At this event, the minimum size army you should bring is 2,000 points, but, if you happen to have more than that, bring it along and if your opponents are up for it, you
can play a larger game. In general, you should expect to play 2,000 point games, and anything larger than that is a bonus - there is no upper limit so feel free to bring as much as you like, the only restriction is the amount of time you have to play the game.
MAELSTROM OF WAR
We will randomly select missions from the list on page 148 to 153 of the Warhammer 40,000 rule book.
Additionally, there are rules below which allow for the character of the Legions to shine through during your games. These changes are detailed in the section titled “Tactical Advantage” below.
Additionally, we are going to use a modified set of Tactical Objectives to make the games feel like they are happening in the Horus Heresy. These cards will be given to each player on the day. They will contain an extra six unique Tactical Objectives for the weekend, as well as the standard ones found in the rulebook. There will also be extra points available if certain armies complete certain Tactical Objectives. The rules for how this works is under “Legion Specialities” below.
The Legions were the mightiest warmachine ever unleashed on the galaxy. They had many different styles of warfare, reflections of their Primarch’s vision and personality. Nonetheless, irrespective of individual flair, ultimately the result was always the same; the enemies of the nascent Imperium would be utterly smashed and the galaxy conquered.
To represent this in the Maelstrom of War, each army has a Tactical Advantage they can make use of during their games. Which Tactical Advantage you use is dictated by your Primary Detachment. If your Primary Detachment is from the Ultramarines Legion, then you use the Ultramarines Tactical Advantage – easy!
The first Legion were one of the most successful Legions,
second only to Horus (and some say Leman Russ) in terms
of worlds conquered for the Imperium. This is obvious to
any who fight against them.
If you complete all your Tactical Objectives in the same turn then you gain an extra Victory Point.
In their quest for absolute perfection the Emperor’s
Children were counted as one of the proudest Legions, their
individual skills second to none. Victory was celebrated
before battle and was rarely, if ever, proven wrong.
Once per game, choose a Tactical Objective you have
just completed that requires a dice roll to determine
the amount of Victory Points scored. You score the maximum amount of Victory Points for that mission. For exampleaD3rollcountsasa3,aD6rollcountsasa6 and so on.
Grim warriors all, the Iron Warriors were marked by a
genius for siege warfare and a dark bitterness which would
see all their enemies’ accomplishments ground
Your Iron Warriors units will deny objectives that are within 6”. All the normal rules for claiming objectives apply. Note: this rule does override the Objective Secured rule.
Little was known about this Legion, save for their lethality and swiftness. The truth was that they were merciless yet noble warriors, honed to a razor’s edge by their Primarch and his beliefs.
You gain an extra Victory Point every time you complete a Tactical Objective that involves a unit of White Scars Bikes or Jetbikes.
As the Emperor’s executioners, the Space Wolves trained to not only use the myriad of weapons available to the Legion itself, but also to bring their enemies’ weapons to bear against them.
You may use your opponent’s Tactical Advantage.
The Emperor’s chosen defenders, recalled to defend Terra
during his hour of need, the Imperial Fists were the most
stalwart and tenacious of the Legions.
Your Imperial Fists units are able to claim objectives that are within 6”. All the normal rules for claiming objectives apply. Note that this does not override the Objective Secured rule.
Dread warriors of horror, fear and mayhem, few foes
survived the mental onslaught of the Night Lords, let alone
when their Legionnaires actually attacked.
Once per turn, after drawing your Tactical Objectives, you may treat any Tactical Objective as the Psychological Warfare Tactical Objective, but may only ever score 1 Victory Point from it if they do so.
Noble warriors marked by a tragic flaw and a dark fate,
the Blood Angels are forever haunted by a lust for more
than battle or glory.
You score double the Victory Points for any Tactical Objectives or Secondary Missions which were achieved during your Assault phase and involved the destruction of enemy models with Blood Angel units. Remember that any multiplication is always done before addition! So for example if you gain double Victory Points from a mission that gives D3 + 3 Victory Points, you double the dice roll result, and add on 3.
The Iron Hands were implacable and cold, warriors
marked as much by what they had lost as by what they
had gained from their bionic implants.
You score double the Victory Points for any Tactical Objectives or Secondary Missions which were achieved during your Shooting phase that involved the destruction of enemy models using only Iron Hands vehicles or walkers. Remember that any multiplication is always done before addition! So for example if you gain double Victory Points from a mission that gives D3 + 3 Victory Points, you double the dice roll result, and add on 3.
Blood-soaked fighters, driven by barbaric implants to
increase their already heightened relish for bloodshed, the
World Eaters left very little alive in their wake.
Once per turn, after drawing your Tactical Objectives, you may treat any Tactical Objective as the Blood and Guts Tactical Objective for that turn, but may only ever score 1 Victory Point from it if they do so.
Gifted tacticians all, every Ultramarine
commander could read the flow of battle like a book,
and react accordingly.
You may draw an extra Tactical Objective at the start of each turn, and then discard down to the correct amount. You may also discard an extra unwanted Tactical Objective at the end of each turn, rather than one as normal.
Few tactics were held as taboo by this determined and ruthless Legion, whose incredible resistance to poison and disease led them to use barely sanctioned weapons as often as could be tolerated. Their scorched earth tactics made holding ground against them nigh on impossible.
You may pick one Objective in your opponent’s table half.
This Objective counts as being captured by your units at
all times; provided there are no enemy units within 3”
The Thousand Sons were sorcerer’s all – gifted psykers who
could manipulate time and space as simply as breathing
Once per game, you may swap the assigned number of two Objectives at the beginning of your turn. This effect lasts for the rest of the game. For example, you could make Objective 1 Objective 3, and vice versa. Just the numbers change, any Mysterious Objective results, or similar effects remain where they are.
LUNA WOLVES/SONS OF HORUS
The greatest of all the Legions were savage and unrelenting, unwilling to accept anything less than victory for their beloved Primarch. Their favoured method of warfare was to decapitate enemy leadership before they even knew they were fighting.
All Secondary Missions are worth D3 Victory Points to you, rather than just one each, if they are completed by Luna Wolves or Sons of Horus units.
Widely believed to have been at the root of Horus’s betrayal, the Word bearers have long held the favour of darker powers for their accomplishments and zealous worship.
You may re-roll the dice when determining how many Victory Points you score from any completed Tactical Objective.
The Salamanders were marked by a nobility and kindness
which was largely absent in the other Legions. Nonetheless,
when their wrath was roused it was terrible to behold.
You score double the Victory Points for any Tactical Objectives or Secondary Missions which were achieved during the your Shooting phase and involved the destruction of enemy models using nothing but template weapons from Salamander units. Remember that any multiplication is always done before addition! So for example if you gain double Victory Points from a mission that gives D3 + 3 Victory Points, you double the dice roll result, and add on 3.
Though famous for using ambushes and stealth to win
their battles, the Raven Guard’s most deadly weapons were
often their elite killers – assassins of the highest calibre,
from their Moritiats to their Seeker squads.
Once per turn, after drawing your Tactical Objectives, you may treat any Tactical Objective as the Assassinate Tactical Objective for that turn, but may only ever score 1 Victory Point from it if they do so.
Masters of deception, disguise and infiltration, no one was
safe from the predations of this secretive Legion, not even
During your turn, you may treat one of the enemy’s Tactical Objectives as your own in place of one you have. The opposing player does not have to discard this mission once it has been completed, but may do so if they wish. If the Tactical Objectives are meant to be kept hidden, then choose one at random instead.
CULT ARMY LIST
Desperate to draw the attention of the Dark Gods,
the cults of chaos will go to extreme lengths in order
to improve their standing in the eyes of the pantheon
Once per game after drawing new Tactical Objectives, you may discard any or all of your Tactical Objectives and draw fresh ones.
Every cog in the machine is programmed to do the
Omnissah’s will. The will of the Machine God however, is
mutable, and each cog can be turned to his chosen purpose
with the press of a button.
You can choose one of your units at the beginning of your turn. That unit gains the Objective Secured special rule until the end of the turn.
The Solar Auxilia outnumber the very stars
themselves – a fact their enemies find out very quickly upon entering battle.
Once per turn, after drawing your Tactical Objectives, a Solar Auxilia player may treat any Tactical Objective as the Overwhelming Firepower Tactical Objective, but may only ever score 1 Victory Point from it if they do so.
MILITIA ARMY LIST
The Militia, formed not to capture territory but to hold
it, are largely defensive in nature, but fight with the vigour and tenaciousness of those who are defending hearth
Once per turn you may treat any Tactical Objective as the Hold the Line Tactical Objective, but may only ever score 1 Victory Point from it if they do so.
Each Tactical Objective will be assigned a number of different armies that specialise in that kind of warfare. If that army completes that Tactical Objective, they gain an extra Victory Point. The armies that gain the extra Victory Point are listed on the Tactical Objective cards themselves.
Upon registration, you will need to declare your allegiance - will you fight for the Emperor of Man, or the rebellious Warmaster?
9:00am Warhammer World main doors open 9:55am Welcome and event briefing 10:00am- 12:30pm Game 1
12:30pm - 1:30pm Lunch
1:30pm - 4:00pm Game 2
4:00pm - 4:30pm Break
4:30pm - 7:00pm Game 3
8:00pm Warhammer World closes
9:00am Doors open.
10:00am - 12:30pm Game 4 12:30pm - 1:30pm Lunch
1:30pm - 4:00pm Game 5
4:00pm - 4:45pm Break
4:45pm- 5:00pm Award Ceremony 5:00pm Event closes