'

resinent

oftusan

nenenan?l

I

11?

l1aefl|otng.

rneJa,t?s

oJ

;-.

.

ES

OFTREACHERY

What

follows

are

brief

accounts

of

some

of the more

infamous

multi-sided

battles

of the Warhammer

world.

All

dates use

the

Jmperial

Calendar.

^250

Fall ofstrigos.

ihe

M

te/

Vampire

Uhoran,

ruto

of the

Ai/]&dam

afStrigo',

.dn L?o1

ti.

I/a/

?;tet

Cthe

atd Wotll

t..i,i

1lith

hin.

me

ran?irc

Qw

Neferata

en.atdge'

th

tuttb.".

ttibes

afgrettttint

ind

lriniti.t

Men

ta dri.-c the

Strig. l.aft?ir.

22..)

Battle

of Daerton\

St

m?.

Cbao'

DLdrf

,

Daenan

ksian

dnd

an trq)

afasre\Jtghtfar

?o'sesiion

afthe Ddenan\

Stan?,

a

?iudr

ofrcrA

i the

Da*Lands.

743

Tredcheryt

at Tlan:Nla.

Disguised

as

tie

Lihe

KingArAhan

tte

BlatA,

tbe

ltaemani

tricAster

lnaun

ds

tAe Cha

gelingengineen

a

eonf

betueen

d rabdl

a.fsafterou'

Necrareh

Vampirc:

and tbe

'

i

tnka'beJ

b),

the

Skaten ui?e,

I

0,t

thlee

gudrkr:

aJ rbe

Enpnij

|

?oPutatian

Skaaen

eru?tJrcm

thetr hid.ltn

tunnel

tysten,

and

oaerr

ll lhe

larut. Forcst

Gabtins

I

6gbt

the

Sl'uten and

the renaining

nen afthe

En?ire

oaer rbe

Vot\

I

aftbe

?/agte-idden

tefritaryt.

r,

Afkr

d

'bauer

aftuaonane

'bard,

I

f"t'

i"

s\t/",n,;.

rh"Net,o,.*,,

(

Fredettt

a11Hat

rui,e,4

huee

Undead

arnlfrom

the bodte'

ofthe

.

?/ague's

eirins

a

d

tuns

back

tte

I

nkaeen

tfluad?rt.

I

l.

oo,, ,r,,y"tt"-i,g

a"ede

1,dn Hdl,

it

the tennah^

afthe

Enpire,

arny.

'\l

an,r

the

Slatenfght

a

pruknsett

,

uar

again:t

ea,h

other. Thit only

I

end,

when

,"

Hat

i,.s,a,,inat,,l

\

ty

his apptennte

and

bi:

Undead

The

Tine

ofTbree

Emperors.

Em?.r.r

f,landh,d

i'

i;//ed

bJ a

Std.-?n

a

$;r, aal

tt

En?;rc

d.'tend

inl. r l.ry?ti. i.i

intetuciae

ttrXr

Eta:t

i:nirtult tal.

ddr df;tdE.

ril.

.aiuiag

dMt;h

ta

lata;l

atta;tt

:-2

MisPlaeedTr

st.

me SAdlten

jain

fara

uith

lbe

Chaa:.ua

onl

llfga

Thrirtainred

ta atlaek

tbe

En?ire

tnr

afrlagelnratbof.

A,f/et

the

*)

is taAen

fie

Staaekfa

u?on

the

Chao atm ,

denroling

it

utterb.

1174 I

The sark

af

Brasuiron.

IAe

I

Bloodtbirstets

Hand

xa Gotefea'rcr

\,

,,,r Kms,m

D;"-I*

kd,t',h,i.

I

Ddehon /egitnt

t.lo

balh

i\

\

Ibe

Horned

Rat's

Dae-

Pince

Ku*en

of

Waldenlcf

employt

Stat)en nercenaTier

ta nd?rnine

the 1lath

afthe in?regnabk

Ca:th

Snslrie.l

in

Syean;a. When

.efu'ed

their uarrytone

?a nent,

ite Stdut

nedldll

tbe children

of

I

t

a

H.

n

i,,f

a'

ru a n?

en

se.

2:.-

Tbroton

to tbe

Lizards.

L/am?tu

C.

nt

Luti.r

Ha*an

and Mordtbi,lbe

Hag Sor.ne'

afcbtund,

nntine

eir_farces

ta

atta.A the

Lizanlne

ren?h-en

afCnaAab/ai.

Hartan

is ca?tned

4)

thevitatiaa

Lizanl

en after

be;ng

doublc cruse,l

b Moruthi.

2-,175 to

p.""."t

Warfor

the

Peals.

the Dwarfs

r*urn

to KaraA

Eight PeaAs.7he1

ta?tute

yeeral

aflhe

u??et

hael'

arul nai

an a

gaing battle againn

bath the

SAa

afclat

Mon

and

the

Nigit

Gablin'

afStannik\

Crooted

Moon

Tiibe.

2-191

me

Battle

of

La

Maisontaal.

me dtudlr

BkckArA

af tne

Homed

Rai

i'

ltaknfran

SAaDenbtight.

Iti

on\

raavere.l

in

a tbree @a)

lattle

bettueen

am;e

afSAate\,

Undead

and Bretonnians

at

tlte

abber

dla

Maisantaat.

Carnage

at Fester

S?ile.

A

Staven burrou

n axacAed

b1

a

Dtaarfex?editiat

seeAing

to

rcclail/t one

dtbe

/ast

hdmnen

oflzakla.

Grel

Sur

Thanguol

nntuAenlr

.anjules

tbe

kgion

af

t

h e

B

la

a dt

hirs ter S k

arb

ra n

d,

w

h

ich

tben ran?dges

$raugh botb

the

D

uarf

and

3Aatnn

arni

es.

4

the

Undeadforc^

afza.naria

.

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Friendly

:

;$iiunpl

tS Tieacherl

.

.iicludes

nunerau:

'

:oP?ortunities

tD

ba.l

stab

fun

ta

taAeful

adu

tage

af sutb underianded

rukt

as

Dirty

Deak and briber),

it al-"a1\ be\t ta

lee?

in

nind

that jau'rc

?la ;ng

a

&ane

-&irh?nndt

and

tbal

e.-eti. e

is sti

sa??osed to

be

harinsf n.

Kee?

laur

gaming honest

andii\

Aee?

the Mstiness

canfwd

to the

tableta?, and

lou

shauldn't

gofar

llrang

In a

tiumph &

Treacher), battle,

alliances

are

temporary

at

best, as

therc

can be

only

onc

rvinner

We've included rules for Victory Tokens

that

keep

track

ofrvho

is

winning

and

can be

used as

bribcs, for lrcachcry Cards that allow

players

to carry out all kinds

ofdirty

tricks,

and

for

mercenaries

that

can be

hired

try

players

to

frght alongsidc

their main

army.

These

new

rules

mean

that

a

game

using

these

rules

will

be

very different to

any

other battle

you

have

lirught

before.

For

a

start,

you

uili

havc

to

contend

with

tqo or

more

opponents,

rather

than

just

onc.

Whcn

your

tLlrn

comes

around,

picking

the

right opponent in

each

phase

is

vital.

The art

is

to attack

someone

who

will

find it hard

tu

a

r

'\

).u

ha,

I

rrl'.n

th"ir ow-

tL'n

drrive:.

This

said, bc

rvary ofpicking

on one

player

too

much,

as

doing this

may

simply

encourage

them

to make alliances to

take

you down

even ifthey

can't

rvin

the battle

themselves.

You

will also need

to learn

to

keep

an

eye

on who

is

doing

the best

in

the

battle,

and concentrate

1,our

efforts on bringing them down

a

peg

or

two and

not

Ietting them

get

too far

ahead.

It's

easv to get

dmwn into

a conflict r,vith the nearest

opponent,

but

this

can leave players

on

the

other

side

ofthe

table

rvith

a

free

hand-

Even

ifyou

can't attack

somconc

dircctll,, thcre's nothing

RULES

On the {ollowing

pages,

you

will find

all ofthe rules needed

to

fight

a

battle

between three

or

more

armies, where each army fights

all ofthe other armies

taking

part

in

the battle.

Page 10: WHFB - Triumph & Treachery

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stopfiiig you

from

pointing

out rvho's

in

the

lead

to

players

that

are

in

a

position

to attack them,

and

you

can also

bribe

opponents

with Victory

Tokens or

use teachery

Cards

to

get

tvhat you

want, without

having to dirty your

orvn hands.

With luck, your

enemies

rvill

weaken

themsclvcs

so

much that they'll

bc easy

pickings

fot

1,our

troops laler

on.

Merccnaries

also have

a

profuund

effect

on

plav

in

games

olTriumph &

Treachery.

The rules

for using

mercenaries

allorv you

to include unirs

lrom

other

army books in your alm1. This

is a

fantastic

wa) to start collecting

a nerv

armr', and

is

extremely

useful for Ii1Iing

gaps

or leaknesses

in

your

main force.

Don't

have anl,

artilLeq'i

Just

hire.o-c

Emfire

pun-er.:

\o

rrnE

.

-(rr-

'c.:

How about

some

merccnarr \Yarhau'k

Ridcrs?

These

changes

make

for

a

vcry different

style

ofWarhammer battlc,

where cunning

and

guile

must

be

part ofyour

battle plan. Thc possibilities

are

cndlcss

just

remembel

trust no

one.

..

RULES OVERVIEW

The Triumph

&

Treachery rules

section is

split

into

the

follorving

sections:

Trust

No One

Rules for battles fought

betlveen

more than

two

sides.

Victory

Tokens

\qr r

.

".

lur krrl,ing rra.k

olrrho

i,

'rinning

the

battlc.

Treachery Cards

Rules for

using dirtv tricks and cunning

ploys

against your

opponents.

Mercenaries

Rules for including mcrcc[ary

contingents

From

other

arDlies.

Triumph &

Treachery

Scenarios

Three

nerv scenarios

specifically designed for

use

rvith thc

tiumph &

Treachery

ru1es.

p,uent'

a

genlkelyfrub

t.

eneniet

an alltides, an

eoerthanging seguence

of

-

t:\

?tq),

and

aI

manner

ofdirry'

;1.\::

tlilif ; g abaut the table,

:::

we taun.l

Lt

batd

dtttdektlt

'

cktllenge

for

e{en

tbe

nost

and ass n?tions in

falaar

of

'

,4fter att,

anee

lour

re-fre

 

?er-unit

bas beelt

,Lui?ed

oftbetabkfuatandful

afrabbh

and

afzu uell

placed Tieaebery Cards,

yur

narmdl

game

?/an

tends ta

ga

nruigit

out tbe

uinda,La

Page 11: WHFB - Triumph & Treachery

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....a.:-,-

Plafing

At

Yoar

Oun

Pate

Far santc

hcli;.):::.

.iit

i':;

straigbt in i1:

:,. ;..: ,,:

i

1;ith

tb._t:ti

::-.i;

--

Tiia,n;,

r V:t:.:-.

-,1

-,;1:;.:-

.-

-1.

'.

:.:-

u,-

-.

..,.:..,,--

:-;_'.:,:::::

:a

i:

;.'1:rti11a5,

;;:::::,:;.:.:tl:: to

a

gaming

;-::.:

:r tt;

go

eo

d lead

:

:

: :.:

: l;:: i lderediooLing

..:....ri. lt'ith

thi

in

mind,

.i:ir fu afraid ta

uork

tie

-th;

it at

yu

oun paee,

jtdrting

uith the'liult

Na

One

and

ltntarl

ToAens

nechanis and

uorling

laur

L-a

u? ta include tbe

othefi

PLAYER

TURN CARDS

TRUSTNO

ONE

fhe liust

No One rulcs cxplain

evervthing

tou

need

to know in order to fight

an

cxciting

battle

bet$,een

three

or more combatants,

ln sumnrary',

thcy boil

dorvn

to this:

when

a

player

takes a

turn,

they

pick

one

opposing

pla,ver at the

start

of

each

phase,

and

that

player is

the

'enemy

pla.vcr'

for the

phase.

Onl,r'units

bclonging

to

an enemv

pla1'er can be

attacked or

targeted.

Keep

this in

mind

anrl

rou

can't rcallv

go

wrong

though it's

\\,orth reading the tules

explanations

belorv see

hot

to

deal

rvith

sorne

unusual situations

that

can

occur

durilg

play.

Note that all ofthc normal

\Varhammer rules

apply except

\\,here

nlodified

beloiv.

PLAYERTURN

CANDS

A

ser

ofl'laler

Turn Cards

are

includcd

with

Triunph

ii

T;tdJtrt.

Ar

the

start

ofthe

game,

each

pla\

cr

is

randomir

dealt one

I'later

Tirn

Card.

All

Plarer Turn Cards

have the samc

coloured back.

but

her e a

different icon

on

the

front,

so

ron

can't lell

\rho the card

belongs

to

fron the

back,

but

c:rn

iiom

rhc

front.

Par.-.

'r','

rrrr-1.

.

,

sL:,hi..ni.on

thcir Plaler

Turn Crr.1

rr

ri

riting it on

their

arn\r

roster

arr. hrnrrrer,

shield, staffor

srvord. L,ach

plarer

r:etain.

their card

and uses

the same

icon throuihorLt tht

game.

DETERMINETURN

ORDER

,,1.t thc srarr oitach

g:rnre

turn in

a

nulti-sided

battle,

tht plar

er: l'llt cr

TrLrn

Cards

are

shuffled rogerhcr

an.1

plare.l in

a

dra*'pi1c.

Thc

carcls

must

be

;.hrc.1

l

irh thc

icon

side

face

down,

so

that

iht

plartrs hare

no idea

lvhat

order

the carcls are

in.

The top caril on

the rlral

pile

is

rhcn

flipped

lace

up.

The

plarer llrose icon

is rer-ealed

then takcs

their turn

(see

beiot

).

C)nce the

first

player has

finished thcir turn, thc

ncxt

card

is

flipped

and

the

p1a1'er r.r,hose

icon

is revealed takes

their

turn,

and

so

on, unril all

the

cards

in the drarv

pilc

h

ave been rer.ealed.

Once all ofthe

playcrs have had a

turn, thc

gamc

turn

is

over; reshuffle

the

cards

to make

a

new

draw pile for

the

next

game

turn.

FRIENDS

AND ENEMIIS

Player tunrs in

n.rulti-sided battles follow

all

ofthe normal \Vathammer

rules, rvith

one

exceptiorl:

at

the start ofeach

phase,

the

player

whose

turn it

is

must

pick

one

opponent

to

be

the

enemy

player

for that

phase.

Whiie in the

\{arhamnrer

rules, it's important to

knorv rvhich

units

are

friendll.and

cnemy,

in multi-sided

battlcs, units

can

also be

ncutral.

Once

the pla,ver rvhose

turn

is

taking

liace

ha,

on

:

arcJ an cnem)

player

for

J

giicn

phase,

all other

p1a1.ers are

neutral

players

lot

that

phase.

A diffcrcnt enemy

player

may

be selected at

thc beginning

ofeach

phase

ifdcsircd;

the

neutral

players

till

change

accordinglr,

in

response.

Once the cnemy

player

has been

chose[

for

a

phase, the

folltrving rules

apply:

'

\r

urir. h.l

,n-irrg

to thr

rr..r'cr

rvho.r

L.r'-

i.

taking

placc are friendll'ulits.

'

AII unirs belonging

to thc

enemy

player

arc

eneml'units

lbr that

phase.

'

Ali

units bclonging

to

ncutral

players

are

ncutral units

lor that

phase.

Ncutral

Units

Neutral units cannot

be

targeted

or'

allacked

in

an1,

rvat'.

This

means

that:

.

Neutral units

ma,v

not attack,

disPel

or

carrv

out anJ,othcr

actions.

.

Neutr-al

units cannot bc

hit

bJ.attacks

that

use

templates

or

markers)

attacks

that

scatter

or

artacks

drat randonl-v

determine

rvho is

hit, or

|

'

.1

e

^

g,rrr,

cltic-'

rLrt

a[ri,

r

'anJ

uni'

(tiiend

or fbc)'u,ithin

a

certain distance.

'

Neutral units do

not

count

for combat results

and

cannot

cause

disruption or affect

a

combat

in

anv

other

rvay.

Thcy

can't

flee

or

pursue,

and

are

flcd through in the

same

manner

as an

enemy

unit.

In

other

words, neutral units

do not

take

part in

the

phase

and

are

not

affected by

what

happens

during

the

phase.

Page 12: WHFB - Triumph & Treachery

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The

following

additional

rules

apply

in battles

with more

than two

sides,

depending

on

which

phase

is

being

played:

Movement

Phase:

Charges

may

only

be

declared

against

units belonging

to

the

enemy

player. Units beionging

to

neutral

players

are

treated

as impassable

terrain.

Magic Phase:

Onll th<

enemy

player

re( ei\

e.

dispel

dice, and

only

enemy

units

may be chosen

as

the

target for

any spells

(apart

from augment

>pells,

uhi,

h

Ldn

onl)

ldrsc'unir\

be'orgrng.o

the

casting

player

as

normal).

Note

that

spells

that

use templates

or that normallv

affect

'ani

unit

(friend

or foe)' rvithin

a

certain

range

ri.ill

not aflect

neurral unis.

Sirrilar

1.

Rer ;in.:-

Play

spells

that trigger

an

effect

'in

ever1,

Ilagic

phase'

do not affect neutral

units in

that

Magic

phase,

and

Remains in

Play

spells

cast

on neutral

units

may

not

be

dispelled

that

phase.

Shooting Phase:

Only units

ofthe enemy

player

may

be selected

as the

target

ofa shooting

attack.

Enemy units

that

are

in

combat

with

a

fleutral unit

may

not

be selected.

Note

that

weapons

that

use a

marker

or template

do not

affect neutral units

Close

Combat Phase:

Iffri.nd

y

unir.

are

in

combat

rvith

units from

only

one

opposing

annr',

then that

army's player

must

be

chosen as

the

enemy

player

6r

the

Close

Combat

phasc.

If

friendly

units

are

in

combat

with units

belonging

to two

or morc opposing

players,

then

one of

these players

must

be chosen

as the

enemy

player,

and

a Trr-rce is

called

rvith all

the

other

neutral

players

(see

Truces,

next). Attacks

are

only

ever made

betrveen

friendly

units

and

enemy

units.

Truces

When

a

Truce is

called

in

the

Close

Combat

phase,

any

neutral

unit that

is

in

base

contact

with

a

friendly

unit must

be

moved

1" arvay

from

the friendly

unit(s).

Move the neutral

unit

by

the

shortest

route,

maintaining

the

same

facing,

until

it

is at Ieast 1"

away

from

al1

friendly

units.

Ifsuch

a move

is

impossible,

either

because

there

is not

enough

space,

or

because

the

neutral unit

is

engaged

in

combal

,,\irh

an

enem) .r-ir

or

a

unit

belonging to arother

neutral

player,

then

the

unit remains

in

place,

but

takes

no paft

in the

Close

Combat

phase.

ROLL-OFFS

The

lrles

for

roll-offs

presented

in

the

Warhammer

rulebook

won\ u,ork

in

battles

with

more than two

sides. In

battles

tr,ith more

sides,

all ofthe

players

ro11 a

dice,

and

the

single player

that rolls

highest wins

the roli-ofl

The rvinner

of

the

roll-offdetermines

the

order in rvhich

actions

are

carried

out for

all

ofthe

plal,ers

rhar

took

part.

For

example,

ifthe

plarers

tere rolling-off

lo.ee

who pick.

a

deplol

ren-

zorre, herlirrrrer

ofthe ro1l-offwould

decide

in uhat

order all

of

the players

choose

their deplovrnent

zones.

Note

that ifseveral plarers

are

ried tor

rhe

highest roll, onh

the

tied

plai

ers roll

oft again

all

the

other

plarers

u

ith

loler

rolls

are

ourl

Immtne

Tbl

madets

canhot b?

afertcd

b1 tbing:

like a

i",*;,g

,h*rgh

,l"i:

",

Indeed,

atJqr$ lD;

luch

thin$

to afect

neurrd,

node/s :hould tbey

tcatter

on to

tl)en. nis

reslllted

in

some of our

plalersfnagl;njl

;:.

tbing lo

that a

i?elt

.'

a

t

a c

I w

ould'

aai den

tal

l '

afect

a eutral u1it.

Ratler

..:

t6an

allatr:urh

shenanigans

'"

to.antinue,

tue derided

that

.

nefiraIunit

im?/

co

l.ln't

be

atta&ed i

an 1M .

Page 13: WHFB - Triumph & Treachery

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VICTORYTOKENS

In

a

battle

between

two

sides,

it

is

usually

suffrcient tojust total up

the

victory

points

that

each side has scored

at the end

ofthe battle; after

a Il,

each

player

only ha. ro

foL Js

their

.florr.

during

the game

on defeating

one

opponentl

In

a

battle with more than

trvo sides,

where

you

must divide

your attention

between several

players,

it

is

much more important

to keep

track

of

how

rvel1

each

ofthe

other

pla,vers

is

doing on

a

phase-by-phase

basis.

This wa1

you

can

plan

your attacks accordingly

and

keep an eye on

anyone

who

seems

to

be

acquiring too

much

ofa

1ead,

or

is

catching up

to

you

and

looks

ready

to

get

ahead

ofyou.

Vicrory

l-oLen. are a

handy

-ethod

olkreping

rrack

ofe;, h plalrr'.

running

victorl

po:rt'

rotal

T\e) are

e'pecialll

"r.eful

for mult:-

sided

battles

(the

tokens

can be used

for other

things

too,

like bribing

an

opponent or

hiring

mercenaries)j but

can be

used

in two-sided

battles,

if the

plalers

agree.

PREPARINGTHETOKENS

A

set of\iictorv

Tokens

is

included rvith

each

cop.t

of T'itonph J

Ztarlrn.

At the start

of

the

battlc,

place

rhe

lictorr

Tokens in

a

pile

beside

the gaming

table,

rhere

rhcl

arc

casih

ac.essiblc

to all ofrhc

plavers.

l-irless

the

rules tor

Mercenaries

(see page

2l)

are

being

used, eaclr

pl:yer.tarr. lre game

r'

i-h

'rr

o [,-".-

,.

:r,..

Mctory

Tokcn Valucs

There

are

four types ofVictory Token

included

with Tiiumph U'frear,iarl:

gold, silver

and brass

coins, and

gold ingots. A

brass

coin

is

rvorrh

j0

victory

points.

A silver coin

is

worth

three

brass

coins,

or

150

victory

points;

a

gold

coin

is

u'orrh

five

brass coins,

or

250

victory

points;

and a

gold

ingot

is

worth thirty

brass

coins,

or

1500

victon'

pointsl

Victory Tokens

may be

freely

exchanged

for different denominations

ofthe

same

tota]

value

at any

time.

1) Brass

coin

=

50

iictory

points

2) Silver coin

=

150

victory points

3) Gold coin

:

250

victory

points

4) Gold

ingot

:

1500

victory

points

Keeping

Score

During aurfrstJiu

ganx

ofI'riumph

U

Tieathery,

we qxicAly

faund

that it

he\ed

ta

haa'e

sera?

?a?er

and afezt pens

ar

pencils

hand .

Kee?ing track of the

litar

?aintt

searerl in each

?base

aeoided onf sian

and added ta the

a citenent

a

lre

uaxhed

aur scarct

climb.

It\ im?artant

to

n./e that dll

,Ltitor

poillts

:h:uld be

added

imnedidtell

iE

Ttiun?h

I

Tieachery,

'

nrn.rzt tling

liAe 7/)e

. Ktg

i: D:ed.

\'au

night

GAININGVICTORYTOKENS

A.r

rhe

e"d oteach

pha.e.

each

player

receir e"

Victorl,

Tokens equal

to

every full 50

victory

points

they scored

in that

phase,

ignoring any

'spare'

victory

points

beyond

this

total.

Each

player's

collection ofVictory

Tokens makes

up

their

paychest.

The

player's

victory

point total

is

then

reset

to

0,

ready

for the next

phase.

Carry

on

doing this for all ofthe

players

that

scored

victory

points in that

phase.

Ifone

player

scored a

higher total ofvictory

points

than

anlr

other in that

phase,

then that

player

is

awarded

one

additional

brass

corn.

{

lI

mu

Liple

pla1"..

a-e

ried

for highe.t

victory

point.

earned,'her

each

oflho.e

Dlayers receives

a

bonus

brass

coin.

Ior exampla,

in

a Close Combat

phase, a

plaler uins

23A

vicbry

?/intt;

he tahes 1 sihter coin and 1 brass

coin, ignoring the

3A

poinx lef ot'er

Tlze

playr

is

tlzenfound to

haw

wan

the

mai

victolJ

poitlts

that

pha-

dad

.a

gata, aa

addiioaal

brass

roi't.

su;apotng

the silxer coin

and 2 brass cohs

for

a sixglc

gold

nin.

Later,

he

,ipdlats

to

bibe

anather

?lqer

bJ

gil)i

g

hio,

a brass coin; ta do

so

he btea&s his

gold

coin down into

a silut

atd

2 brast,

aud gioes on"

ofth,

brast toiu

ta

the other

player

USINCVICTORYTOKENS

At the

end

ofthe battle,

the

piayer

with the

most

valuable

paychest,

as represented

by their

collection of

\'icrorr- Tokens,

is the

rvinner.

Each

plaler

must

keep

tlle Victory Tokens they

-".,

.

ollr. e

I in

plarn

'rglu

nea'the

gaming

rablc.

so

thar

rhe

other

pla).ers

can see

and count

them. Ther

are Dot secret, and

players are

free

ro ask an

opponent to

show

how many Victory

Tokens

thel

har-e.

\t

anr time

during

the

game,

players

may

give

a*ai

Victory Tokens to other

players

if

rhel

rr,ish.

For

example,

you could

pay

or bribe

another

player

not to attack

you.

Note that

deals

and

arrangements that

are

struck

before

the

coins are

handed

over

are

not binding,

so be

careful that

you

don't

give

away coins

to

a

player

vou

cannot trust to honour their

end

ofa deal

you'll

find that

players are

not all equaliy

honest

in

rheir

dealing.l

tr n22.irt

.ne

?/d er

'tt

1'our

greup': bcoA-keeper

?,rtry'

Pa),naneffts

jast

nzle

sure

tbefie

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EACHERY

CARDS

A

game

called

Triumph

&

Treachery

would

hardly live up

to its

name ifthe pla),ers

couldn't

pull

offa

dirty trick

or

two

during play

To this

end,

the following rules

ailow

you

to add

a

deck

ofTreachery

Cards to your

games,

enabiing

all

kinds ofnefarious

tricks and

plovs.

PREPARINGTHE

TREACHERYCARDS

A

set

ofTreachery

Cards

are

included

rvith

Triumph

€l Tieachery.

After

deplovnent, shuifle

the

Treachery

Cards

together, and

place

them in

a

face-down deck

in

easy reach

ofaJl the

plar

ers.

GAININC

TREACHERY

CARDS

Players

can

gain

Treachery

Cards in thrcc

rvays:

'

Automaticall),

at

the start

ofeach

game

turn.

.

By

rolling

successfully

in

any

phase

in which

they

are a

neutral

player.

.

By

making

a dirtl

dea'

ro

ger

card.

'rom

another

player.

Start

ofTurn

Cards

At

the

start ofeach

game

turn,

before

drawing

any

Player

Turn Cards,

each

player gets

a

number ofTreachery

Cards from

the

deck

depending

on

their

paychest:

.

Ifthey have a

more

valuable

paychest

than all

other

players,

they

get

1

card.

'

If

they

have

a less

valuable

paychest

than all

other

playe$,

they

get

3 cards.

.

Otherwise,

they

get

2

cards.

Ncutral Player Cards

Immediately after

a

player

chooses

the

enerny

player

for

a

phase,

a1l

ofthe

neutral

players

get

a chance

to

gain

a bonus

Treachery

Card.

This

represents

them

hatching devious plots

while their

opponents are

embroiled

in

combat.

Each

neural

player

roll.

a

D6.

lIplayirga

game

u ir h

three

players,

a

roll of

5

or

o

gainr

the

neutral

player

an

extra

Treachery Card.

If

playing

a

game

with more than three

players,

the

extra card

is

only

gained

on

the roll

ofa

6.

Dirty

Deals

Plavers are

allored

to

gire

cards

from

their

hand

to

another plater

This

is knotn

as

making

a

dirn deal.

\\-hat

rou

receir-e

in return

1br

making

a

di-i\

de.

.

.rp

-o

r

'.

o,

egorLte.

Anl

cards r-ou receir e

liom

a

dir:r deai are

added

to

rour hand,

subject to

the nile.

lbr hand

size

belor.

\ote

that

once lou

ha\ a

m:Je

a dirtl

deal and

gir

en a

card to

another

p1s\

er.

rou

nra\

not demand

ther

gite

it back. eren

iirher

break

their parr

oian agreerrrnt

(\

ou

can ask.

'Du

i

is

up io ihe other

plarer

ro

decide iirher

tish

ro

return it to

\ou).

Hand Size

If

a

player

finds that they

have

more than five

Treachery Cards in

their hand, they must

immediately discard

cards oftheir

choice

until

there

are

live

cards

left in their hand. Note

that.

if

a

player

has

more than

6ve

cards

in his hand,

that player

may

not play

cards until

they have

discarded down to having

only five

cards.

Discardcd Cards

Ifthere

are no

more

teachery

Cards to draw,

the

cards that

have

been

discarded

(including

those

that

have been

plaved)

must

be

reshuffled

into

a

new drarv

deck.

PLAYING

TREACHERY

CARDS

During

rhe

turn, the

cards

in

a

player's

hand

can be

plaled to carry

out the action

on

the

card.

Once it

has

been

plaved,

a

card

is

discarded.

Anv

cards not

used duing

a

turn

are

kept in the

player's

hand,

and

can be used

in future

turns

(hand

size

permitting,

ofcourse). Note that,

.n lrs.

a .

a rd

'pcci6cally

ra1.

othe-wise,

ir .an

be used even ifthe

situation

it affects

does

not

involre anr unit. be'onging

ro

the

plaler rsing

the

card. Any

cards

that affect

a

unit

will also

affect

ary.l-,-ac'e6

thar

harejoined

the unit.

Several

Treachery

Cards require

the

player

to

di.card I or more

b.ass

coin..

Il

rhe

player

is

unable

or unwilling to do

so,

then the card

has

no

effect. In addition,

some cards are

triggered

by

the

actions

ofa

unit. For

example,

ifa

Wizard

casts a spell,

or

a

war machine

makes

a

shooting

attack. In

such cases, the player

that declared the

action

may

not

decide

to

change

their mind and

cancel

the action.

E,oening the

Ofuls

Duing

?laltesting,

it.

....

g

;tt\

buane

a??arnt

::.

ta us that

Tieachery Cards.

..'

added a lot tnore than

ilat

'

calout ta the

g0

e.

IndeeL

a

uelt

played

card

at a

criicii

moment

can change

the '

tuarse af a.Lahale batde

Ttis

n

ufu

the

ralesfor

gaining

Tiear

bery

Cards

ar€

.ueighted

as the

are.

E lentia/1), the playr

@ha

i: turrently in

tbe lead will

re;ci.e

on/y a singk

card

dt

lie

$drt

.J'the

turn,

u"hih tbe pldya.

bringing

u?

tbe

rear

gets tbe;r

hands

on a tuha??ing three. 7h;

atoirts

runauay

leader

yndranq

and

gi

es

tbe

underdag a rLtelcome

chance

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In

b

sal that

Tiitm?b

in all

guns

blazing

all,

na

oae <ranx

the

.:1eaty

git

iEing

ar.lnd

at

tke bacl, ubo lets ezeryane

ehe do

alltbefgbting

to

lea? in and grab litory

at

Witl lbit in

nind,

it\

bearti\'reeonnended

tlat

jo

?lq

in a deck;te

nannea

going

after

tle

abjettires

and rac|;ng u?

at man cambat

uins

as

yt

ean.

Aftet

a

,

ifyou're

unlucly

enaagh

n

nAe

a battering earl

an,

being the

underdag bas ix

CARD COMMENTARIES

Treachery

Ca1d5 a1e

usually self-explanatory,

but

the

following commentaries explain how to

deal

with certain rare situations that

may

occur

during

a

game.

and whi, l'

can

rai.e que'tions

about

horv

a

specific card should

be used.

Alliance:

This card must

be

played

immediately

after

you

are

picked

as

the enemy

player,

before

Treachery

Cards

are

given

to

neutral

players.

It may

not be

played

ifyou

rvere

picked

as

the

enemy

player

because

ofthe

plaJ,

ofan

Ancient

Enmity

or

Paranoia

card, or

because

you

were

the

only

player

with models in

close

combat

with

the

piayer

taking their turn.

Ambush Fire:

The target must belong to the

pla|er

chosen as

the enemy

player

in that

Shooring

phase.

Ifthe

target

is

destroyed, the

r

..

-

aking lre a d,

k

r.(e:vc''lc

v:ctorr

:'tir.:::rr

i:.

-\ncient

Enmin r Thi:

;:r.1

nu::

bc

plaled

i::--::-::::::

,

:::;:

,:;

:rr

:rakaj: :he

enem '

plater.

:.:

:: T:::::_::: C:::::::.:ir-rr:o

neutral

plater<

l_

_

..

_

. :.: :i

::

.

-

\\ 'r 'Pr

i.-

i-

_:'.

enemr

plaver

-<.,-.r

o-

','

plal

oian,llli:r:;:

r: P:::.ol::.ard.

Look

Behind

lbul:

fhi:

card atfects a1L

5ucce.\fLla'noL

.-r,.

-.,le

b.

rhe

rareer

u.

:

in

either the Shooting

phase

or

Close

Combar

phase;

it

has

no effict

on

successful

li,ard

sa\ es

o.

the

Regeneration

special

rule.

Misdirection:

The

normal rcstrictions for range

and

line ofsight still

apply.

The player

ofthis

card cannot pick

their own unit

as the

target

ofa

hex,

direct

damage or magic missile spell. If

the

target

is

destroyed by the

misdirected

spell,

'Le

plaler

ofrhi.,.ard

'eceives

the

viLtory point.

for it.

Null

Stone: Note that dice

are

removed from

the

pool;

dice that

have been

taken from

the

pool

to

cast a

spell, or which

have been

rolled, cannot

be

affected by the

subsequeot

play

ofa

Null

S'one, ard. lfrhere

are no

enough dice in

one

or

both

pools

to satisfy

the

dice roll, then

remove as

many

as

possible

to

a

minimum of

0.

Paranoia: This card must

be

played

immediately after you

are

picked

as the

enemy

player,

before

Treachery Cards

are

given

to

neutral

players.

It mal,

not

be

plal,ed ifyou

rvere

picked

as the

enemy

player

because

ofthe

play

ofan Ancient Enmity or Alliance card,

or

because

vou

*.ere

the

onh

plaver

rvith models in

.'o.e,

o-nbdl

rr

itL

r

re

l'at

e-

takrng their turn

(and

thus

the

onh

r iable

target).

Riches: Thi-. card nust

be played

before

the

Pursui: roll

is nTade.

Seratching Powder: Note that this

card

can

stop

a

unit from shooting

ifthe

unit

is

not

alloled

to

move and shoot.

Sorcerous

Aid:

This card

is used

after

any

modiliers

are

applied to the

spell, and any

re-

rol1s

to

the

casting roll

have been

taken. This

card cannot affect bound

spells.

Trickster's

Ring:

Ifthe

spell

is cast

with

irresistible force, then the

spell is

cast and a

'ingle

roll

i. made

on the Miscast

table.

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MERCENARIES

Ogre

Maneaxr

Mercenary

companies

are

a

common

siliht on the battlefields

of the

\\hrhammer

world.

Although

famously untrustworthn

there

is

no

doubting the battle

prowess

of these hard-bitten

lyarriors.

The following rules

allo$.you to include

bands

of

mercenaries

in

your

Eames,

along with rules

that

will allol'1'ou

to bribe enemy

mercenary

units

so

that

they la'on't

light

at

vital

points

in

the

battlel

HIRING MERCENARIES

Ifthe

rules for

rnerccnaries

are Lreing

usccl

in

loul

game,

each plaver rccci\.cs

cxtra points that

can bc spent

to

hire

mcrcenarv

units for

thcir

a'mr.

ll-nr^l,..'p,ir,

-.

1l,ri.rr..i'<.

is equal

to

100

Points

fur

evcr1.

500

points

ther

har.e

in

thc arm\.

For exanpl4

if

wr

utrcjghting

a |i-iun,ch ll

l.a.t,'.-

a,r/

:

d..-.

AA1

t

armt,

and

uanttl

to

lrit

thc

tnu-ttnart

nrh-;,

then

eath

playtraoa/l

rcceht

an ullititna/

3Aa

points

to

:ptnl

on

thci- nertcnatl

trnits.

A mercenarv

unlt

is selccted

trom

a ljr^-rrnt

-rrr.

L,.-(

ru

rrrr

D. .r'.

,",:'.

"r..

, ,.

.:

can't hire

nrercenaries

from

thtir o\:r i.rnI. L.ui

,

t'l.r.rr'C t]r-r.

-rr'r.

r..rr.'r.

,r.

\l:r'-.

-

.,

nlrv

even Lre

takell ftom

arrrics not notrd tor

their civil lelations

-

in

dire

circumstarrcc-r,:L

gcncral

till call upon

anv

rl'illing

to hght

at his

side

for goLl,

er-en

iithc

vo forces

t'ould

ner_er

.

:L<c

u1,

,r'

rl1r.rn.-. \

,.

'l.c

r,,cr...nrri,..

selected fron a

single

ar-rnl

book

are

knor.n

as

a

mercenar]:

companv.

A

plaler

may hayc

.erral

mercenarl'companies,

crih fru,

r

diftlrcnt

armr book, ifdesired.

:

''7

.

.'-.:.":

::.-.

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tltlz'Narhammer

r

ebooA

rtilesfor nercenanu.

'Whe,,

Fating

the

'renaia,

.?la e/s

can

detide

t.

us?

tie

rules

fai

n

?rc

ena

t

i

es

iz

Triumph &Treachery

instead

ofthov

in the

rulebook,

ifthet

2refer

ta

Keeping Good

Cornfan

'lhen

are

ut,t;i,ctt:

--,i;,:

tt

a??r.aiA hi

r i

n[ r:..:

1:,i,..

1n?anies.

Hrbt,,::.'

.:.t

.

uaflt

ta h;re n.ft.nnti.i

that

?|ug

a

?ereeiaal

ga?

in their own

arml

lit, or

conurse\

en?hasise an

alrea dy

e

x;

ting

s t re ng

t h.

.'

Abernati.v€ry,hiring

I

mercenaries mal

simp\

be

an

excuse

tof.nalll

get

lour

l)ands an that

regimrnt,

maniter ar

uar

machine

w aluqts

@anted

to

Each mercenary company must

include

at

least one

character model

to

be

the contingent's

mercenary

captain.

Ifthere

are several

character models,

the one

with

the

highest

Leadership

is the

captain.

In

a

tie.

the

owning

player

may choose

which character

tied for the

highest Leadership

is the

captain. Note

which

character

is

the mercenary captain

on

the army

roster. All

units from

a

mercenary company

within 6" oftheir

mercenary captain

may use

his Leadership

value

in

place

oftheir own.

Mercenary

units

may

take

any

options

normally

available

to them

and are subject

to

all

oftheir

normal army

special

rules. The

player

who

pur.\a.ed

tLem

aluay.lrear.

m<rcenary unit.,

no matter their Alignment,

as Suspicious

Allies.

Unspcnt Mcrccnary

Points

Ifa

player

has any

ofthe

allotted

points

for

mercenarie. lelr

over,

then

rhel

be,ome

victorl

points

which

must

be

converted

into Victory

Tokens, following

a1l

the

rules on

page

18.

The

player

receives these bonus

Victory Tokens

before deployment

at

the

start ofthe battle.

LOYALTY

All

mercenary models suffer

-1

to their normal

Leadership characteristic.

During

the

battle,

mercenary units

are

controlled

as

normal by the

player

that included

them in his army;

howeve5

'he'e

are timr:

nher

rhe

loya't1

nfthe warrior.-

for-hire

will be tested.

Iia

fleeing mercenarv unit

passes a

Rally

test,

roll

on

the

\lercenart

Loyaltv

table,

belorv,

and

:i-',- \ :hc resulis

immediatelr after

the

unit

has

::lliti.

\lrrcenan

unir:

can

also

be

bribed bl

.::ri:': rri:.. :. J:

:r15eJ nert.

MERCENARY

LOYALfiTABLE

RESULT

1li;i:r::

::.-,:::

*:.iil-.o

er

plar

er

vir.

the

roll-o:::'r., :o::::ol:

this mercen:rr

unit.

Iithe

n:.,r::r:ries

har e changed

sides,

ther immc.liaieL' count

as a nervh

deploled

unit

in

the controlling

plaver's

arml

for all rules

purposes.

The mercenaries

remain loyal for the

time

being

to bribe another

player's

mercenary units

by

spending

Victory Tokens.

Ifmore than

one

plale- *isher

ro

artempt

a

bribe,

roll off to

determine

the

order

attempts

are

made. If

rhe

bribe

is

su.ce.'lul,

then

rhe

mercena'ies

will stand

back

and

do

nothing in that

phase.

Attempts to bribe

mercenary units take

place

after

the

enemy

player

has been selected

for the

phase

aod any

rolls

have been made by

neutral

players

to

see

ifthey

get

additional

teachery

Cards.

Nlercenary units

that

are

fleeing

may

not

be

bribed.

It costs

at Ieast I brass

coin to

bribe

a

mercenary

unit. A

plaler

may

elect

to

spend as

many

Victory

Tokens

as they

wish, up to

the

maximum they

currently

possess.

The

player

attempting

to bribe

the mercenaries

places

the

tokens

that make

up

the

bribe next to the

mercenary

r.rnit.

The

player

uho'e

rrir i.

beingb':brd

no\

har

the

optior

ro

'outbid'

the

bribe.

To do this, they

must

place

a

higher bribe next to

the unit.

lfthe atterapted

bribe

was

not outbid, then

the

unit

becomes

neutral for

the

duration ofthe

phase.

Ifthe

attempted

bribe

was

successfully

outbid,

then

the mercenaries

remain active

and

may be used

as

rormal by

the

owning

piayer

In

either

instance,

once

the

mercenary unit's

status

has been

determined

for the

phase,

all Victory

Token>

u,ed in

rhe

rltempr

ro

bribe

the

unit

are

spent

-

they

arc srvept

offthe board

and

back

into the stockpile ofVictory

Tokens.

D6

1-.1

i:olrn.

Ha1.Deoer

lo

a??raaeh

mercenart

com?anie ,

are

a

great @a ta add

5-O

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B.attles

U

71ea'he11

ToAens can be

.

sed in ary

Pitcled

Battle

scenaria

foug

betu'een

t.ro

ayrl

In additi.n,

?lajen

sh.uldfenf,ec

t.

use anj

of

the

Triunph

G

Tieachery

scenario:Jir a m:o

2layr

gane

ifthel

unb u

da

sa.

Hauu\

?hen

faught

as a

tao

plaler

battle,

on

use

th? ruhs/br

Mereenaries and

Vitar

Tblen ;

tle Tian

Na

One and Tieacberl

Card:

ruks

slauld anly be used

in Tiiun?h

tl Tieacher

renarios that

iltclude

tiree

Al

most

all of the

scen arros

i\

the

Warharnmff

rulebook

are

designed to bc fought

between

tlvo

sides.

The following three Triumph

&

Treachery

scenarios are

rather

different,

all

being designed

to

be

fought rvith from three to five armics, and

using

all

the

Triumph

&

Treachery rules

1,ou

have

read

on

the

preceding

pages.

SCENARIOFORMAT

A11

ofthe Triumph

&

Treachery

scenarios

follorv

the same formaL

a'

Lhe

Pirched Bault

:.rnario.

{rom

the

Warltammer

rulebook. Unless otherwise

stated, any

rules that

appl),

to

a

Pitched Battle

scenario also apply

to

these

tiumph &

Treachery

scenarios.

CHOOSINCTHE

SCENARIO

Ify'ou

wish to fight

a

Triumph

&

Treachery

battle rvith more than two

players,

).ou

must

use

a

'liiumph

&

Treachery

scenario

for thc

game,

,:

i o r'._i

,

u..

o

re

orloL'r

orvrr

devi.ing.

Ti:; :i:r

t:s

::king p.art

in

the

battlc should

::...

::::

a.:i: :]r:rr::;li

:.

i.

hi: :ien:rio ther

i1i::-::

.:i:. {l:.r:..::'..

.-:

_-:::::::

l

:

Ji;::r;

VICTORY POINTS

In Triumph

& teachery scenarios,

victory

points

ate scored

for achieving

any

ofthe

fulloiving

objectives:

.

Vi,

ror) poinr. rre

).ored

b'the

King

i:

Dead,

Seized

Standards, and Underdog

Challenge

achieveme

nts

(see

the

Warhammer

rulebook for details) in

the

phase

in which

the

event

occurred.

'

A

player

rvhose

army

destroys an enemy

unit. in c.mba'.

'rith

.hoo

ing.r

magic.

or

because the enemy

fled

and was

caught,

recei\res

a

number ofvictory

points

equal

t.

rrr

poinr'

ral.re

ofrhe unir. The.e

p.inrs

are arvarded

in

the

phase

in

which the

event

occurred.

'

A

player

scores 50

victori,

points

for

each

combat

that their army wins.

.

Additional victory

points

may

be scored

for

achieving certain

objectives specifrc

to the

scenario

being

p1a1'ed.

Note that

the

rules for

Victorr

Tokens

are alw-ays

used

for Tliumph

&

Treacherl

scenarios,

rvhich

rreans

that

\-ictorr poinfs

nrust

lle converted into

\-icton

Tokens at the end

oieach

phase

(see

page

1

ranJ

ar rhe end

oiihe

garne.

TRIUMPH GTREACHER

SCENARIOS

Battles between many

forces are complex anarchic

affairs.

Armies

pour

forth from

every

direction,

clashing

furiously for

possession

of

strange and

unique

objectives.

--

-l-

-

D6

SCENARIO TABLE

t-2

SCENARIO

Battle

1: The

Ctn:re

Ground

Battle 2: Battle iir the

-{rtefact

Battle 3: Right ofConquest

3-4

5-

f)

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CENTRE

GROUND

Seyeral armies

convergie

on the

same

battlefield, each one determined

to control

the field

by

holding

the centre

ground.

Negotiations

quickly

break down into brutal

conflict

as

each army

surgies

for:wards

to control the heart of the battlefield.

THEABMIES FIRSTTURN

Each

player

chooses

his force

using

the

army This

scenario uses the

Trust No One rules

Iist from

a

Warhammer army book, to

an

equal

to

determine

the

turn order

each

ganre

rurn,

points

value

agreed

before the

game.

including

the

first

(see

page

16).

THE BAMLEFIELD

Set

up the terrain

as

described in

the Warhammer

rulebook.

The

battlefieLd

must

be at least 5'

bv

4'.

DEPLOYMENT

I-Ise the

alternating mcthod

ofdeplovment

described in the

Wau*

ammcr rtrlebook with the

deployment instructions

beside the

map

below.

CAME LENGTH

The battle rvill

last

for

six game

turns, or until

a

time limit

agreecl

bv

the plalers

is reached,

rvhichever

comes

first.

VICTORY

CONDITIONS

The

player

with

the most

valuable

paychest

at

the

end

ofthe battle

is the

winner

SCENARIO SPECIAL RULES

Trust No

One,

Mercenaries,

Treachery

Cards,

Victory

Tokens.

The

Centre Ground:

At

the end

ofeach

game

tum,

the

plal'cr

with

a

unit

closest

to

the

centre

ofthe battlefreld

gains

100 r'icton

poinrs.

If

more than

one

plarer

is

equallr'close,

dilide

the points bet*een rhem

as

elenlr-as

possibie,

rounding anl iracrions do*n.

Captain of the

Em?ire

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BATTLE

FOR

THE ARTE

The hour

is

nigh, and the

Senerals

must

drive their forces to seize a invaluable

artefact

before it

is

captured by their

enemies.

THEARMIES

Each player

chooses

his force using

the

arm1,

list from

a

Warhammer

army book, to

an

equal

points

value

agreed before the game.

THE BAMLEFIELD

Set

up

the

terrain

as

describedit

the Warhammer

rulebook.

The battlefield must

be at Ieast

6' bv

4'.

The Artefact

is represented

by

a

small counter no

larger

than

l"

by

1"; a

coin

will do,

but

a

suitable

model

is even

betterl

Place the

Artefact

at

the

very centrc

ofthe

battlefield.

DEPLOYMENT

Use

the

alternating method

ofdeployment

described

in the l,l/arlazrzzer rulebook, with the

deplo,vment

instructions

beside the

map

belorv.

FIRSTTURN

This

scenario

uses the

Trust No One rules

to determine

the

turn order

each

game turn,

including

the

lirst

(see

page

16).

GAME

LENGTH

Roll

a

D3

at

the

end

ofeach

game

turn.

Add

the

turn number

and

the number of

players

to

the

dice

roll.

Ifthe

total

is

12

or more,

the

battle

ends

immediately.

Ifthe

total

is Iess

than

12

the

battle continues lor

at least one

more

game

turn.

VICTORY

CONDITIONS

The

player

rvith

the most

valuable

paychest

at

the end

ofthe battle

is

the

winner

SCENARIO SPECIAL RULES

Trust

No One,

Mercenaries,

Treachery

Cards,

Victory'fokens.

The

Artefact

Is

Mine Ifa

player's

General

moves

into

contact

with

the

Artefact in their

Moveme,rt

phase,

they must

pick

it up. Put the

Artefact marker next to that General to

show

t I'at

he

:-

carrvi-g

:t.

I

f

tre

L,e-cra1

flee, or

i.

slain,

they

rvill immediately drop

the

Artefact in

the exact

position

they

occupied

prior

to being

removed

as a

casualty or beginring their

FIee

move.

At

the end

ofthe battle, the

plal,er

whose

General

is

carrying

the

Artefact marker

(or

i.

c

o)e\r

ro

:t

:f

no

one

i'

,

a'r)

ing

it

I rece:ve,

a

bonus ofJ00 victory

points.

IfGenerals

belonging to

more

than

one

player

are

equally

close,

divide the

points

equalll betueen

those

plal'ers,

rounding fractions dos.n.

Slink

Pri:;

Deployment

Set

upfve

marAers

on tbe table

edge sa

that tbe

are a equal

distance

apartfram

36,

each other. Markers

na

not

be

?lac?din

tbe

table orners.

Eath

?laler

nolr

cbaates

ane

ofthe

na er: ta denote

the eentre

?aint

oftheir

Uni^

n

lt be

de?laled

so

tbdt the tuhale

L it

n

.Laitbin

12'aftheir

de?\tne,lt

naraef.

Plalters

mal

choa:e ta

place

unix

in reserue

in ste

ad

af

dep loling

th em

on the

battlefeld..4ll

rerer.re

alia entur plql

as reinforcements

on

tle

second turn

from

each

?

la er\

de?

lay,ne nt zane.

Page 21: WHFB - Triumph & Treachery

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OFCONQUEST

The battlefield

is a

vital

piece

of land that

lies

between seyeral

kingdoms.

Each

kingdom insists

that the field of battle

is

theirs, and theirs alone. Tensions and

disputes

have

escalated over time, and now the rulers ofthe kingdoms are

determined to impose their

ownership

by

right

of conquest.

THEARMIES CAME LENGTH

Each

player

chooses

his ftrce using the

army

Roll

a

D3

at the end

ofeach

game

turn.

-Ldd

Iist from

a

Warhammer

army book, to

an

equal the turn number

and

the

number

ofplalers

to

points

value

agreed before the

game.

the dice roll.

Ifthe

total is

12

or more,

the

battle

ends

immediately.

Ifthe

totai

is less

than

Ll

the

battle continues

for

at least one

n]ore

game

turn.

THE

BAfiLEFIELD

Set

up

the

terraifl

as described

in the llhrhatnner

rulebook. The battlef,eld

must

be

at least

6

br'

.l'.

VICTORY

CONDITIONS

The

piaver

rvith

the most r.aluable

paychest

at

Divide the

table

into six

equal sized

segments.

the end

ofthe battle

is

the winner.

Each player then

takes it in

turn

to

place

one

objective anywhere in

each segment.

Roll

off to

see

in what order

the

players

place th. SCENARIO SPECIAL RULES

objectives. Once

complete,

there should

be six

Trust No One,

Mercenaries, Treachery

objectives on

the

table, one

in

each

segment.

Cards,

Yictory

Tokens.

DEPLOYMENT

Use

the

alternating method ofdeployment

described in the

I4lar* arnmer

rulebook, with the

deployment instructions

beside

the

map

below.

FIRSTTURN

This

scenario uses the

Trust No

One

rules

to determine

the

turn order

each

game

turn,

including the first

(see

page

l6).

Right ofConquest:

At

the end

ofthe battle, the

player

u

ith

a

uni' ,lose.t

to

eacl- obje,

t

ir e

gain-

100

vicrorv point.. Ifmore

than

one

player

is

equally

close,

divide the

points

between

them

as

evenly as

possible,

rounding anr fractions

dorvn.

Savage

Orc Big

Boss

Page 22: WHFB - Triumph & Treachery

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...egffi

C

P

a

Page 23: WHFB - Triumph & Treachery

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Retenge

is a

dirh

best

'ented

blood

bot

Plav

if

vou

win

a combal

in

Your

rurn

ugrin.t

ih.

Ir.'

player

thar

cho'e

you

as

(

t-h"

"n"mv

plave"

Yo,,

receive

2

extra

brass

VictorYTokens'

ScnatcnrNc'";

Pownrn

nis

@iAed;rritant

TaLes

$anding

sti

i,n?assibte.

Play

in

the

Shooting

phase

when

a

unit

is picked

ro

make

a shoorins

atrack

The

unit

counrr

as

having

mo"ved

in

the

preceding

Movement

phase.

$'v

he

9:

6

f

e

l;n

'-

o

.?

|f

 I.

U

U

tn

z

s

:

Bl

:

E

:

Page 24: WHFB - Triumph & Treachery

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On

Sllcr

Yow

traa?s

/i?

o;lbeneatb

thefoe,rfeet.

Play

at the

start

ofa

round

ofcombat

that

takes

place

within

12"

ofone

of

your

units.

All

models

involved

in

that

combat

must

re-roll

successful

To

Hit

rolls.

3

sE +r

v

 .i_<68

-:

Ia{aT

s{

-'0

|l9

^-

n:

Fr Fp x

qaE

E.i

1-:2:

i

k

'tr."; s- 5

6'c

7:

<

Page 25: WHFB - Triumph & Treachery

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s:* *\

 

=+

ye

p

v

FIZ

|"1

Z1*t

'e{

36r4 \l

S<-ts r,i

s,-

i,i nor

E*8.E ,fi

n3.7d *:

a'.idO

xc

i r : i

7F a > D

i,*

6

U: -i:*aaq r

d

i

a6EB i

2f,..+ S:

i

1<

tI,

ez

fi-r

(')

X;

''.tl

i-

di{

e A t \ :'

c$A . S

5 i,

p

r.i<

S.ts

Lg6

0si

;

^'<

.

-.,,F

Sasotacr

A'n

unfortutlLte

'accident'

has

befallen

an

eneml

uar

maehine'

PIav

in

the

Shooting

phase

when

a

yar

machine

is

picked

to

make.a

shooftng

"rrack

lt

may

not shoot that

Pnase

I

MlsolnEcrrori

.4 carefullt

placed

tribe

allaut

a

r?el

to

be

cast

at

tie

lrrang

tar&et.

Play

when

a

Wizard

is

nominated

to

cast

a

speJL

Discard

one

brass

Vioory

I oken

to

pick

rhe

rarget

for

the

spell.

Page 26: WHFB - Triumph & Treachery

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Scatteing

coin

disuades

purc

itin

JAraur

afsreed.

Play

in

the

Close

Combat

phase

when

a

unrt

rs

nominared

ro

pursue.

Discard

one

brass

Mcrory

loken

to

haive

the

Pursuir

roll

for

thar

unir.

t*

tr

z

o

rt

2?6 \

n

6

Le

E.-.H:'d

s

ll

o

SP^<

=

3u i i€ \ i

di:4

r

l

I

o.i:-p <

G

fdc

a

^\,

=*

-

-

i

,9

i?E

-

G

'i

Li t

iea

Page 27: WHFB - Triumph & Treachery

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DmryTnrck''

Underband

tacth

canfound thefoe.

Playwhen

the combat

result score is

being calculated

for

a combat.

Add

+1

to

the combat result

score

ofthe

side

of

your

choice.

yaE

de?io")

rrbenes

bai,efnatlv

barn€

fi

uit.

,.?:Ii:ii;,.,li,,::iT,,;,...,,"..."::il:il

vrcrory

lbken.

si

o

-tF'

e3

;58-

-

4

5

tV

r rd

a

i

$

n'1 d

s:.

:

:n< a.e :'

q -:Bd

s.

se

{

e; i

o E-1 n)

I *3 i

=

I

-

lx-= :.

=

ts

voo

I S

-;':

Page 28: WHFB - Triumph & Treachery

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?

t-

a

H

tn

d

(t

F{

fr

o

,i

s

.s

t

.8

F

a

+]

?E

T

-;

N

<.:

r

Eq-

Srcnrr

AcEtloa

Your

det'iou:

uhemes

haaefnalll

barne

fruit.

Plav

ifthe

player

that

deployed

on

your

right

*ins

a

combat.

You

receive

one

brass

Vicrcry

Token

LANDE

Am

Yoar

uarriars

secretly hel? a

near4) ally.

Play

ifyou

are

a

neutral

player

when

a combat

is drawn

within

12"

ofone

ofyour

units, before the effects

ofany

musicians are

applied. You may select one

side to

win

the combat bv 1.

v)

rF,

o

F

rf,

-t

z

41

o

fr

7

r-

F{

o

z

a

^A

6B s I

*

-?

-

C:

eB Ex s:

a1q: d

:

r q'

ia o

-\

1E.-

6

S'

i -

;,

a

i..r"

\<

'-

it'< I :N

'e29^

'it

F

r5

x

i i

€1o **

>E

dc

F{

N.

o

X

a

-I

ln

F

a

.:.

N

z

6)

6.< \\

B 5 ,s'{

:T

N' E:\*

 l

,

N -

--

;p \S

YXn lri

P

{.1

IT,d

E--D

.i

f r

'.' d t1

a ::, 1os

$

a

E

s

\

l.

 f

5

i i

'n?

l":{

s

x.

o'o

s

-=

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PanaNon

"

A

seffet

mestage

makes

afoe

lee enemies

all

araurul.

Play

ifa

player

picks

you

as

the

enemv

player.

Tbe

pla1er

must

pick

I different

enerry

Player.

Alo

yaur

ltryes

llqereharge

thefols

t?elh

uth

?lroteehnie

ca

sequemet-

Play

ifyou

are

a

neutral

nlover

when

aWizard

faiis

a

tastlng

zttempt

rne

soell

is

cast

with

irresistible

forLel

the

i

izard

suffers

the

effect(

ofbroken

concentrrtion

and

a miscast'

5

bio

ts

-a

:

>

r+t

L.-.

.

:

ana

/1

::

r-a

A

ei

zz

i$;az

$* o

:

*

:

*.^'.

q

-o

tJ *

.

,E

A

ar: a

s

."

icr

t:

itD

SF'

 .

s

;Y:

P

-;

l. cL

*<=:

#J i;

: ts3-3

+a--:.

";6

i

q

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 i'i

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n,.

,

'-

i'..

-

...3*,

Page 32: WHFB - Triumph & Treachery

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one

of

the best

things

we

get

to do

month

in

White

Dwarf

is

play

a

Battle

with Triumph

O Treachery

this month,

we

embarked

on a

extravaganza. Of course,

finding

willing to

ioin

the melee

in

parts

was easy enough. We

recruited

members

of

the White

Dwarf

team

Andrew, Matt and

myself) and one

of Duncan

Rhodes

regular

contributor to the

magazine,

seen

his

glorious

Bretonnian

in the

August

white

Dwarf's

Armchair

With our

protagonists

chosen,

all we

needed to do

was

work out

what

the fight

would be all

about.

Triumph

6

Treachery is

brimming

over with tales

of

vicious

multi-way battles,

so we

scoured the

timeline

and stories

for

ideas.

Erik,

our

photographer,

set the battlefield

with

a

witchfate

Tor,

Dreadstone Blight and

plenty

of mysterious

forests on it.

Thus

the

overgrown ruins

of

the Valley

of Sorcery

were born:

a

place

of

potent

magical

energy

which

five competing armies

are

fighting tooth

and nail to

capture and

claim

for

their

own.

Upon

the

boods

cked soilof

the Va ey of Sorceryfive

rival

armies lightto

the

death.ln

a

battle where none can

be

trusted and betrayal

lurks

in

every shadow there can

be

only one vlctor.

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IilUMPH

[]ID

IREACHERY:

HllII'

I

WIIRIIS

Adam:

There

is

quite

a

lot that separates a

game

of

Triumph

E Treachery

from

an

ordinary

game

of Warhammer, so

before

we

get

into our battle report it's worth

explaining some

of

the

basics.

When

you select your almy in Triumph

6

Treachery,

each

player

is

allocated

an

extra

100

points

for

every

500

points

in their

force

that they

can

either spend

on

mercenary units,

or

keep

as

Victory

Tokens

to

use

in

the

game

(more

on

this later).

We

decided to use

1500

point

forces, so each

of us

gets

a

free

300

points

to spend

in

this

way.

These

mercenaries

can

be

chosen

from

any army

book: it's

just

a

matter of

selecting

a character

to lead them and

then choosing regiments,

war

machines or

monsters freely

from

the

army list. I'm

taking

Lizardmen mercenaries for

my

Dark

Elves, so

I've

picked

a

Skink Chief

as

the

character,

and then

my

favoudte unit: a

Salamander Hunting Pack.

As

you

can see

in my

army list on the right, ['ve not spent

all my

points

on

mercenaries,

which will let

me

start the

game

with

a brass coin,

worth

50

Victory

Points.

Playing

a

multi-player

game

of

Warhammer

presents

situations

you

don't normally

have

in

a

two-player game

(how

do you

fight

a

combat with several

sides,

what

happens if

you 'accidentally'

hit

multiple

foes

with

a

stone thrower,

etc).

Triumph

g

Treachery

solves all

of

these

issuesr

first

off

the order in which

the

players

act is

randomly

determined every turn.

Each

player

is assigned

a Player Card

and,

at

the

start

of each

turn these

are

shufl'led and

the top

card is

drawn

-

the

player

whose

card

comes

up first

takes

the first turn.

Once

they

are

done, the next

card is

drawn

and

that

player

goes..

.

and

so

on.

This

means

you

can

never

quite

iudge

when

you

are

going

to

get

your go

(it's

even

possible

to

go

last in

one

turn

and

first

in

the next,

or

vice

versa).

Another important

element to the

game

is

the

way

in which

you

fight

and interact with

the other

players

in the

game.

You

must

nominate

a single opponent in each

phase

of

your

turn to be

your

enemy

and

you

can

only

act against

that

player's

army

(so

you

ignore

any'neutral' units completely).

Imagine

you're

giving

orderc to

your

men

to

'focus

on

the

Ogres',

if that helps.

Choosing

the

'right'opponent

each

phase

is

a

big tactical aspect

of

the

game;

you

need

to make

sure

you're

choosing the

place

where

you

can

do

(or

avoid) the

most

damage

-

this

is always

the

source

of

lots

of

wheedling and bartering

between

players

as

they strive to avoid being

targeted.

You can choose a

different

opponent in

each

phase

-

you

can choose

to

charge

one opponent in the Movement

phase,

then

fire

at a

different opponent in

the Shooting

phase,

for

example

-

so

with

a

bit

of

cunning

you

can

target the wrath of

your wardors in the right place

each

turn.

A

significant addition to the

game

are

the

Treachery

Cards

that

each

player

draws

throughout the

game.

These

simulate the

intrigue

and duplicity

of war

by helping

your

warriors in battle or hindering the

enemy. There's a

huge

variety

of cards and

effects,

from

Sabotage,

which

prevents

a

war

machine from firing,

to Oil

Slick,

which

forces

all

participants

in

a

fight to re.roll

successful

hits.

Finally,

Triumph

E Treachery uses

Victory

Tokens

(see

the sidebarl, and the

player

that

has

the most

of

these

at

the end of

the

game

is

the

winner. At

the end

of each

phase,

if

you

have

scored

any

Victory

Points,

these

are

converted into Victory

Tokens

and added to

your

paychest.

In

addition to

scoring

points

for killing things,

there

are

also bonus tokens issued

each

phase

for

killing

an

enemy

general,

captudng

banners and even

a

bonus

50

every time you win

a

combat.

Additionally,

if one

player

earns

more Victory

Tokens

in

a

phase

than

any

other, they

get

a

bonus

brass coin.

Throughout

the

game

you

can

use

Victory

Tokens

like cunency by

bribing

other

players

(or

their mercenaries) not to

attack

you

and to activate certain

Treachery Cards.

Just

don't spend too

many

-

the winner

is

the

player

who

has

the

most

at

the end

of

the

game.

Adam Troke explains

how

a

game

o{ Triumph

I Treachery

works,

and

what to

expect

from

our

Battle

Beport.

uiGl0ltu

I0lrcls

Viclory

in

Triumph

I

Treachery

goes

to the

player

who

has

the most Victory

Tokens.

At th€ end of each

phase

ol the

game

each

player

is awarded

Vtctory

Tokens

equalto the number

of

Victory

Points they have

scored

(rounding

down to the

nearest

50). As wellas

determining the

wlnner

of

the

game,

these

also enable

you

to

brlbe mercenaies.

potentia

y

stopping them

from

attacking

you,

and also

actlvate abilities contained

on

the Treachery

Cards. Players

can

bafter, swap and

give

away

Victory

Tokens

during

the

qame,

but remember:

whoever

has

the most atthe

end is the winnet so

don't be

careless wiih iheml

64 WHITE

DWABF

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IRtlHE:

IHE

REAUERS

tlI

$HAORAIH

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DUltCAll

RH[|DES: CIRCASSII]|llE'S

ti[0RV

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IIE]IRICIfi

IHE

IIUI

WHITE

DWABF

67

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MAII HUISIIII: IHE

WORDE]IS

llF

HOEIH

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JES

BICIIHAM:

IHE

BTtlllllv

MAU'

WHITE

DWABF

69

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SCEIIIRII|

A]ID SEI.UP

The lie ofthe

land after

a

the

players

have

p

aced

thelr armies. Duncan's

Bretonn ans are stuck

between

the ogres

and

Dark Eves, wh

e

the

Hlgh

Elves

are starinq down

the Waff ors of

Chaos.

W tahfale

Tor

corcea

s

Adarn's Cold 0ne Charlot,

wh

ch

re

Lrsed

to force

DLlncan's

Bretof

ans

to

dep oyf fther

away lrom

The

resl

oJ

the

Dark

Eves

,\dam: Triumph 6

Treachery

contains

th.ee

new scenarios

desi€ned

for multipla)

er

games.

We

rolled

Right of

Conquest,

$hich

sees

the armies battling

out for control

of

six

obiectives,

each

worth

100

Victory

Points

at

the end

of

the

game

(A).

Each of

us

placed one

marker,

with

Andrew,

the

winner

of a

roll-off, deciding

where

the

sixth obiective

marker

went. we then

began

placing

our armies,

again

with

Andrew

going

first.

Each of

us

took

it

in

turns

to alternate deployment

until

e\

ervthing

was

on

the board,

keeping our

,,,

role

army confined

to

a

single tile

of

our

R--alm

of Battle Gameboard.

and with no

models within I2"

of any

enemy.

This

took

on a

livell

air

as

we

vied lor

posilion.

lndrew

chose

a

corner

tile

(BJ

and

positioned

his

regiments ready

to

march

out

against

Matt's

High Elves

(C)

and

my

Dark

Elves

lD)

as

early

as

possible.

Matt

placed

his Eagle Claw

Bolt

Throwers

within

the ruins of

Dreadstone

Blight, and

used

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Ellyrian

Reavers

and

Silver

Helms

to

back

the

armies

around

him.

This

[es'Ogres

{E)

and

Duncan's

(F)

as

they

found

themselves

right

back

into

their

deployment

by the

arrogant

High

Elves

-

so

much

that Duncan

(admittedly

also

hemmed

by my

own Dark

Elves)

had

to

hold

his

Knights

back

in

reserve,

as

he

ran

of space

to deploy

everything.

all the

armies

deployed,

each

player

dealt

two

Treachery

Cards.

We

then

the

Player

Turn

Cards

and

picked

each..

.

my

Elves

would

be

going

first.

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IUR]I ll]IE

With

the

arnies

arrayed far

battle,

the treachery

and

bac

kstabb i

n

g

beg in al

m

ost

i

m m

ed ate ly.

Adam

Adam

got

the first turn

and

tried to

pick

Andrew

as

his

opponent in the Movement

phase

so he

could

charge

with

his

monsters, but

Andre\,r'

used the Alliance

card

to

force

him to

choose

Duncan

instead.

Duncan,

who

felt rightfully

threatened by

Adam's aggression,

bribed

the mercenary

Salamanders

(or

rather,

their herders)

not to attack him,

but the

Cold

one Chariot

had

no such

qualms

and

routed

the Men-at-arms.

JG8

Jes'tronguts

charged

the fleeing Men-at-

arms

regiment,

scaring

them

into runnjng

back

the

way

they

came. His

Leadbelchers

fired

at

the

Knights

of

the

Realm and,

although

they unleashed

33

shots, only

three

Knights died.

DIncan

There were

few

surprises when

Duncan

picked

Jes

as

his enemy,

both the Knights

of

the

Realm

and Ouesting

Knights

charged into the

Ironguts in

what

would

definitely

be

an

"eggs

in

one

basket"

combat. Terrible duplicity

unfolded

in the

Magic

phase,

as Duncan's

Damsel

attempted

to

cast

the

Savage Beast

of

Horros on

his

Paladin.

Firstly,

Ies

used

the

Trickster's

Ring card

to

cause

the Damsel

to

miscast.

and then

Matt

was

bribed

a

brass

coin

to dispel the spell, despite

earlier

assurances

given

to

Duncan.

The

Calamitous

Detonation killed four

of

the

Knights

of

the

Realm,

but this

was

not

enough

to stop the

Knights riding

roughshod

over the lronguts,

running them

down

as

they

fled.

mall

Matt turned

his

attention

on

Andrew,

his

Highborn unleashing

a

Hail

of

Doom affow

at

the Gorebeast Chariot,

reducing it to a

single

Wound.

AndrGu,

Andrew spent

most

o[

his turn rearranging

his battleline

to

face

the High

Elves.

72

WH]TE

DWABF

Adam's Cold

one Chariot

makes the

first charge of

the

game,

slammlng

into

Falian's D tfuL

Retalners

and killing several-

They

duly broke

and

fled,

bLrt

ran

lar enough away

to

escape

and deny Adam

any

Victory

To kens.

DLrncan's

0uestiig

Kn

ghts

and Knights

of

the Realm launch

a

glorious charge against

Jes'

ronguts.

Llnfortunately

lor the

Bretonnians, Jes

ses the

Trickster's Bing

Treachen,

Card

upon the Damse

as

she cast Savage

Beast o'

Horros, causing

her

to

miscastand

accidentaly

kill

sev€ral

of her allies

n

a magical

exp

osion.

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Frorn

the

r

vantage

point

within

Dreadstone B

ght

l\,4att's High

Elves

and

Wood

Ef mercenary lord

rain arrows

ard

bo

ts

down

on

Andrew's

Gorebeast

Chariot.

Jes ooks

on

warily

as

l\,4att

considers

whether

or not to

un

eash

one of

h

s Treachery

Cards.

lr a

sland off

of

monstrous

propodions,

the War

Hydra,

Khar

bdyss and

Khemian

Warsph

nx

embark

in a

lengthy

staring

conlest.

7

Atthe

end of the

first

tlm

th ngs

are

iust

stan

ng

to hot

up.

Duncan and Jes in

pafticLrlar

are both

heav

y

engaged, and both Matt

and Adam

have arge

numbers

of

troops fac

ng

off aga

nst Andrewi

army

Jes's Stonehorn

is

a so

stomping its

way

around towards

Nlatt's

rear.

Note also

howAndrew's

mercenary

Liche

Pr

est

s

ensconced

within

Wtchfate

Tot

g

ving her

access to all0J the

spe

s

in

the Lore

of Nehekhara.

WHITE DWARF

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IUR]I

IWtl

ln which the

battlelines

of

the

Warriors

of

Chaos

and

High

Elves clash

in earnest.

[dam

Suspiciously,

Adam went

first

again, and

sought

to

engage

the Bretonnians,

but the

Dreadspears

failed their

charge and

Duncan

paid

the Skink

Chief not

to

charge

with

a

single

brass

coin. Adam's

Supreme

Sorceress

killed the Trebuchet

with Spirit

Leech,

but

as

he

prepared

to

flame the

Peasant

Bowmen

with

his Salamanders,

Duncan

used

the

Paranoia

card

to force

him to target

someone

else.

ANdTEW

The

Marauders and

Corebeast Chariot

charged

into the High Elves

(but

the

Chaos

Warriors

failed to

reach

the

Sword

Mastersl.

Andrew then

declared Adam

his

enemy

in the

Shooting

phase,

killing eight

Witch

Elves

with

his Warsphinx's

fiery

breath.

The Marauders

sent

the Elven

cavalry

packing,

but

Matt

played

the

Riches

card

to

halve the Marauders'

pursuit

move,

helping

his cavalry escape.

mail

The

Swordmasters

charged

the

Chaos

Warriors

while

his

fleeing

cavalry

rallied.

Matt

tried to

finish the

wounded

corebeast

Chariot

off

with his Bolt

Thrower,

but

Andrew

played

the Bribe

card

to stop it from

firing.

Jes

Jes'

Stonehorn

charged

the

Silverhelms,

who

promptly

fled

(again).

Adam used the

Ambush

Fire card

to allow

his

Salamanders

to

fire at

Duncan,

Jes'enemy,

promptly

killing

nine

Peasant Bowmen

and

putting

the unit to flight.

|es'

own

shooting

was

less

effective,

the

Leadbelchers

only

killing

a

single Knight

thanks

to Matt's

Secret

Raid

card,

which

forces

re-rolls on

successful

hits.

0unGan

Duncan's Pegasus

Knights arrived

from

reserve

and flew directly towards the

Leadbelchers while the

Knights wheeled

to

face

the

Mournfang

Cavalry.

74

WHITE DWARE

Adam

ups

the ante on

his

f lank

agalnst

Andre 'v's

Chaos

Warr ors

and

Tomb

Kings

allies, menaclng

him wth

a

pa

r

ol

monsters

and

a

whole

reglment

of

Wrtch

Elves.

Andrew's

Marauders

charge

both the Sllver

He

ms

and

Ellyrlon

Reavers,

wh

e

the

Gorebeast Chariot

smashes the

Tiranoc

Chaiot nto k

ndllng.

Having ost and

broken

against

the Marauders,

the Sllver

Hems and

Ellyrian

fleavers

rout only

to ra

y

between

the

Stonehorn

and Cold

one

Chariot.

I

,

,

'i

I

,:

I

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s

At the end of the

secoid

turn casualt

es are really

beg niing to

mount

up

for

most

pLayers.

Duncan

and

Jes especially have

worn

one another down,

and

Matt

and Andrew's

regiments

are

beginning

to

get

sor€

y

battered

by

their cont nued fighting.

Adam

is

wthouta

doubt

the

east damaged

of

the

p

ayeB, bui is

also

agg ng at the

boltom of

the

paychest

leaderboard

with lvlatt

Are the Eves

too far

behind at tlr

s

po

nt to

make

a

sLrccessful

comeback

or

are they

t ming it

just

rght?

The Crow

Brotherhood

take

on

the Sword

Nlasters

n a

grlndifg

combat that

sees both

sides take

grievous

osses

but neither

break

from

the light.

,.leJ

Leadbe

chers lurn

the

r

mlghty

guns

on

Duncan's

kn

ghts.

Having

survved

the fury

of the 0gres, Duncai

refoms

his rema

n ng

kn

glrts

to face the

Mourilaig

Cavalry

..

. And

brings

PegasLrs

Krights on

from reserue

to take

revenge againsi

the

rnassive

wit of

Leadbelchers

WHITE IIWAFF

75

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IUR]I IHREE

Wherein the

arnies ofthe

qgre

Kingdons

and

the

Bretonnians are all

but

destrcyed.

0dam

Something

fishy

was

clearly afoot,

as

Adam

got

to

go

first again

He

tried to turn his

attention

to Andrew's flank, but Andrew

had kept hold

of

the Ancient Enmity

card

to

guard

against

iust

such an

eventuality.

Picking Duncan

instead,

Adam's

Dreadspears killed the Men-at-arms.

Jcs

Jes

began

his

tum by

charging

the

Marauderc with the Stonehorn, its lmpact

Hits killing four and the

Ogre

another

three. The Marauders

for

their

part

wounded the

monster

back

twice and,

although they lost the combat, they held.

0ndneu,

Denied the

chance

to

choose

the High

Elves

(by

Matt's

Paranoia card)

Andrew

instead charged

his

Corebeast Chariot into

les'

Stonehom.

He

picked

Adam in the

Magic

phase,

killing three witch

Elves

with

Rancid

Visitations, but the spell

was cast

with iffesistible

force, and

the magical

backlash killed two Marauder Horcemen

and the whole unit fled the board

Dungan

Duncan

concentrated

his

efforts

exclusively

on

)es'

Ogres. In his

Magic

phase

he attempted to bolster his

Paladin

with the

Savage Beast

of Horros, but

Jes

used the Misdirection

card so

the Damsel

cast

it

on

herself instead

-

much less

useful. The

Pegasus

Knights

beat the

Leadbelchers and

ran

them down.

The

Knights

of

the

Realm

were

Iess successful,

however, and

were slaughtered by the

Mournfang

cavalry

as

they broke and

ran.

maI

The High

Elf Mage

failed to

cast

Soul

Quench

on the Gorebeast Chariot, until

Adam

played

the

Sorcerous

Aid

card,

which turned the attempt into irresistible

force

and

caused a miscast.

The

Mage

promptly

forgot all the spells he knew

from the ensuing

Power

Drain.

76 WHITE DWABF

Adam

sends

his

Dreadspears

to finish

what the Cold one

Charlot

stafted.

The

Bretonnlan Men aLams

are

s

aughtered.

Adam

and

Andrew s cold

warfinally runs hot

as

the

Khemrian

Warsphlnx

breathes

of

the Witch

Eves, ki ing eight

in

a

c

oud

of

fiery death.

Adam retaliates by

moving his monslers

past

the Warsphinx to face off

against

the

units

at the

centre of Andrew

s

arnry.

Suddenly

a

cordial peace

accord is about to

become open

wadare.

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Jes chooses

Andrew

as

the

enemy in

h s

lvlovement

phase,

so

D ncan s

kn

ghts

are

free

to

charge the

'\4ournfang

ava

ry.

Though

glorious

ard brave. th

s

costs

lhern their ves.

Duncan

aso charges the

Pegasus

(n

ghts

lnto the

Leadbechers This

combat

goes

better, and

the

gui

toing

0gres are

rLrn

down and

deslroyed.

The battleleld

al the eid

ofthe turn Duncan

and

Jes stilllead ln tems of

the

paychest,

bLt

both

are also running

dangero sly low

on

waffors

leJt

n

the lght.

WHITE

DWABF 77

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IURII

FtlUR

ln

which

the

grudging

truce

between

the

Farces

af

Destruction

comes

to a

bloodY

end'

JG8

Ies

went

first

this

lurn.

charging

lhe

Mourn[ang

Cavalry

into

the

[lank

of

the

Pegasus

Knights,

killing

three

and

catching

the

fourth

as

he

broke

and

ran'

AIam

The

fragile

peace

between

the

Dark

Elves

,na

Cn"uo.

Wu"iors

was

utterly

shattered

"s

the

fharibdyss

and

War

Hydra

double

teamed

the

Slaughterbrute'

the

Cold One

Chariot

charged

the

Marauders

and

the

witch

Elves

iharged

the

Warsphinx'

Adam

had mixed

success

in

the

Combat

phase'

the

Marauders

and

Slaughterbrute

were

beaten

and

run

down,

but

the

Witch

Elves

were

massacred

bY

lhe

Walsphinx'

0[0r0ur

Andrew

retaliated

immediatelY

bY

charging

the

Dragon

Ogres

at

the

or"iti"ut.,

while

the

warsphinx

caused

,h.

Saorrgarrnn"r

to

flee

in

terror'

A

Dark

Elf

Assassin

challenged

the

Shartak

to

a

challenge,

but

was

smashed

to

a

bloody

pulp foi

hls

troubles

The

Dreadspears

easilv

slew

the

other

two

Dragon

Ogres'

.ren

as

th.

Shartak

escaPed'

mail

Matt's

Swordmasters

charged

into

the

Kharibdyss'

caref

ully

avoiding

the

adiacent

war

Hydra.

Matt

turned

his

war

machines

towards

Adam

as

well'

but

a

comblnation

of

Scratching

Powder

and

a

Secret

Raid

PlaYed

bY

Adam

and

les

meant

they

only

slew

three

Dreadspears'

The

Swordmasters,

bolstered

once

more

by

the

Loremaster,

wounded

the

Kirarybdiss twice

for

no

Wounds

in

return'

chasing

the

monster

down

as

it fled'

DInGAI

The

flower

of

Bretonnia

had

been

all

but

trampled

underfoot,

so

Duncan's

turn

remained

brief,

rallying

his

Peasants

and

manoeuvring

his

Damsel

out

of

sight

behind

the

Moumfang

Cavalry'

Duncan

had

a

PIan...

 

\

Flushed

with

the

ioY

of

victory

after

thelr

fight

with

the

Leadbelchers,

The Soaing

Host

are

caLrght

in

the

flank

and

wiped

out

b\/

the

N/lournfang

CavalrY.

Adam's

Cold

0ne

Chaio:

isked

crashing

through

the

lvoods

to charge

the

left

over

IVlaGUders.

The

frght

was

one

slded

anJ

the

Oarl'

Elves

swiftLy

broke

the

Chaos

worshlppers

and

ran

ther.

down

as

theY

fled

3

The

War

Hydra

and

KharibdYss

gafg

uP

on

the Slaughterbrute

and

massacre

lt

in

a

singLe

bloodY

combat.

78

WHITE

DWARF

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The Sword

N/asters

charge the

Khar

bdyss,

fresh

lrom

fighiing the

S

a ghterbrute.

A litt

e

luck sees them

victorlous.

The Dragon

0gres take

on

the Dreadspears.

Adam

and Andrew

both use

Treachery

Cards

to t

p

the

odds

n

their

favour. The

Dark Elves

tri mph,

bLt

failto

catch the lleeing

Dragon

0gre Shartak.

Duncan

s Damseltr

es

desperately

to stay

a

ive.

The

War

Hydra

pan

cs

and

fees

lrom the death

ol the

Kha bdyss.

The

battele d

at the

end

ol

Turn 4

WHITE

DWABF

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IUR]I FIUE & SIII

ln which

the

Dark

Flves begin to

prove

why they are

the

nasters

of

trcachery

and deceit.

ma[

Matt

picked

Adam

as his

enemy, his

Reavers charging

the

Dreadspears

and his

Silverhelms

charging

the Medusa. The Bolt

Throwers

wounded the

Cold

One

Chariot

three times, and the Medusa,

Silver

Helms

and

the

Dreadspears

were destroyed in

the Combat

phase.

DIncal

Duncan's

plan

turned out

to be less

cunning and more foolhardy,

his Damsel

casting

the

Savage Beast

of

Horros

and

charging

into

the

Mournfang

Cavalry. As

plucky

as

this move might have

been,

it

ended with the Damsel

beaten to death.

A[am

The

Salamanders

turned their attention on

the Liche

Priest,

slaying

her

and

causing

the

Warsphinx

to begin to crumble.

J85

Duncan's Peasants

desperately wanted to

flee

before the Mournfang

Cavalry's

charge,

but the

Forgery card

forced them

to

stay

-

and be wiped

out.

AndPsU'

Andrew's

Warsphinx lost another

Wound,

while

his Shartak

continued to flee.

,JeS

Jes

simply

moved

his

Mournfangs onto the

nearby objective.

AndrEu,

Andrew's

Warsphinx crumbled

to dust, but

his

Shartak

rallied

at

least.

mafi

Matt's

Sword Masters charged

the

Shartak,

hoping to claim

the Victory

Points for

the

whole unit, but they couldn't

slay

it.

0dam

The final

act of

the

game

saw

the

Salamanders

flame

both

of

the

Reavers,

but,

incredibly,

Matt made all

his

saves..

.

80

WHITE DWABF

The Silverhelm Knlghts

lowerthelr lances and

charge at the Bloodw.ack

I\,4ed sa

in

one

of

the

funniest fights

of

the

game.

Strlking

simultaneously, boththe

B

oodwrack

l\,4edusa

and

High

Elves

hitwith all

their attacks and end up

killing one another.

Ivlatt's

E

lyrian Beavers

fare

better

than the

Silverhelms dld, crashlng

into

the sde

of the

Dreadspears and,

in

an

impressivedlsplay, cut

down two Dark

Elves.

Caught ln theirfank, the

Dreadspears are routed

and

flee,

only

to be

run

down

by

th€ Hlgh Eves.

jVIatt's

Beaper Bolt

Throwers were the targe:

of severalTreachery

Cards

in

the finallurns oi

the

game,

keeping

them

lronr nflicting a bloody

toll

on

Adam and Andy's

nearby waffiors. The

mercenaryWood

Elf,

however,

dld

manage to

snipe off Adam's

Cold

0ne Chariot

with a lucky

shol lrom his longbow.

Duncan

gambled

with

his

Damsel and

charged

the

back

of

the Mournfang

Cava

ry

hoping to bolste'

her chances wlth

Savag6

Beast of Honos. The

spe,

made

no

difference,

however, and the ogres

squashed

her

like

a bug.

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Wth the Damselol tlre

Lady

dead,.les moves

the

N/lournfangs

to

cla

m

an

oblective marker

before the

gaane

cornes

to

a

fin

sh

Adam

k s

Andrew's

L

che Priest, causing the

Khemrian Warsph

nx

to

crumble iFto dust.

Desperate for more

Victory Points, the

Sword

]\,4asters

take

on

the

wo nded

Shaftak,

who

due

s

the

Loremaster to

a

bloody draw

As the game

comesto

a

fn

sh,

the

payers

caim

objectlves and work

o t

lhe winner

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HIOHTIGHIS tlF IHE OOME

The battle

night

be 1ver,

butthere is

still

plenty

to

discuss,

as

ou

players

relive the highlights

of the

game.

And

who

The

bee

forc

ram

you

Bea

Tric

fes:

rev

inc

(bu

ine

occ

asv

Du

asc

rer

con

thr

pu

pay

Ma

who

and

my

ste

mee

con

tun

Ad

asp

is

ear

1ag

was

you

bu

tip

sp€

Tre

fro

to

ThroLghout the

game

there

were

plenty

of

fun moments

of dupliclty and

good-natured

treachery.

Here

Jes atternpts

to finish off Duncan's

remaining Bretoni ans while

lvlatt eans

ln

lor a closeT ook

at the act on.

Andrew:

Well, even though

I came

dead

last,

I

had tremendous amounts

of

fun

throughout the

game.

Throughout

the

day,

we

never

stopped

enjoying ourselves, with

high

spirits from start to finish.

Duncan:

I agree,

it

was

loads

of fun

-

lots

of duplicity

and

double-dealing

kept

us

all

on

our

toes

throughout the

game

and

created some memorable moments,

such

as

when Matt

promised

that the High

Elves and Eretonnians would stick

together, only to start dispelling

my spells

in lhe first lurn

{paid

off by

les'brass

coins

no less),

Ieaving

me

high and

dry.

Andrew:

I

really

like

that

element

of

the

game

loo. There

was a

lot

of

tongue-in-

cheek diplomacy,

as

we

used

physical

bribes

(coins

or cards)

to win temporary

alliances,

and other

times simply offered

threats

or

promises

to

keep things going

the

way we

wanted them to. It added

a

strong

element of

human

interaction to the

proceedings,

with lots

of laughs and

banter

-

more

so

than even

a

normal

game

of

Warhammer

I

can

see

Triumph 6

Treachery

being

a

great

way

to

play

warhammer with

a

close-knit

gaming

club,

where friendly rivalries

and

grudges

already

exist,

Adam:

That's

exactly

how

I feel about

it

too. Triumph

E Treachery

is a real social

occasion. In

addition

to

presenting

a

tactical

challenge, it

has

the

chicanery

and

silliness

of Treachery

Cards

throwing

plans

out of kilter. That certainty

that no matter

what

promises

players

make or what

they

offer,

everyone

is

out

for

themselves.

Andrew:

It's

certainly not

a

team

game.

As

we

found, Adam, alliances

are

only

fleeting, and if

I

hadn't frustrated

your

attacks

on

my

flank with

Treachery Cards

in

the early

game,

we

might

have

been

fighting

each

other

much

sooner

Those

Treachery Cards

add

an

interesling

dynamic

to the

way

the

game

is

played.

Holding the Ancient

Enmity card

meant

that

I

could

attack the High

Elves safe

in

the knowledge that,

if

you

tried to break

our'accord',

I

could stop

you

for

a

turn.

Duncan:

Yes I

love

the moments when

you

have

the

perfect

card

to activate

a

cunning

plan,

and

you're

iust

waiting for

the right time to

use

it. when Adam's

Sorceress

killed

my

Trebuchet with

magic,

I

was

able to

use

my

Ambush

Fire card

to

get

revenge

on

him

-

my

Peasant Bowmen

riddled

his

Skink

Chief

with

arrows.

Ah,

sweet revenge.

enc

kill

too

it's

1n

me

A2 WHITE DWABF

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Poor Peasants.

They spent the

game

running

away

from something.

time running

away

would

have

Matt used the

Forgery card

to

them

to hold in the

face of a

of

Moumfang

Cavalry.

I

believe

it's fair to

say

I

am

the one

fully embraced

the backstabbing

treachery

of

the

game. The cards

were

main device

to do this.

and

having a

flow of them

throughout the

game

had something

to

on, even

when

it wasn't our

our

troops

weren't under

attack.

My favourite moment

of

the

game

also

a Treachery

card

too

-

as

Damsel

prepared

to

cast Savage

of Horros

on

your general

I used

the

to dramatically

her

chances of

suffering

a

Miscast

but not Iffesistible

Force). When

the

:'revitable

Calamitous

Detonatation

she

killed four knights.

That was

sweet

moment

of

victory.

rncan:

Only

a

fleeting moment

though,

despite being

peppered

with the

of

their magically exploded

my Knights still smashed

rough

the [ronguts and

ran

them down,

rtting

me

right in the lead

of

the

tally very early in the

game.

:am: The

paychest

is an

interesting

=Dect

of

the

game

-

a

physical

sign of

who

.

'r'inning the

game,

and

throughout the

turns I

was

all too

aware

that

I

was

:,"ging

behind. With

so

many units dying,

I

i

:,

starting to think that there wouldn't

be

rugh

Victory Points' worth

of

enemies to

for

me

to close

the

gap.

Never leave

it

r

late

to strike in Triumph

&

Treachery...

:,

rot

good

for

your

blood

pressure.

r:ew:

The

paychest

is a

fascinating

for

the

game,

because

the coins

-

have

in it

are

how

you

win the

game,

-

spending them

is also

the key to

: ing

the odds in

your

favour.

Is

it worth

::,ding

some

brass

to activate

a

you

make

these decisions,

you

have

to

weigh

reducing

your

paychest

temporarily

against

the

long-term

gain.

Matt

was

very

spend-hear,y

in the early

game

(which

may

have

cost

him second

place),

while Adam

didn't

have enough

coins in the early

game

to do

anything

-

and

Duncan

could

pay

off his mercenaries

at

will.

Adam:

Mercenaries

are fun

too.

fuguably

my

favoudte

unit

in

Warhammer

is

the

Salamander

Hunting

Pack...

but

I

spent

so

many

points

hiring them

that

Duncan

could

keep them

at

bay in the

early

stages

of

the battle

with

paltry

bribes.

Later

on,

once

people

started becoming

more

wary

about

preserving

their

paychest

they had

free rein.

One

regret

was

not

paying

off

Andrew's

Warsphinx

and nipping around

it

to

fight his

Chaos

Warriors

instead.

Jes:

Triumph 6

Treachery is

a

different

looking

game

too.

The

table

was

covered

with

five armies,

unlike

any

game

of

warhammer

l've

played

in before.

We

were

so close

together

that the fighting

got

started

straight

away

and

didn't stop until

the end

of

the battle

-

and nobody

was

left out

of

the

action,

because

as soon as

someone

looked

strong

(or

weak)

everyone else

pounced

on them.

Andrew: It's a

telling sign

of how much

fun

we've

had

with Triumph

€"

Treachery

that

almost

everyone

in the office

is

currently

painting

Warhammer

models. Q

Nloments of

success

(or

failwe)were

gleefuLy

celebrated

by

all-

Here

Duncan

p€rfoms

the

inappropriately

named

'Knightiy

Grind'as

his troops

augh off

a

savo

of

Leadbelcherfire. Jes

just

looks incredulo s.