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Page 1: Nemesis Booklet

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Page 2: Nemesis Booklet

War approaches once more. In thedepths of the Great Forest, atthe very heart of the Empire,

armies from all over the world areengaged in a desperate search for one ofthe greatest magical artifacts ever created– the Nemesis Crown.

The Nemesis Crown is GamesWorkshop’s latest worldwide campaign.These multi-national happenings are yourchance to throw yourself completely intoour gaming universes and immerse yourselfin the visceral experience of tabletop war.

Each campaign has a specially writtenstoryline, the outcome of which yourgames help decide. The hub of thecampaign is an online web site, where youcan post the results of your own battles andedge your faction closer to victory…ordefeat. These campaigns are a great periodof hobby activity, where everyone is

playing games to help tell a story set inone of our gaming worlds.

This time around, we reveal a taleof the dangerous forests of theWarhammer world. The NemesisCrown, an item of immense magicalpotency, was hidden away in the deepwoods of the Empire by its creatorAlaric the Mad many long millenniapast. There, he hoped it would remainundiscovered and the world free of theevil he had inadvertently created.

Perhaps it would have been so,were it not for the activities of a groupof Dwarf Miners who stumbled uponthe crown while investigating an oldmine. News of the discovery has spreadthroughout the Old World, and nowarmies from many nations are combingthe woods, searching for the crown,and trying to claim it for their own.

To War!

THE NEMESIS CROWN

Dwarf Runesmiths such asthis one are capable ofcreating immensely powerfulartifacts. The Nemesis Crownis one such item.

Page 3: Nemesis Booklet

The campaign charts the struggles ofthese armies and presents a chance forglory for one or more factions. Thecampaign is also a chance for you tomeet new opponents and write a glorioushistory for your own army in the blood ofyour foes and perhaps make a fewfriends along the way!

Throughout the period of the campaign,there will be participation events in GamesWorkshop Hobby Centers and independentretailers as well as at larger gaming eventslike Games Days. Through these eventsand the games played in your own homeor gaming club, the campaign will takeshape. As the results are reported online,the campaign’s storyline will unfold on aweekly basis through a series of ongoingreports and stories describing the progressof the war as the hunt for the NemesisCrown intensifies. Keep your finger on the

pulse of the conflict by means of regularweb bulletins and Hobby Center activities.

While the history and setting of thecampaign is detailed here, the final result isup to you, the gamer, to decide. Anyfaction can emerge victorious, and it ispossible that there will be more than onewinner. What is certain is that the morevictories you gain for your faction, thebetter its chance of winning the campaign.

You can find out more about how tosign up and join in later on in thissupplement. There are also more details inWhite Dwarf magazine and on the internet.

But first, let us look, my liege, to thefield of battle. The fate of your army, yourhonor, and maybe your people rests uponyour shoulders.

The Nemesis Crown awaits you,somewhere within the beast-haunteddepths of the Great Forest!

Join Games Workshop’s global campaign andlead your army to glory, as whole nationsstruggle for the powerful Nemesis Crown.

ContentsThe Story of theNemesis Crown

NemesisCrown Map

Using the Map

The ContestedTerritories

Why We’re Fighting

Gaming Ideas

CampaignDetails/Sign up

Council ofWar Scenario

The UnquietDead Scenario

Blood Beneath the BranchesScenario

Events & MegaBattles in U.S.Hobby Centers

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Page 4: Nemesis Booklet

For long centuries, the Nemesis Crown has rested hiddendeep beneath the Howling Hills. Few know of its origins, ofits mad creator, or of the terrible curse that will echo downthe ages if ever it is disturbed.

A Bygone AgeTwo and a half millennia ago, the OldWorld was a wild and benighted land.Savage beasts and fell beings haunted theforests and plains, and survival for thewarring tribes of Men who dwelt therehung ever in the balance. It was into thissavage world that Sigmar was born, and hisfirst great deed was the rescue of the DwarfKing Kurgan Ironbeard from a greenskinraiding party. Ironbeard gifted Sigmar witha great runic warhammer – Ghal Maraz –with which Sigmar fought against thegreenskins and ultimately united thescattered tribes of Man.

Years later, Sigmar and Kurgan stoodtogether at the Battle of Black Fire Pass,and in recognition of their great victory,Kurgan ordered his Master Runesmith toforge the Runefangs.

Alaric the MadThat Master Runesmith was Alaric, creatorof some of the greatest weapons everwielded in battle. A century in the making,the Runefangs were gifted to each of theEmpire’s Elector Counts. Some say that thecentury Alaric spent toiling at his forgedrove the Runesmith to obsession andparanoia. His peers considered theRunefangs Alaric’s greatest achievement,but the Runesmith himself refused toaccept that he had reached the height ofhis art.

Alaric sought a new rune, and in time,found a variation on the Rune of Kingship– the Rune of Ages. This rune would notonly retain and distill the wisdom of eachof its bearers and pass it on to those whofollowed but also give the bearer control ofhis very destiny. Any who carried the runewould become master of his fate and thatof his entire race.

But Alaric found that no matter whatmaterial he set the Rune of Ages upon, itwould shatter as the last blow was struck.Stone, iron, gromril, dragon scales – allproved too weak to contain the mightyenergies of his new Master Rune. He setout upon a great quest to find a substancestrong enough to bear the rune’s awesome

power. For long decades, Alaric wanderedthe dark roads of the Old World, throughmountains and forests. Nowhere could helocate the material he sought. As time wenton, he became more and more obsessed,prompting Dwarfs and men to give him anew name – Alaric the Mad.

While passing along what is now theOld Forest Road, which at that time, waslittle more than a well-trod woodland path,Alaric was ambushed by a band of Skaven.Though now aged and stooped, Alaric wasa veteran of many battles and dispatchedthe vile ratmen with ease. From nearby, hefelt the presence, as only a MasterRunesmith could, of some unknown butincredibly powerful ore. He followed hisuncanny instinct. Deep beneath theknotted roots of a twisted oak, he found achunk of material strong enough to holdthe Rune of Ages – warpstone. Alaricbarely hesitated before he pried the chunkof rock out of the ground. Perhaps his oncewise mind was clouded by hisoverwhelming desire to prove himself thegreatest Runesmith the world had everseen, or perhaps the evil of the warpstonereached out and touched his alreadyweakened powers of reason.

The next chapter of Alaric’s story israrely told. It is said that he traveled to theGrey Mountains, where he constructed amighty forge fueled by the volcaniclifeblood of the peaks. Alaric worked uponthe weirdling ore day and night, until hehad produced a gleaming crown, uponwhich was struck the Rune of Ages.

As Alaric looked upon his creation, hismind cleared. He had been blinded bymadness and obsession. The crown wouldnot distill the destiny of those who wore it,but would instead draw out even thesmallest shred of evil intent and transformhim into the vessel for all the malice ofevery former wearer.

Alaric was horrified by what he hadcreated, but he knew that the crown couldnot be destroyed. Thus, he resolved to hideit away. He traveled to the Great Forestand the wind-swept Howling Hills anddescended into the depths of a worked-out

NemesisThe

2 THE NEMESIS CROWN

Page 5: Nemesis Booklet

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Dwarf mine from the times before the Warof the Beard. There, he sought a place inwhich to hide the crown for eternity. Alarichewed a chamber from the living rock,placed the crown within, and sealed thechamber with the most potent ofwarding runes.

Evil ReawakenedThe crown lay hidden for many longcenturies. The chamber remained intact,even as the mine entrance eventuallycollapsed upon itself. Then, a mightyearthquake shook the Howling Hills andbrought tales of fresh gromril seams andwealth to be had in the area of the oldmine. A band of Dwarf miners wasdispatched to investigate. They found farmore than they had bargained for.Discovering the uncovered mine workings,they came upon the breached chamber.What happened next is unclear, for only asingle Dwarf emerged, blood-splatteredand raving, into the light.

A short time later, a band of NightGoblins, ever on the search for new cracksand crannies to infest, came upon themine, where they found the insane Dwarfand his dead companions. The lone minerwas captured by greenskins, who discernedfrom his rantings that an object of greatpower was to be found somewhere in theirnew lair. The Goblins tortured the madDwarf but could get little more from him.Perhaps the location of the Crown wouldthus have remained secret, but a Dwarf

Crownrescue force led by Thane Grombold of thefamous Krud clan came in search of thelost miners. During the chaos thatfollowed, a black-hearted Night Goblincame upon the crown by chance,slaughtered his fellows, and fled with itinto the forest.

Now, armies muster to retrieve thecrown, for wild rumors of its powers havespread far and wide. The Dwarfs seek toreturn it to their holds where Alaric’smadness can be hidden for all time.Grimgor thinks that, should he gain it, thestrongest warriors in the land will cometo fight him. The Emperor sees in thecrown an invaluable artifact of theAge of Sigmar and believes thatits power could be harnessedfor the good of Man.

Whoever succeeds, theywill do so only at a terriblecost in blood – a costeach is prepared to payin the return forpossession of theNemesis Crown.

Page 6: Nemesis Booklet

THE NEMESIS CROWN

Th

e RiverDrelb

The AncientDragon Cave

Delberz

Wulfric’sBarrow

Schwarzlache’sTower

The Bergerhoff

Marbad’s Tomb

Mandredsfeld

The Losof Khraz

The Ruins of Untergard

The W

The SaturnineTower

The Wyrmand Bucket

Jurgengard

Slayer’s End

The SecondThought

Magnusdorf

Jutonkraag

Angelika’sTower

Albrechtsdorf

Tomb of theLost Ones

Albrecht’sTower

TheEtzelhaus

Temple ofthe Fallen

Le

The Tower ofMourning

Ruins ofJuttesdorf

Trenkenkraag

KaspTo

Verminkern

ToMi

Benedict’sRetreat

The Draken Downs

The Midden Moors

The Midden Marshes

Howl

ing

Torre

nt

Drakwald

Forest

The

How

ling

The RiverDelb

The Altdorf-Middenheim

Road

The

River Talab

ec

Map Key

Villages Ruined Village

Town RuinedTown

Manor Fortified Inn Fort Ruined Fort Watchtower

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Page 7: Nemesis Booklet

nemesis.games-workshop.com

st Minesazi Drudd

The Templeof Leopold

Wytherglade

The Green Heart

Vragthar’s Monolith

The HangingTree

The Ruins ofTor Thana

The Giant’s Tump

The Temple ofInvidious Silence

Leopoldhaus

Markstammfelden

par ’sower

The LastChance

Flusgard

ower ofidnight

The Stoneof Blood

The HeadlessBadger Mattengard

The Tower ofMoonrise

The BitterMoon

Egondorf Marchen’sHenge

The Towerof Vigilance

Abel ’sLodge

The WatchersKeep

The Stoneof Floods

Nadjagard

Miles

The Great Forest

ing

Hills

The

Bar

ren

Hills

The Altdorf–

Talabh

eim

Road

TheRiver

Narn

Old

Forest Road

The RiverSt

ir

The

Kem

perbad–Talabheim

Road

Bridge Ford Tomb Stone Circle Caves Herd Stone Orc Encampment Skaven Lair Goblin Lair

5

Page 8: Nemesis Booklet

Using the MapThe named locations on the map will act as the settings for MegaBattles and special games that will be held all over the world.You’ll also find other locations to use as the settings for home,club, and in-store games.

TerrainTreesThe search for theNemesis Crown ishappening in the depthsof the Great Forest.What better way torepresent a battlebetween two searchingenemies than toinclude more trees thannormal in your games? Often, just adding afew wooded areas canmake your games ofWarhammer verydifferent, with moremaneuvering of unitsand less ranged fire. Ifyou add still moretrees, you’ll find thatyour games are entirelydifferent, and you willhave to use your Scoutsand Skirmisherswisely indeed.

HillsThere are many ranges ofhills within the GreatForest, including theHowling Hills, the BarrenHills, and hundreds ofother, minor rises.Adding more hills thannormal will make for avery different game ofWarhammer, withownership of the heightsmaking for great tacticaladvantage. You can alsomake wooded hills byplacing plastic trees onyour hills.

BuildingsThe Empire containsmany settlements. Someare no bigger than ahandful of buildings.Others are substantial,walled towns. It’s easy touse the Warhammerbuildings to create suchsettlements and use themin your games. Best ofall, you can use theSpecial Features rulesfound in the Warhammerrulebook and count oneor more of the buildingsas a feature. Doing sowill incorporate yourterrain into the narrativeof your games and of theentire Nemesis Crowncampaign. You couldeven combine thebuildings and a MightyFortress to create theedge of a town.

VillagesThere are thousands of villages, large andsmall, throughout the Great Forest. Some ofthese are peaceful places; others arefortified against Beastmen or greenskins.

Ruined VillagesPlague, war, fell magic, and naturaldisasters cause many villages to fail. Theyrot away until only hearth stones andchimneys remain in the forest.

TownTowns are those settlements large enoughto raise a stone wall and receive a charterfrom the local government. They are richcenters of commerce and tempting targetsfor marauding armies.

Ruined TownThe ruined towns of the Great Forest arehaunted, perilous places. Their rooflesshalls and tumble-down manses are hometo mutants and dangerous beasts.

ManorThe nobility often live apart from thevillages they own in fortified manorhouses. Other such places may be thehunting lodges of town-based aristocrats.

Fortified InnThe inns in the Great Forest are fortified.Travelers poor and rich alike seeksanctuary within, for the roads through thewoods are no place to be at night.

FortOne can find numerous forts in this region.Some delineate provincial borders. Otherswatch the wilderness. Some exist to tax theroads. All are stoutly built.

Ruined FortPeace as well as war can take a toll on fortifications. Many forts on old, unused roads or in areas where threatshave long passed are abandoned and left to the trees.

BridgeThe rivers of the Empire are fed bycountless tributaries, and the bridges thatcross them are strategic places, possessionof which can deny an enemy retreat orforce an army to take the long way.

WatchtowerTowers stand like sentinels upon the highplaces and guard the roads and rivers. Withtheir heliographs and beacons, they sendwarning of threats and trouble.

FordAll rivers are fordable at some point; it issimply a matter of knowing where to look.Some districts are too poor to affordbridges and must rely on fords instead.

TombAncient tribal chiefs from Sigmar’s time,Elven and Dwarf princelings from before,great Chaos champions, and long-forgottenwizards are buried in the leafy fastness ofthe Great Forest.

Stone CirclePlaces of worship from time immemorialcan be found in the hills and glades. Someare great magnifiers of the Amber andGreen winds of Ghur and Ghyran. Othersare dark centers of more dread magic.

CavesCaves of all sizes can be found in thewoods. From deep cracks in granite tohuge limestone caverns, all are potentiallairs for monsters, large and small.

Herd StoneThere are places men do not go; if they do,they do not return. These are the realms ofthe Beastmen, and at their hearts standthese blood-drenched monoliths,surrounded by trophies taken in battle.

Orc EncampmentOrcs are not prolific in the forest, but sometribes make their home there. These bandsof brutes wander from place to place,camp, and make war before moving on.

Skaven LairScattered Skaven watch-posts and garrisonscan be found throughout the Old World,particularly in the sewers of cities and deepin the forest glades.

Goblin LairThese diminutive greenskins are a plaguein certain places. Goblins attack and stealfrom isolated villages. Some are ForestGoblins who ride great spiders into battle.

nemesis.games-workshop.com6 THE NEMESIS CROWN

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The Great ForestThe Empire is a vast country, ringed

by soaring mountains from whichflow the sparkling waters that are

the lifeblood of the land. Though there aremighty rivers, rolling hills, downs, fetidswamps, and mires in the region, themajority of the Empire is a thick, gloomyforest. Though men have attempted tobeat back the wooded eaves to make wayfor cultivation and pasture, still the forestis the master of the land and home to allmanner of nameless terrors.

The Great Forest stretches across theEmpire and encompasses the landsbetween the Middle Mountains in the northto Nuln in the south, and from Altdorf inthe west to Kislev in the east. Its heart,however, lies right at the center of theEmpire, and it is this area that is referred toas the Great Forest on maps.

It is an ancient forest of great size, withtrees ranging from hoary old willows tomajestic, towering oaks. The majority ofthe cities, towns, and villages scatteredthroughout the region are located along themighty waterways that flow from themountains to the sea, for river travel is far

safer than passing along the dark roads.Few settlements exist any distance intothe woods, for only the foolhardy wouldventure out of the safety of a walledtown or fortified coaching inn.

Less than a dozen yards from theforest’s eaves, the trees grow so thick inplaces that few can pick a way throughthem. Evil, glinting eyes spy on passingtravelers. Mutants, Beastmen, Goblins,and worse are known to make their lairswithin the tangled undergrowth.

Chains of rugged hills break theendless sea of green – the Howling,Barren, Färlic, and Kölsa Hills. All arebleak and wind-swept and shunned byright thinking men, who look on theirancient, ruined towers and even older,time-worn monoliths with superstitiousand entirely warranted dread.

As the armies of Men, Dwarfs, andgreenskins converge beneath the darkcanopy, the glades and hills are set tobecome the scene of much bloodshedand woe. Somewhere within lies theNemesis Crown, and all the power itmight offer to he who dons it.

Delberz Delberz stands at a vital pointwhere the Middenheim–Altdorf Road crosses the RiverDelb, and the town is wellknown as a sanctuary fortravelers. Adventurous spiritssometimes set out fromDelberz to seek their fortunesin the haunted depths of theDragon’s Cave. Most neverreturn, but enough make itback bearing ancient treasuresor dragon scales and bones tobe used in magic and alchemyto ensure there is a steadystream of hopefuls drawn to the town.

Ancient Dragon’s CaveIn the side of a tumble-downpeak in the Draken Downs is ayawning cave around whichno living thing will grow. Mythhas it that deep within lies thetomb of one of the mightiestdragons ever to have lived, itsdesiccated corpse wrappedaround the last clutch of eggsit laid. If such a tale is true,then those eggs remain therestill, awaiting life-giving heatto hatch their contents. Shouldthat occur, the Great Forestwould once more be hauntedby the most voracious anddangerous of all predators.

The Draken DownsTo the northeast of the Drakwald

Deeps, the Drakwald forest growscold as the land rises into the

Draken Downs. Birches give way to pinesas the forest crosses into the Grand Duchyof Middenland. The soil here has alwaysbeen poor, and the climate harsh. Thepeople of Middenland are by necessitytough and rugged, for theirs is a hardexistence, a constant struggle againsthunger, cold, and the dangers of thetrackless forests.

To the northeast of Middenland are thewild peaks of the Middle Mountains. Theseare home not only to Orcs and othernatural foes of men, but also to the largestpopulations of monstrous beasts in the OldWorld. Some fanciful tales have it thateven such bizarre and rare creatures asmanticores and jabberwocks nest there andthat, in the cold depths of winter, theyprowl from their mountain dens to preyupon the lands of Men. Perhaps it is nogreat surprise that the notorious Black OrcWarlord Grimgor Ironhide has made hiscurrent base in the Middle Mountains, fromwhich he seeks to slay or enslave suchbeasts for his own sadistic amusement.

It is little wonder that such a land has adeity as harsh as Ulric for its patron. TheWolf God is venerated by theMiddenlanders, simply because he is asunforgiving as the country he watches overand demands of his followers the strengththey need to survive there. Though Ulrichas no time or sympathy for the weak,those who show strength of body andcharacter will gain both his favor, hisrespect, and perhaps, his blessing in theircontinued fight for survival.

As with so much of the Great Forest,the Draken Downs are afflicted with ever-increasing numbers of Beastmen living andbreeding beneath the dark forest canopyand in its hidden, thickets and valleys.Boris Todbringer, the Elector Count andGrand Duke of Middenland, is particularlyrobust in his persecution of such creaturesand sends out his troops every year tosweep the woods of these monsters. Heknows only too well that to allow theirnumbers to swell is to invite destruction.Should they ever combine their efforts withthose of the followers of Chaos to the farnorth, the alliance could bring downdisaster upon the entire Empire.

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The Drakwald DeepsSituated in the north and west of the

Empire, the Drakwald forest covershuge swathes of land around

Middenheim. Taking its name from thenow-vanished province of Drakwald, it isa sparse forest, the land being particularlyinfertile. Little of the Drakwald has beencleared for cultivation, and few farmerswould venture to do so even were its soilsthe most fertile in the region.

The darkest parts of the forest areknown as the Drakwald Deeps and aresaid to be haunted by some ancient evilpredating the coming of Sigmar’s people tothe region some 3,000 years ago. Thenature of this evil is subject to muchspeculation. Some tales claim it is theunquiet spirits of the long-slain dragonsthat once preyed upon the Unberogentribes when they first settled the area.These dragons are now awakening tosnatch travelers from horseback on theforest roads. Certainly, many itinerantmerchants tell of the bestial roars that echofrom the Drakwald’s dark depths, spookingmounts and shaking even the mostexperienced travelers. Other stories tell ofcreatures that were born to human families,but were marked by Chaos and cast out

into the cold night lest the witch hunterscome and arrest the parents. Suchcreatures, mutated and twisted, are said tocongregate in some numbers, drawn totheir own kind in the ghost-haunted depthsof the Drakwald. There they gather andplot, intent upon exacting revenge againstthose who rejected them.

Most terrible of all the features of theDrakwald Deeps are the so-called hagtrees. These trees are impossibly ancient,perhaps older than the foreststhemselves. They have been made hugeand gnarled by the passage of eons.Beastmen warbands flock to such treesfrom far and wide, adorn them withgrisly trophies and skeletal remains, andengage in blasphemous, moon-litworship of foul gods. Perhaps worsestill, some say that human cultists, too,are drawn from the villages and towns tocavort with the children of Chaosbeneath the twisted branches and offertheir own gifts to the ruinous powers.Those who witness these gatheringssoon find themselves hanging next to theother trophies, so the hag trees are grimwarnings to those who attempt to travelthrough this haunted place.

The Reik’s MarchesOne of the largest stretches of

unbroken forest in the region, theReik’s Marches make up the

southern portion of Middenland andsweep down to the River Reik and theGrand Principality of Reikland. The foresthere grows dense and tall, and onlynarrow paths cross it, for no major roadshave been cut through the interior. To theeast, the forest thins, giving way to themist-shrouded Midden Moors and MiddenMarshes, whose silvered waters are said tobe haunted by the ghosts of long-deaddefenders of the Empire.

The primary reason the Reik’s Marcheshave not been cultivated or settled to anygreat degree is the area’s proximity to theEmpire’s capital of Altdorf. Many noblesserving at the Emperor’s Court maintainholdings in the woodlands. From palatiallodges, aristocratic hunting parties rangefar and wide across the forests in pursuit ofthe great stags that reside deep within. Athousand decrees and edicts maintain thearea as the strict preserve of the idle rich,while the commoners are limited to thefew lands allotted to them.

Though this constant attention from the

rich keeps the area relatively free ofdangerous creatures, the fact that thecommon men and women of the Empireare barred from travel throughout vastswathes of the Reik’s Marches has givenrise to all manner of rumors and viciousgossip. Many hold that it is not onlyhunting that the nobles engage in at theirforest lodges, and some whisper ofcorruption given free reign far from pryingeyes. Some say that a large number of thenobles are engaged in various forms ofproscribed cult activity deep within thewoods, and that there is an increasingweight of evidence to support it, thoughwhen asked to verify such material, thewagging tongues grow still.

The truth of the matter is that somedeep forest clearings have been used ascult meeting places. Few, however, havewitnessed the ceremonies enacted aroundburning pyres under the sickly light ofMorrslieb and survived. The identities ofthe worshippers remain carefully hidden,even from each other, behind ornate masksor beneath velvet hoods lest the court ofAltdorf be rocked to its very foundationwith controversy.

The BergerhoffAlso known as the DrakwaldKeep, this large fortressstands near the the FiveSisters hills. The Bergerhoff,built by Dwarfs in centuriespast, is the strongest fort inthe region. Garrison dutywithin its barracks is held asa highly desirable postingamong soldiers, who sleepwell within its thick walls. Inthe shadow of the DrakwaldKeep are many inns servicingtravelers passing betweenAltdorf and Middenheim. Thefortress, no doubt, goes along way toward keepingthese inns safe and in service.

Marbad’s TombMarbad was chieftain of theEndals tribe, and he stoodbeside Sigmar at BlackfirePass. Though he was cut downthat day, Marbad’s bold deedswere celebrated in song, andhe was buried with greatceremony. His tomb has beendesecrated many times overthe centuries, for Marbadwielded Ulfshard, a magicalElven blade, and many tombrobbers sought it. Though thesword is gone, no one hasbreached the deep vaults, andwhat secrets lie with Marbadremain hidden to the world.

Wulfric’s BarrowAtop a small cluster of hillsin the deeps stands anancient stone circle knownas Wulfric’s Barrow. Thename is a Reikspiel renditionof something far older,referring to a chieftain of thetribe that occupied the areabefore the coming ofSigmar’s people. The localsshun the barrow and tell ofvengeful spirits who hold theheirs of Sigmar responsiblefor crimes committed againstthem long, long ago.

Schwarzlache’s TowerThis half-ruined tower standshidden on a dreary heathskirting the River Delb. Itsenvirons are avoided by most,yet each year, large numbersof the old, enraptured by adirge emanating from thetower’s top, are drawn to it.Local legend has it that aNecromancer dwells thereand works the pumps andbellows of some infernalinstrument whose voices arethose of bewitched spirits. Itis said a mournful droningfills the air on nights whenMorrslieb is full, drawingdrooling elders across thedark lands toward the tower.

8 THE NEMESIS CROWN

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The Howling HeightsThe Howling Hills form a ridge of

craggy peaks that sweep fromMiddenheim at their western-most

extent almost to Talabheim to their east.The tallest of the hills are bare and rocky,their plateaus an endless series of soddenmoors covered in heather and coarsegrasses, lending them a desolate aspect,while the lower ranges and deep valleysare wooded with dense and rain-swept forest.

Along the entire length of the hills, thewinds never tire. The hills derive theirname from the dreadful, keening wail thatthis wind carries. Its terrible sound isloudest upon the bare peaks and takes on alow, ululating moan in the shallow dales.Some say that it is not merely the whistlingof the air that gives voice to the constantshrieking, for it as shrill and plaintive as thewailing cries of the damned, andsometimes pleas, piercing screams, andunholy threats can be caught amid itsendless moans.

The eastern stretch of the Howling Hillsis known as the Howling Heights, thetallest peaks of the range. The area is home

to scattered settlements of shepherds, nonelarger than a few huddled buildings madefrom rough-hewn black sandstone. Theinhabitants of these villages are regardedby others as a strange and taciturn lot, theirminds blasted by the ever-present winds,their dialect thick and uncouth. They areamong the most superstitious people in allof the County of Middenland.

It is not without reason that the localswarn against travel through their lands, forin the lonely hills are ancient cairns, stonecircles, and toppled monoliths, starkreminders of a time long before the rise ofthe Empire, when Man lived closer to theland but huddled in fear of the unseenforces at work upon the world. Themerchants who pass through the HowlingHeights trade with the locals for wool andhave many an eerie story of voices uponthe wind, of standing stones bathed inpulsing lights, and of misshapen silhouettescrossing the skyline or glimpsed out of thecorner of their eyes. The Howling Heightsis an ill-favored region, the domain of elderpowers, upon which Men should thinktwice before trespassing.

The RäuberthalWest of the Howling Heights, the

jagged peaks of the high moorsgive way to rolling hills and

vales. Though lower, they are equally wind-swept and blasted by the ever-presentwailing gales that afflict the entire range.This stretch of the Howling Hills is knownto the locals as the Räuberthal, for it ishaunted by bandits and robbers, and is thehaven of murderers who have fled to itscreeks from hundreds of miles all around.

At the center of the Räuberthal, atopthe tallest rise for many miles, stands thecastle of Middenstag. This ancient andimposing edifice dominates the entireregion and guards the Delberz–HergigRoad against the many bandits hidingamong the hills. The castle is tall andspindly, its highest towers able to see formany miles all around. Its tumble-downwalls have been patched up and repairedmany times over the centuries, giving thecastle a ramshackle appearance. Within theMiddenstag Castle are garrisoned thewardens of the Räuberthal – dour,professional warriors who ride out over thedales to track down and capture thebandits of the hills. Once in the wardens’

custody, few such bandits ever walk freeagain. Many are imprisoned deep beneaththe castle in its rotting dungeons or arehanged from its highest towers as a grimwarning to all who transgress the laws ofthe Grand Duchy of Middenland.

On at least three occasions over the lasttwo centuries, the bandits of the Räuberthalhave swelled sufficiently in numbers topresent a serious threat to the stability ofthe entire region. Demagogues and rabble-rousers have risen within their shabbyranks to lead ill-disciplined but bloodthirstybandit armies against the settlements of thesouthern Middenland and northernTalabecland. In these short, but terriblewars, appalling vengeance has been metedout by the bandits upon the law-abidingfolk of the region, bitter revenge for pastpunishments. On each occasion, theMiddenstag castle has remained a solidrock around which an ocean of banditryhas crashed. At such times, the fierybeacon atop the castle calls theMiddenland militia to the defenders’ aid.Now the militia has ridden to the aid of theEmperor, their local knowledge employedin the hunt for the crown.

MandredsfeldIn the year 1124, the Empirewas ravaged by a terribleplague, and the land wasattacked by a host of Chaoticbeasts. It fell to CountMandred of Middenland torepulse the invasion. The siteof the battle is marked by ataint in the air, and bones,unnaturally whole after solong a time, still jut from theground. Mounds of massgraves of long-dead Imperialsoldiers litter the field. Despitethe Empire’s victory, the campwas ravaged by the plagueshortly after the battle, and itis rumored that the dead donot rest easy there.

Khrazi DruddThe mines of Khrazi Druddwere excavated long ago byDwarfs seeking iron and other,less common ores. By the timeAlaric came upon theworkings, they were longplayed out, making them theperfect place in which to hidethe Nemesis Crown. As thecenturies passed, the minescollapsed, and it was onlywhen the Howling Hills wereafflicted by a great earthquakethat the mines were uncoveredonce more, revealing thecrown’s hiding place.

UntergardThe town of Untergard issituated beside the RiverDrelb, a tributary of the Delb.It is a strategically vitalcrossing point, and manybattles have been fought overthe town. Any armycontrolling the town hasaccess to the heartland of theEmpire. At present, however,the town lies in charred ruin,having fallen to a ferociousattack by ravening Beastmen.Now, mutants and Beastmendwell within its shatteredwalls. Despite this fact, thebridge remains intact, and sopossession of Untergard maystill bring great advantage toany army that can hold it.

The Temple of LeopoldHalf a mile outside the townof Priestlicheim stands theTemple of Leopold. ThisSigmarite monastery wasfounded with the purpose ofguarding against the beaststhat descend from the BarrenHills to prey upon men. Intimes of conflict, the Templeof Leopold becomes a rallyingpoint for the whole region’sforces, the fiery oratory of theWarrior Priests steeling thehearts of militiaman and statesoldier alike.

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The Great ConfluenceThe Great Confluence is a name used

to describe the area where theTalabec and Delb rivers meet and

ultimately flow to the Reik. The Talabecoriginates in the rapid streams of thenorthern reaches of the Worlds EdgeMountains between the Dwarf Fortress ofKarak Kadrin and the ruins of KarakUngor. The river steadily widensthroughout its course to Talabheim,eventually becoming too wide to bridge.

At Talabheim, there is a major ferrypoint, providing the last reliable crossingbefore the river flows, heavily laden withdark soil from the plains, into the Reik atAltdorf. Many tributaries and streams draininto the Talabec from the hills in the GreatConfluence region and swell the river to amassive size. Forests in the area are oftenflooded in spring.

A huge amount of river-borne trafficpasses along the Talabec, the mightywaterway growing ever more crowded as itpasses the many villages and towns alongits length. As a result, much wealth flowsinto those settlements, and the merchantclasses that populate them are wealthy andinfluential, and contribute much to the

political and economic power the GrandDuchy is able to exert over its neighbors,enough to rival even the mighty Reikland.

The entire region is highly fertile, withmuch cultivated land below the confluenceof the Delb and Talabec, particularly wherethe Talabec basin borders the Reik’sMarches. Many small farmsteads work thesoil, the people ever pushing back the darkeaves of the forest to clear more land.

However, there are certain tracts of theregion that the farmers and merchants fearto travel. Quite apart from the Beastmenthat plague the darker parts of the entireGreat Forest, the woods to the east are thesubject of many folk tales. Some claim theforest takes on a fey, enchanted air thedeeper one travels, the paths becomingever more winding until the traveler ishopelessly lost. These green depths are saidto be haunted by creatures akin to Elves,perhaps some lost kin of the dangerouspeoples of Athel Loren to the southwest.

Whether this is the truth or not, none ofthe few, foolhardy men who have set out insearch of a fair Elven wife have returned.Their bones instead nourish the loamy soilof the fertile eastern glades.

The WythergladeDeep within the forests to thesouth of the River Talabec, feyvoices call, or so local legendstates. To heed the call of thewoods is to invite disaster forall but the purest of heart.Those judged worthy mighteventually come upon a lostwoodland glade. Thosedeemed unworthy might findthemselves hopelessly lost or,worse, transported to somefaraway place and time fromwhich they may never return.

The NorthernGreen HeartIn the southernmost reaches ofthe Great Confluence is thedarkest woodland in the entireGreat Forest. Known also as“Taal’s Tangle,” this place isthe subject of much legend,for none who have attemptedto penetrate its depths haveever returned. Many hold thearea as sacred to Taal, butsome say the followers of godsother than Taal are strongthere too. Whatever the case,the region is steeped in primalforces – not the refined magicof the Winds of Ghur andGhyran, but a more primitivepower that flows from theland and the forest itself.

The Talabec BordersNortheast of the Barren Hills lie the

Talabec Borders, an area of deepforest. Though dark and foreboding,

the area is crossed by the Talabheim Roadand the Old Forest Road, both of whichcarry travelers to the great city that givesthe area its name.

The peoples of the region are countedamong the canniest of woodland folk. Theyare trackers and hunters without equal,with a bond to the land far closer than anyother people of the Empire. The region isthe center of worship of the nature godTaal. His servants offer him praises in thedeep woodland groves.

Though the forest is cut back somemiles from the roads, and there are severallarge towns and many villages set on thisbroad verge, the woods to the west of theregion have always been feared for themutant lairs hidden deep within. When theGreen Hills were blighted by Morrslieb’sspite, many twisted creatures migrated tothe area ahead of the crusade against them.The descendants of these mutantmonstrosities still dwell there and emergefrom the deep woods to wreak havoc onthe countryside from time to time.

The forests of the Talabec Borders arealso home to some numbers of Beastmenwarbands, having established themselves inthe woods during the last Great WarAgainst Chaos. The Beastmen await thetime when the next Chaos incursion willbring their kin sweeping down from thenorth, allowing them to rise up as a greathorde and feast upon the flesh of men.

Of late, the Beastmen of the TalabecBorders have grown more daring in theirattacks along the Talabec Road and theOld Forest Road. Fortified tollhouses havebeen attacked. Entire merchant caravansand pilgrim columns have been ambushed,the dismembered bodies hung from theforest’s eaves as a grisly omen of somecoming time of woe. Several villages havebeen burned to the ground, and theirinhabitants devoured. Traveling the roadshas become an expensive business, as noone will set out without a substantial guardof heavily armed and armored men.Despite the best efforts of the road wardensand army, the Beastmen remain a problem,causing some degree of political unrest inTalabecland, as the merchant class clamorsfor something to be done.

Vragthar’s MonolithThe woods of the TalabecBorders are home to allmanner of ancient barrowsand stone circles, most longovergrown and toppled, andlikely to remain foreverhidden. Several though areknown to the road wardens,who are beholden to turn backor arrest any who stray tooclose. Vragthar’s Monolith isperhaps the greatest of theseancient structures. As big as atower, it rears above thetreetops and is visible formany miles around.

The Hanging TreeThe woods of the TalabecBorders are normally keptback from the Old Forest Roadby teams of criminals, but lackof funds and threat of attackshave allowed the forest tocreep forward once more.Near the junction of the OldForest and Talabheim Roads, aterrifying sight rears up togreet travelers. Here, theBeastmen have adorned thelargest tree in the region withthe remains of their captives.To date, none have daredapproach it to hack it down,and so its evil grows with eachnew trophy added to itsgnarled branches.

10 THE NEMESIS CROWN

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The Barren HillsSouth and east of the Howling Hills

runs another band of low peaks.Named the Barren Hills, they were

not always the blasted place they aretoday and appear on many older maps ofthe Empire as the Green Hills.

The Green Hills were forested, teemingwith game, and peopled by the families ofstout woodsmen. The area was a haven oftranquility amid the otherwise dangerous,beast-haunted Great Forest.

It is said that the forces of darknessresented such an oasis of calm and that,one cold winter’s night, the dark moonMorrslieb glowered down and spied thisisland of purity among the sea of darkforest. People say that out of pure spite,Morrslieb spat upon the peaceful landbelow. A gobbet of actinic spittle arcedthrough the clear night sky to explodeabove the Green Hills and shower themwith strange, glowing dust. Whatever fellfrom the sky that night, its impact engulfedthe entire range in a tidal wave ofdestruction that affected every living thing.

As day came, a sickly green mist roseover the hills. Silhouetted against thedrifting vapors were the skeletal remains of

once mighty trees. Across all the gladesand villages of the hills nothing could beheard, and an awful silence reigned. Worsewas to come, for a day later, the mistsparted to reveal a sight most terrible tobehold. Every living creature not killed byMorrslieb’s malice had been twisted out ofall recognition. Men and beasts alike wereafflicted by appalling mutation. Theywailed horribly in their anguish as theyrampaged across the land.

It was only when the Elector Count ofTalabecland declared a crusade against themutated things from the hills that the threatto the area abated. In a hundred days ofmournful slaughter, the army of Talabeclandand the Knights of the Blazing Sun cutdown their former countrymen and purgedthe lands. However, the damage was done.The Green Hills were no more and wouldbe known forever after as the Barren Hills.The only things that stand upon them noware black and blasted trees. To this day, fouland mutated things descend from the hillsto prey upon the unwary, and the militias ofthe settlements that look upon the barehillsides must be ever watchful for thethings that come in the night.

The Taalford LowlandsTo the east of the Great Confluence

region, the land dips and the forestbecomes more scattered and patchy,

before rising once more to form the blastedheights of the Barren Hills. The area skirtsthe River Narn, and the many rocky fordsthat break the course of this shallow riverhave led to the area being referred to as theTaalford Lowlands by the administrators ofthe Grand Duchy of Talabecland.

Although some settlements are to befound in Taalford, most hug the line of theKemperbad Road, and the region is in themain sparsely populated. The riverbankshere are by no means as crowded withhuman life as those of the Talabec. Theprinciple reason for this lack of populationis the nature of the land, which is stonyand ill-suited to cultivation. The thinwoodlands bordering the Taalford arehome to roaming bands of robbers, but thedeeper woods are known to be thepreserve of Beastmen.

The waters of the River Narn, flowingas they do from the Barren Hills to the east,are believed by many to be tainted.Certainly, many of the fish caught from theriver are afflicted by mutation and sickness.

Some are said to sport multiple eyes, whileothers, the locals claim, have malformedand withered yet disturbingly human-likelimbs. With the general level of povertyafflicting the region, many such catchesmake it to market and to the dinner table,despite the proscriptions placed uponeating them. Perhaps as a result of thelocals eating this corrupted foodstuff,incidents of mutation in newborn childrenare high in the area, and the Witch Huntersare forced to make regular visits to theregion’s few, benighted villages and townsto guard against this unholy corruptionbecoming an epidemic.

To heap more woe upon the miseriesafflicting the lowlands, the woods areknown to be home to all manner of strangeand unnatural creatures. They migrate fromthe Barren Hills, following the course ofthe River Narn before plunging into thedeep forests in the west. This vast,unbroken tract of wildwood is rarelytraveled, its depths almost entirelyuncharted by man. What evil draws suchfoul beasts is unknown, though its powercertainly grows strong under the moss-wreathed arms of the forest trees.

The Giant’s TumpThe feature known as the“Giant’s Tump” is a large, flattopped hill. Study hasrevealed that the hill oncestood tall and proud but hassomehow lost its peak, theremains of which lie scatteredabout. Legend has it that thepeak of the hill was shorn offin a single swipe of a giant’sclub during some ancientbattle, and that at any time,the titanic adversaries mightreturn to conclude their dueland flatten the entire range in the process.

The Ruins of Tor ThanaA number of maps of theforest make reference to thesite of a ruined Elven city inthe western spur of theBarren Hills. However, veryfew have visited the site. Thearea is hazardous in theextreme, and it seems that thecity is never to be found inexactly the same place.Legends say that at certaintimes of the year, when thesun is right, Tor Thana can beseen as it was when whole,that life still lingers within theruins, and that the fey powersof the Elven folk might oneday heal the Barren Hills.

The Temple of Invidious SilenceBuilt to honor powers whosenames it is forbidden to speak,the temple was old whenSigmar reigned and has laindormant for many centuries. Itis only when the powers of theRealms of Chaos wax thatworshippers are drawn to thetemple as if obeying somecommand none can recallreceiving. The temple has lainempty since the last GreatWar Against Chaos, but onceagain, the faithful come.

The Southern Green HeartThe Green Heart is so vastthat it stretches into theTaalford Lowlands. In thenorth, it is always unnaturallyverdant and full of life.However, the southern part isa different matter, and thewoods here are quiet and fullof brooding malevolence. TheJade and Amber Wizards whomake their homes nearby saythat these areas wax andwane, with sometimes one,then the other being larger insize, as if two great powersare locked in a perpetualstruggle for possession of itsmagic-saturated glades.

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12 THE NEMESIS CROWN

Dwarfs

To the Dwarfs, the tale of Alaric theMad is a sad one, for the MasterRunesmith was one of the greatest

of his calling and his name is spokenacross the Old World. Though Alariccreated some of the finest runicweapons ever to exist, his last work,the Rune of Ages, earned him thename by which he has been known fortwo thousand years – “The Mad.”

The Dwarfs would dearly love to erasethe memory of Alaric’s folly. Time alonemight one day have done so, were it notfor the earthquake that cracked open thecrown’s hiding place and exposed its evilto the world. The first band of minersdispatched to investigatewere lost, which providedThorgrim and his advisors

evidence that somethinghad gone awry. Even

as the second bandwas sent to confirmthe fate of the first,word was being sent to each of

the great Dwarf holds in theWorlds Edge Mountains.

Within days, a great armygathered at Black Fire Pass,made from the hosts ofKaraz-A-Karak, KarakKadrin, and Karak Hirn. Atthe call of warhorns and tothe beat of a thousand

drums, the assembled throngmarched forth along the OldDwarf Road.

Passing through the lands of theEmpire, Thorgrim learned of the forcesmassing to seek out the lost crown. Heheard of his old enemy Grimgor Ironhideand the scores of Forest Goblin tribesthroughout the Great Forest, and vowedthat the crown would never fall into theirgreenskinned hands. Then, he heard thatthe Emperor Karl Franz desired the crowntoo, which filled him with sadness. Heknew that he might have to fight the Menof the Empire to retrieve the crown.Though he would mourn the waste of lives,he would do what must be done.

At last coming upon the Great Forest,Thorgrim ordered his throng to encamp

amid the Färlic Hills, east of the BarrenHills. Before sundown that first day, thefeverish sound of Dwarf Engineers erectingironbound palisades rang for miles. Bysunrise, the hill upon which Thorgrim’scamp was erected was ringed with ditchesand spikes, and Dwarfen artillery had beenemplaced within fortified gun pits.

His camp secure, Thorgrim ordered hisarmies to scour the Great Forest and tobring him the Nemesis Crown – no matterwhat the cost and nomatter who the foe.

Word of the reappearance of the Nemesis Crown has reachedthe ear of High King Thorgrim. Now, dust rises over the OldDwarf Road as a vast throng of Dwarfs marches to war,determined to stop those who would meddle in Dwarf business.

The Dwarfs would dearly love to erase thememory of Alaric’s folly.

Dwarf Lord Dwarf Army Standard

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Miner Unit

Campaign Ideas• Campaign-appropriatechoices: Miners, Rangers,Runesmiths, Thorgrim,Sharpe Ironthorne.• Organize a scenerynight at your local shopor club to build aDwarfen Hall. • The Dwarfs are moreinvested than any infinding the NemesisCrown. Do-or-diescenarios like Last Stand are particularlyappropriate for Dwarfs.Dwarf Miner Champion

“Halt!” the deep Dwarfvoice resounded down thewinding forest path.

“What do you see?”asked Thane Torgald,coming up alongside theRanger who led the column.

“Nothing, my lord. Butthat is what concerns me –it is too quiet.”

“You fear an ambush,Froki?” asked the Thane.

“Aye, my lord,” repliedthe Ranger. “I’ll be aGrobi’s uncle if there isn’t abunch of greenskins upahead waiting in ambush.”

“Give me dark tunnelsbeneath the earth or goodmountain air,” Torgaldgrumbled, “not thisaccursed forest. Pass theword. Form a shieldwall,front and sides.“

Within moments, theorder was carried out, andthe column was edged withDwarfen shields. Torgaldwaited patiently. The grobimust make their move nowthat their ambush hadbeen uncovered.

“There, my lord, in thatgreat oak.”

Torgald looked wherethe Ranger indicated. Atfirst he thought he saw onlythe movement of thebranches, then realized thatwhat looked like a tree limbwas actually the long,serrated leg of a giantspider. Torgald scanned thetreetops. Many more of thebeasts were emerging fromwoods, each with a leeringGoblin upon its back.

“Warriors of Karak!”Torgald bellowed, even asthe Spider Riders preparedto leap down upon hiscolumn. “Let’s crack ussome greenskin heads!”

Special RulesLarge Target, Royal Blood (see p. 29 of theDwarf Army book).

Thronebearers. The four Dwarfs carryingthe Throne of Power attack in combat withthe single profile above. These attacks donot benefit from Thorgrim’s weaponry andcan be aimed at any enemy model in basecontact with the throne.

Magic ItemsThe Armor of Skaldour. This gromril armorbears the Master Rune of Skaldour, whichconfers a 4+ ward save; a Rune ofPreservation; and a Rune of Stone. On histhrone, Thorgrim has a 1+ armor save.

Grungni-Wrought Throne. The throne islargely invulnerable to harm and protectsThorgrim. It provides the High King with a5+ armor save, and gives him 4 additionalWounds. The Wounds have been includedin his profile above.

The Great Book of Grudges. The bearerHates all enemy. Thorgrim’s Thronebearersare also affected by Hatred, as are themembers of any unit Thorgrim joins.

The Dragon Crown of Karaz. The DragonCrown has been worn by the High Kings ofKaraz-a-Karak since the hold’s founding. Itbears the Master Rune of Kingship.

The Axe of Grimnir. Before Grimnirdisappeared, he gifted his son one of hislegendary axes. This axe has been passeddown through his noble line ever since,and it is possession of this artifact thatidentifies a High King.

The axe bears the Master Rune of SkalfBlackhammer, the Master Rune of Alaricthe Mad, and the Giantbane Master Rune.The Giantbane Master Rune turns eachWound inflicted by the axe into D3Wounds, or D6 if the opponent is a Troll orGiant. There is no other runic item thatcombines three Master Runes in this way.

ThorgrimGrudgebearer

Thorgrim Grudgebearer is the High Kingof all Dwarfs. His has been a gloriousreign, and he has had many opportunitiesto strike ancient wrongs from DammazKron, the great book of grudges. Therediscovery of the Nemesis Crown couldbe a source of great shame for the Dwarfs,and he will not let it become so.

Points: 780

M WS BS S T W I A Ld

Thorgrim 3 7 6 4 5 7 4 4 10Throne Bearers 3 5 3 4 - - 3 4 -

Army Selection: Thorgrim Grudgebearertakes up a Lord and a Hero choice.Equipment: Throne of Power, Axe ofGrimnir, Armor of Skaldour, DragonCrown of Karaz, The Book of Grudges.Special Rules: Large Target, Royal Blood,Thronebearers.

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14 THE NEMESIS CROWN

News of the Nemesis Crown was fast to reach GrimgorIronhide. From his camp in the Middle Mountains, Grimgorordered his boyz to recover the crown. He believes that thevery greatest warriors in the world will challenge him for it.

Orcs & Goblins

When Grimgor first heard tell ofthe Nemesis Crown, he had beenbrooding for many days in his

camp in the Middle Mountains. As ever,he despaired, as much as an Orc could besaid to know such an emotion, of everfinding a foe worthy of his attention.

He had taken on and slaughtered everyone of his subordinates who even lookedat him funny but still not enjoyed a goodchallenge. In between bouts of mindless

violence, he had scoured theMiddle Mountains and plunged

headlong into the stinkinglairs of the bizarre beasts that

live there. But nochimera, manticore,

or harpy offeredmore than a

distraction, though thecarcasses of his kills fed

his hordes for many days.Then, a panting goblin

of the forest tribes ran into the camp,squealed in its high-pitched voice, andraved about events to the south. Grimgorwas in no mood to endure such a racketand ordered the messenger silenced.Several hours later, a second forest goblinentered the camp. This one was not sohigh-pitched in voice, and thus, itavoided the fate of the first. Themessenger reported, in its own,simplistic terms, the events unfolding

in the Great Forest. The armies of Men andDwarfs, the goblin told, were mustering insearch of the biggest, shiniest, bossiestboss-hat in the world, and the wearer ofthat boss-hat would be the greatest of hisrace, and all his enemies would try to killhim for possession of it.

Something in the tale penetratedGrimgor’s sullen brooding. He saw that,were the tale true, he might capture thisprize and with it draw every enemy in theworld to fight him for it. He cared notwhether it granted any special gifts – hehad no need of them – he cared only thatothers would come to challenge him for it.

Grimgor sent word to all the tribes ofthe forest and ordered the chieftains toscour the lands for the crown. Soon, SpiderRiders swarmed through the trees, andgreenskins from as far abroad as theWorlds Edge Mountains were making theirway to the Great Forest. All were eager toseek out the Nemesis Crown and to offer itto their overlord. Should Grimgor Ironhideobtain the crown, there will be no end tohis reign of violence.

The wearer of that boss-hat would be thegreatest of his race.

Black Orc Big Boss Troll

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Campaign Ideas• Campaign-appropriatechoices: Forest GoblinSpider Riders, SpiderBanner, Black Orcs,Grimgor Ironhide, Nobber Fangadoom.

• Play games with forestterrain on the table torepresent Grimgor’s troopssearching the Great Forest.

• Play games with theGrimgor’s ’Ardboyz armylist from the Storm ofChaos book (also availableat www.games-workshop.com) torepresent Grimgor’spersonal troops.

GrimgorIronhideGrimgor Ironhide embodies the spirit ofthe wanton, bloodthirsty battle lust thatdrives every Orc. Armed with his magicalaxe, Gitsnik, and an unquenchable bloodlust, Grimgor has slaughtered his wayacross great swathes of territory, from theBlasted Wastes to the Worlds EdgeMountains, in search of a worthy foe.

Points: 375

M WS BS S T W I A Ld

Grimgor 4 8 1 5 5 3 5 7 9

Army Selection: Grimgor Ironhide takesup one Lord choice.Equipment: Gitsnik and the Blood-Forged Armor. Special Rules: Immune to Psychology,Hates Everybody, Da Immortulz.

“Boss! Boss!” The ForestGoblin’s voice instantly setGrubgob’s few remainingteeth on edge. Grubgobhated Forest Goblins. Theirstink was all wrong.

“Out with it!” Grubgobsnarled as the Goblin leaptfrom its spider and threwitself to the ground.

“Stunties, boss.”“How many?”“Erm…” The Forest

Goblin’s face twisted hard.“Lots, boss?”“How many!” Grubgob

bellowed. If he messed thisup, Grimgor would have hishead on a pole.

“Erm, all of them?”Grubgob’s brow

furrowed. That could onlymean a large mob, orthrong, or whatever. Thiswas just the news Grimgorwas waiting for. If Grubgobgot the message to Grimgorfirst, he would avoid thesame fate as the last boss toreturn to the camp withouthaving located the Dwarfs.He winced involuntarily ashe thought about that. Bornof fear, a rudimentary planbegan to form in the boss’ssimple mind.

“Right lads,” Grubgobcalled. “Here’s the plan.Yous,” he pointed to themilling Forest Goblins. ”Gotell Grimgor we’ve foundthe stunties and that wewon’t let ’em get away untilhe gets ’ere. Us lot,” heslapped the backs of twoOrcs with his mighty, greenclaws. “Are gonna break outda fungus beer. And denwe’s got some hairy littlestunties ta bash!”

Black Orc Unit

nemesis.games-workshop.com 15

Special RulesImmune to Psychology.

Hates Everybody. Grimgor is thoroughlyunpleasant and wildly psychotic. He Hatesall enemy models.

Da Immortulz. There must be a unit ofBlack Orcs in Grimgor’s army. These BlackOrcs are as scarred and grizzled asGrimgor, veterans of his days in the wastes.The bodyguard is infamous for its standardbearer Taugrek the Throttler, whorecaptured Grimgor’s personal bannerwhen it fell in battle against the hordes ofVardek Crom.

Grimgor may join only this unit, and noother character may do so. If he does so,the bodyguard will be Immune toPsychology and will Hate everyone.

Magic ItemsGitsnik. This large and blood-spatteredaxe, whose name simply means “foe killer”in the crude Orcish tongue, has manycharms and pouches chained to its haft.They contain powerful sorceries woven bymighty Orc Shamans that enable GrimgorIronhide to wield Gitsnik withblurring speed.

This axe bestows +2 Strength. Inaddition, Grimgor always strikes first.

Blood-Forged Armor. Battered, scarredand twisted, just like its wearer, theBlood-Forged Armor has served Grimgorwell in many battles.

The Blood-Forged Armor givesGrimgor Ironhide a 1+ armor saveand a 5+ ward save.

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16 THE NEMESIS CROWN

The EmpireKarl Franz has embarked upon the quest to recover theNemesis Crown. Such a potent talisman from the age ofSigmar can be turned to good for the benefit of all, a prizebeyond reckoning upon the brow of the Prince of Altdorf.

When news reached the court ofKarl Franz that a relic of the ageof Sigmar, so powerful that

Thorgrim Grudgebearer himself wasmarching to recover it, he sent out hisagents to gather information. News wasquickly forthcoming.

A young Captain from the TalabeclandMilitia claimed to have come to the aid ofa beleaguered Dwarf band in the GreatForest. The Dwarfs were ambushed,outnumbered, and surrounded by Goblinsand all but destroyed before Weimar, theCaptain, and his men came to their rescue,and drove the greenskins into theDrakwald. From the surviving Dwarfs, theCaptain could glean very little, for theyeschewed further assistance andrefused to explain their business.Only a single fragment of

information held any value, twosmall words blurted out by aninsane member of the Dwarfband – Nemesis Crown.

The Grand Theogonist andthe greatest historians of theEmpire began to piecetogether the truth – a legendconcerning a relic of incrediblepower from the age of Sigmar. TheEmperor offered his assistance inlocating the crown to the DwarfAmbassadors of the High King,who grimly refused even toacknowledge its existence.When pressed, the Dwarfs

simply left Altdorf in the dead of night.Other Dwarfs, those many artisans whomake their home in the great city, wentfrom friendly banter to hostile silence whenasked of the crown.

The arrogant silence of the Dwarfsworried Karl Franz. Either this artifact wasof incalculable power, or it was sodangerous that it needed to be destroyed.He ordered the Reiksmarshal to muster hisarmies. If proven safe, such a powerfuldevice could be harnessed for the good ofthe Empire. The master wizards of theColleges of Magic could unlock its secretsfor the betterment of all men.

Within weeks, a vast army wasassembled on the plains outside Altdorf.

With Kurt Helborg at its head, the army setoff toward the Great Forest along theTalabheim Road. Huntsmen and Outridersraced ahead to scout out the terrain whilehundreds of regiments tramped theroadways. Above it all soared Karl Franzhimself upon Deathclaw, his Griffon. If the

Nemesis Crown is truly lost in the GreatForest, then the Empire will claim it.

If the Nemesis Crown is truly lost in the Great Forest, then theEmpire will claim it.

Amethyst andCelestial BattleWizards answerthe call to war.

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Campaign Ideas• Campaign-appropriatechoices: Huntsmen,Outriders, WarriorPriests, Flagellants, KarlFranz, Maximilianvon Schädel.

• Even if your army hailsfrom a different province,paint a unit or two ofTalabecland FreeCompanies with red andyellow uniforms torepresent local militiaseconded to your alliedprovincial force.

“Dwarfs,” barked SergeantBrunn, pointing with hissword toward the curve inthe road ahead. A largegroup of heavily armored,heavily bearded warriorsbarred the way. Each heldan axe in his ham-sized fist,and the Dwarfs did notlook like they were in themood for talking. Brunnheard the rasping of steel asthe soldiers of the NinthTalabheim Regiment ofSwords drew their ownweapons. From the cornerof his eye, he saw the colorsof the Reikland Halberdierscome into position, theKnights of the Blazing Sunbeside them.

“Our orders are simple,men,” bellowed the grizzledsergeant. “The Emperor sayswe’re to get that damnedcrown, and nobody, noteven the Dwarfs, is going tostop us.”

Silence fell over theEmpire ranks as Generalvon Groppen rode forward.Brunn watched as hecupped a hand to his mouthand shouted to the waitingDwarf throng.

“By the order of KarlFranz, clear the road orsuffer the consequences.”His voice rang clear downthe woodland road but wasgreeted with silent facesglowering from behind theDwarf shieldwall.

“This is imperialterritory! Let us pass!”

The general waited forseveral moments beforeriding back to the expectantEmpire regiments.

“Stubborn fools,” hesaid grimly, sickened tohis heart that he mustshed the blood of anhonored ally this day.

EmperorKarl Franz

Karl Franz is a magnificent statesman,capable general, and cunning diplomat. Hepresides over a Golden Age of the Empire,in which the arts and science flourish, andhas won numerous victories for his people.He is determined that the Nemesis Crown,if proved safe, shall become an heirloom ofthe house of Altdorf.

Special RulesLeader of Men. The presence andunflinching courage of the Emperor greatlyraise the morale of his soldiers and inspireeven the humblest of fighters to mighty actsof determined heroism. The Emperor andany unit he joins are Immune toPsychology. In addition, the Emperor’sLeadership can be used by friendly units ina range of 18" (instead of the 12" range fornormal generals).

Deathclaw. Many years of war andadventure have developed an unbreakablebond between the Emperor and hisbeloved Griffon that transcends rider andmount. Deathclaw will automatically passthe Leadership test he needs to take if KarlFranz is slain. In addition, Deathclaw willHate for the remainder of the game thecharacter/unit that kills Karl Franz.

Magic ItemsGhal Maraz. Ghal Maraz is the legendaryDwarf-forged Runehammer wielded bySigmar himself when the Empire wasforged over two and a half millennia ago.Its name means “Skull-splitter,” and it isamong the most potent weapons in theworld. Any hits caused by the Hammer ofSigmar wound automatically, and no armorsaves are allowed. Each unsaved Woundbecomes D3 Wounds.

The Silver Seal. The Warrior MageFredrik von Tarnus crafted this artifactfor Magnus the Pious when he becameEmperor after the Great War AgainstChaos. The Silver Seal wards awayharmful blows and even disrupts hostilemagic spells directed against theEmperor. It confers a 4+ ward save andMagic Resistance (3) to the Emperor.

Points: 350

M WS BS S T W I A Ld

Karl Franz 4 6 5 4 4 3 6 4 10Deathclaw 6 6 - 5 5 4 5 4 8Dragon 6 6 - 6 6 6 3 5 8Pegasus 8 3 - 4 4 3 4 2 6Warhorse 8 3 - 3 3 1 3 1 5

Army Selection: Emperor Karl Franz takesup one Lord choice.Equipment: Runefang, the Silver Seal, fullplate armor. Special Rules: Leader of Men.Options: May replace the Runefang with GhalMaraz (+30 pts). May ride Deathclaw (+225pts), an Imperial Dragon (+320 pts), a Pegasus(+50 pts), or a barded Warhorse (+21 pts).

Crazed Flagellantsflock to the Empirearmy and preach of the End Times.

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Wood Elves

Fighting had already broken out withinthe Great Forest when Naieth theProphetess addressed the Wood Elf

Council of Kindreds. She spoke of thevisions that haunted her slumbers and ofthe foul children of Morghur – theBeastmen – spreading their evil inthe woodlands.

At the heart of it all lurked a darkpresence, believed by Naieth to beMorghur himself – the immortal spirit ofChaos from whom all corruption springs.

Scarloc, the legendary archer whosekeen arrows had once slain Morghur’smortal form, lent his support to Naieth’sclaims. He had recently been abroad in theEmpire of Man on errands of his own.There, Scarloc had seen entire brayherds ofBeastmen on the move, driven from theirsqualid encampments by the approach ofgreat armies. Thousands of the foulcreatures had been slain in the process,true enough, but many thousands morenow descended upon the Great Forest andspread corruption in their wake.

Horrified at the unfolding events, theAsrai council was of one mind. The horn ofawakening was sounded, and Athel Lorenresponded. Warrior kindreds gathered inKing’s Glade. Archers, Glade Riders, andwarriors of the Eternal Guard all answeredthe summons. Waywatchers returned fromtheir lonely vigils to pledge themselves tothe coming war. In the deep wood,Glamorweavers sang to mighty Treemenand roused them from slumber, whileBranchwraiths summoned their Dryadhandmaidens. Soon, a mighty host stoodat arms.

Though the Beastmen were toonumerous to be exterminated, the childrenof Morghur would be contained and drivenback into their dank heartlands. So toowould the Asrai cast the trespassing armiesof Man, greenskin, and Dwarf from theGreat Forest and call them to account forthe evil that their blundering trespasses hadunleashed upon the world.

The Great Forest would be cleansed ofthe taint of Chaos.

Bretonnia

Hordes of lowly Goblins are pouringinto Bretonnia through the GreyMountain passes, as if fleeing a

larger conflict further east. The valorof Bretonnia’s knights prevented manyof the realm’s vulnerable border townsand villages from being overwhelmed.Hundreds – perhaps even thousands –of the diminutive, wicked greenskinshave been slain.

Many a bold knight has made a namefor himself in recent days. While thisaffirmation of chivalric principles warmedKing Louen Leoncoeur’s heart, it presentedhim with a problem. In Bretonnia, traditiondictates that valor upon the field of battlebe rewarded with land. However, sosuccessful have his knights proved thatLeoncoeur has run short of land to award.

So it is that King Louen has issued adecree. It is clear, he has said, that theEmpire is beset, and that Bretonnia mustrise to defend her cousin. An Errantry Warhas been declared, its aim to purge theEmpire of all threats. Furthermore, knights

with the rank of Baron or higher arepermitted to extend the protection of thecrown to any Empire township that wishesgreater protection from the strife besettingthem and a more stable form ofgovernance than that offered by theEmperor Karl Franz.

Within a day of the decree, the firstBretonnian armies marched for the Empire,heraldry bright in the sunshine. Knightsfrom every corner of the realm hadresponded to the king’s declaration. Amidthe column of armies, the blues and whitesof Quenelles jostled with the yellow ofMontfort, gold of Bastonne, and the red ofGisoreux. Pegasus Knights have come fromParravon, Grail Knights from Châlons –even a few Questing Knights had set asidetheir travails and joined the cause. Allaround flowed the sea of peasants,retainers, yeoman, and squires that gatherin the wake of any knightly crusade.

The knightly sons of Bretonniaride to war once more, in pursuit ofhonor, glory, and land!

As the search for the Nemesis Crown begins, dire tidingsreach the Wood Elf realm of Athel Loren.

War has been thrust upon the lands of King Louen Leoncoeuronce again and will have to be met in kind.

Wood Elf Noble

Bretonnian Damsel

18 THE NEMESIS CROWN

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Vampire Counts

The second Empire scouting partyhad been obliterated as swiftly asthe first, but this victory did not set

Waldakir at ease. While it was clear thatthe lackeys of Karl Franz were searchingfor something, Waldakir could not be surewhether that something was him.

It was possible that Waldakir’s foraysinto Talabheim had finallydrawn enough attention tomerit a determined hunt.This is possible, butunlikely. However, onedoes not remain alive andimmortal by takingreckless chances.

Waldakir took wing to the haunted landof Sylvania. As one of the eldest of hiskind, other Vampires heeded his call. Manyof Sylvania’s Undead had been leaderlesssince the death of Mannfred von Carsteinand were easily bent to Waldakir’s will.Those that he could not dominate, hedeceived. Those he could not deceive, heslew. In a matter of days, Rahtep had

roused a mighty host, a host that swiftlydescended upon Stirland.

After setting the wheels in motion,Waldakir swiftly returned to his lair. Theplan was working. In Waldakir’s absence,the Undead host had soon overwhelmedthe garrisons of Stufbad and Tymvald.None but a fool would waste time hunting

for a hidden Vampire when so manyUndead were in plain sight.

Waldakir was pleased. He was inreceipt of plenty of raw material from thefailed incursions into his lair. A newUndead realm could yet spring from theruins of the eastern Empire, while theattentions of Waldakir’s enemies remainfixed elsewhere.

Skaven

The Skaven have spies everywhere,from the foul sewers beneath theteeming cities of the Empire, to the

dark abandoned mines beneath the Dwarfholds of the Worlds Edge Mountains. Andso, the Skaven knew of the reappearanceof the Nemesis Crown as soon as the other races did.

The Council of Thirteen deliberated,and a handful of their vile numberremembered half-whisperedtales of a powerful artifact,wrought from preciouswarpstone that had been stolenmany centuries ago by a madDwarf. The dread council laidits plans and set in motion anattempt to recover this valuablewarpstone, wickedly taken from them so long ago.

As the armies of Men, Dwarfs, andgreenskins march, so they are shadowedevery step of the way by Skaven spies. Bynight, Skaven agents listen in as generalshatch plans. Thus, the ratmen anticipate

the actions of their foe and always work todisrupt them for the ultimate benefit of theSkaven Under-Empire.

For the time being, the Skaven do nothave the numbers in the Great Forest tolaunch a direct attack and must bide theirtime. However, with every passing day,more and more ratmen from all the greaterand many lesser clans arrive throughtwisting tunnels to emerge at the isolated

Skaven warrens in the Howling and BarrenHills. Soon, the Skaven will be able tostrike in force, and the time to regain theirlost possessions will come. And then, aidedby the power of the warpstone, the Skavenshall rain down doom upon the races thatdwell above the ground.

Beneath the Howling Hills, the Vampire Waldakir Rahtep isforced to abandon his foul experiments and defend his lair.

The tunnels of the Under-Empire cross the entire Old World,and nothing goes unnoticed by the beady eyes of the ratmen.

Doom shall rain downupon the races that dwellabove the ground...

Rahtep roused a mighty host that swiftly descendedupon Stirland.

Vampire Count

Skaven Assassin

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Beasts of Chaos

Unable to stand before the mightyarmies converging upon theirterritories, the Beastmen of the

Great Forest have been driven out. Somefled east into the plains of Talabecland ornorth into the Middle Mountains. Entirebrayherds have been slaughtered by KarlFranz’s provincial militias, and theCaptains of the Empire now talk openlyabout the possible reclamation of the

Great Forest from the foul beasts within. But far to the west of the Imperial

host, the Drakwald is more oppressivethan any can remember. Even at the

height of midday, an unnatural gloomlingers in the tangled woodland. Branchesand boughs sway and dance as if the forestitself writhes in agony, and fevered dreamshaunt the local villagers. In the heart of theDrakwald, hidden from the eyes ofoutsiders, Morghur, the essence of Chaos,lives once again.

First to feel Morghur’s wrath were thevillages of Koldust and Kelp, which wererazed by rampaging brayherds. In Fort

Schippel, madness seized the guardcommandant who opened the gates andallowed Morghur’s hordes to slaughter thegarrison. Two days later, the army ofMiddenland was routed at the Battle of theBattered Shield and the entire easternDrakwald abandoned to the Beastmanhordes. Knowing his armies to beoutmatched, for the numbers of Morghur’sforces were greatly swollen by Beastmenfrom the hills to the east, Boris Todbringer,the Elector Count of Middenland, beggedthe Emperor for aid. With the bulk of theEmpire’s armies committed to Karl Franz’ssearch, those pleas went unanswered.Todbringer’s armies fight on, but againstsuch odds their valor has availed themlittle. Here and there, a fortress stands in asea of Beastmen. However, across theDrakwald, the Children of Chaos danceand bellow in the smoldering embers ofcivilization. From the ruins of Hovelhoff,Morghur viewed the destruction and roaredhis approval. The Drakwald will soonbelong to the Children of Chaos.

Hordes of Chaos

Far to the north of the Old World,sorcerers and shamans cast theirsinister runes, scry the lights in the

northern skies, and study the entrails ofsacrificial victims. They seek word of thisartifact of power that has arisen in thesouth, for they dread that the Men of theEmpire or the Dwarfs might come intopower enough to rival the gods ofChaos themselves.

Darkling councils offell emissaries havegathered under soul-binding truce, to planwhat might be done toundermine the armiesmarching forth to claimthe crown. Chaos Sorcerers whisper theircounsel to their lords, and the warbands ofthe north move according to a new plan.Already, sea-borne Marauders set out toharass the coastal towns of the Old World,and the most daring warlords lead theirraiding vessels up the great rivers to attacktowns far inland. As the attacks increase,

so the attentions of the armies scouring theGreat Forest are diverted. Warriors aredetached from their efforts to guard againstattacks from an unknown quarter, and sothe plans of the Sorcerers of Chaos unfold.

Aspiring Champions of Chaos prepareto lead their warbands forth on the trail ofwar. With an artifact as powerful as theNemesis Crown in their possession, it may

be possible to muster another grand Chaoshost, fulfill whispered prophesies of theEnd Times, and plunge the world ofmortals into ruin and darkness.

And all the while, blood, skulls, andsouls are offered to the Ruinous Powers,for whom there is no greater anexpression of loyalty and faith.

The fires of war sweep across the Drakwald as Morghur’srebirth rouses the Beasts of Chaos to claim the forest.

The followers of the Ruinous Powers are determined that, ifthey cannot gain the Nemesis Crown, then none shall.

All the while, blood, skulls, and souls are offered to the Ruinous Powers.

Morghur

Chaos Sorcerer

20 THE NEMESIS CROWN

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High Elves

Far away from the Old World, on theisland continent of Ulthuan, the HighElves have learned of the existence of

the Nemesis Crown. Finubar the Seafarer’sambassadors in the courts of the Empirehave sent word back to the Phoenix King.Normally, the High Elves remain alooffrom the petty affairs of the lesser races,but an item as dreadful as the NemesisCrown must not be found.

Aware of the carnage that would beunleashed should the crown be retrievedand aware also of the factions vying tocontrol it, Finubar has dispatched severalof Ulthuan’s greatest champions into thefray, each leading an army of battle-hardened High Elf Warriors.

Teclis, one of the most traveled of Elvesreturns to the Old World once more. Hisorders are simple: to patrol the Sea ofClaws and ruthlessly suppress NorseRaiders and Dark Elf invaders. Korhil,Captain of the White Lions, is tasked withdestroying Orc and Goblin warbandsoutside the bounds of the Great Forest.

Caradryan is tasked with intercepting anyof the Undead menace who attempt togain access to the Great Forest.

The seers and mystics on Ulthuancannot yet predict the outcome of thiscampaign, a conflict they dub the NemesisWar, but all are in agreement that, shouldan Orc don the crown, it will be a dreadtime for the forces of light. Already, factionswithin the courts of Ulthuan have begunpoliticking and pushing for Ulthuan tosupport either the Dwarfs or the Empiremore fully. Some argue that, should theHigh Elves assist Karl Franz to gain theCrown, then it will pay dividends in thelong term by making an unbreakable bondwith the powerful Empire. Others claim thatout of the two races, only the Dwarfspossess the wisdom to dispose of the crownsafely, and helping them gain possession ofit might go some way toward convincingthe Dwarfs to return the Phoenix Crown.On one thing alone are the High Elves inagreement: it is their efforts that willdetermine who claims the Nemesis Crown.

Dark Elves

The activities of the High Elves havetriggered the Dark Elves’ interest inthe Nemesis Crown. Any matter that

concerns the Elves of Ulthuan might affecttheir Dark Kin, and so the Witch King ofNaggaroth sent forth his spies as soon helearned that something was afoot in thelands of Men.

The tales brought back from the OldWorld piqued Malekith’s interest. He knewthat he could not challenge the Men,Dwarfs, or greenskinsdirectly for possession ofthe crown, yet he hopedto turn the growing strifeto his benefit. At thevery least, he reasoned,the Dark Elves mightincrease their raidswhile the other races squabbled. TheDruchii could take many captives to beslaughtered upon the dark altars of ClarKarond. If Malekith’s spies and assassinscan misdirect and interfere with hisenemies’ plans, he might, one day, be inposition to take the crown itself. But that

day, Malekith knows, is far off. For now, heis content with offering up blood and painto Khaine, the bloody-handed godof murder.

As the armies of Karl Franz, Thorgrim,and Grimgor clash in the Great Forest, theDark Elves attack undefended positions.From the ominous Black Arks, raidingparties strike coastal towns and seize theweak and the vulnerable in the dead ofnight. The slave pens of the temples of

Khaine swell with new occupants, Man,Elf, Goblin, and Dwarf alike. A constantstream of offerings is made to the DarkElves’ vile god, and the blood flowsfrom the altars in gushing rivers. Thusdoes Naggaroth profit when the lesserraces go to war.

If Malekith’s spies can misdirect and interfere with hisenemies’ plans, he may be able to take the crown itself.

The High Elves have long stood sentinel against the fell forcesof Chaos and battled the arch-enemy at every turn.

For now, Malekith is contentto offer blood and pain toKhaine, god of murder.

Teclis, High Elf Mage

Black Ark Corsair

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Ogre Kingdoms

Lizardmen

The Ogres care not one ounce forthe Nemesis Crown, who claims it,or what power it might grant. To

them, it is a worthless trinket created bythose too weak to dominate their foes byproper means, and therefore proof, if everit were needed, of the inferiority of thesmaller races.

Ogres are simple creatures, for whomthe world is a simple place. They seek onlyto prove their might eitherthrough violence or eatingvast quantities of food. Inso doing, the Ogres givepraise to their deity, theGreat Maw.

What the Ogres carefor most is violence –violence and plunder, but mostly violence.As armies gather in the Great Forest, so theprospect of both arises, and the Ogres aretraveling west in great numbers. Some seekto hire themselves out to the highest bidderas mercenaries. Many armies will hirethem on simply to prevent the enemy from

doing so. Ogres are formidableopponents to face in battle, and theirpresence can spell the differencebetween victory and defeat. In returnfor their services, the Ogre tribes askfor the first choice of the loot andplunder after a battle is won.

There are also many larger tribespresent. Some even say that GreasusGoldtooth himself has been seen

heading toward the forest at the head of avast caravan of victuals. It appears that theOgres will fight for themselves also, forwhat better way can there be to honor theGreat Maw than to prove one’s strengthagainst powerful enemies and to consumethe fallen in the feast of the victor?

As war comes to the Great Forest, so the Ogres of theMountains of Mourn smell blood on the winds.

Agreat rippling in the ether, a shift inthe ebb and flow of the Winds ofMagic, has awakened many Slann

from their sleepless trance, and causedgreat concern and unrest in theseimpossibly ancient and implacable minds.The Mage-Priests have had their Skinkservants consult ancient the plaques of theOld Ones and the stars yet can find noexplanation for the phenomenon.

Whatever it is that has beendiscovered across the WorldPond, it should not, the Mage-Priests are sure, exist. It is mostcertainly not a part of the OldOnes’ plans. Thus, they will doeverything in their power tosee its removal from the worldand the great plan restored.

The inscrutable reptilian leaders of theLizardmen’s jungle empire know that theirforces cannot take a direct hand in thestrife engulfing the nations of the OldWorld. However, they know that they canlend their aid, even if indirectly, to those

who might stand for the forces of orderagainst those who would disrupt the properpath of the Old Ones’ schemes. And so,the Lizardmen launch attacks against thosewho might use the power of the crown forill. They hope against hope that someamong the Younger Races might see thetruth of the artifact and hide it away oncemore or, better yet, destroy it entirely. TheDwarfs, they hope, might do so, despite

the fact that it was one of their number thatcreated the abomination. Of the otherraces, the Slann cannot be so sure, for everthey work unwittingly against the granddesigns of the sacred Old Ones and to thedetriment, so the wise and knowledgeableMage-Priests believe, of the entire world.

In Lustria and the Southlands, the Slann Mage-Priests have feltthe reappearance of the Nemesis Crown.

The crown was created bythose too weak to dominatea foe by proper means.

Whatever it is that has beendiscovered across the WorldPond, it should not exist...

Ogre Maneater

Skink Priest

22 THE NEMESIS CROWN

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Tomb Kings

Settra’s spies, living and dead, arelegion. Their reports now speak ofopportunity, for anarchy has been

loosed upon the Old World. An insanity ofsorts seemed to have gripped the mightiestliving rulers, who are even now at eachother’s throats.

Settra’s agents cannot determine whythis should be so, but the Tomb King doesnot care for the motivations of the living –provided they can be turned tohis advantage.

Over the centuries, adventurers fromdistant lands have stolen much fromSettra’s domain. Powerful artifacts,thousands of years old, languish in wizard’svaults or as curios for the nobility of theEmpire and Bretonnia. Even dormantservitors and counselors have been taken,their undying bodies seized while sealed intheir golden caskets. These trespasses havelong weighed on Settra’s mind. Now thetime for revenge is nigh.

At Settra’s command, the Liche Priestshave mustered a mighty army. Tomb Kings

and Princes have arisen from theirinterment, their legions of SkeletonWarriors and Tomb Guard again imbuedwith ghastly life. Bone Giants and Ushabtihave been stirred from slumber, and therituals of war were performed. So it wasthat the dreaded black-hulled fleets ofKhemri slipped their moorings.

The Bretonnian city of Brionne was thefirst city to feel Settra’s wrath, its defendersthe victims of the Tomb King’s terribleefficiency. The coastal towns of L’Anguille,Bestarne, and Guildarie swiftly sufferedsimilar fates. In each case, the loss of lifeand damage was mercifully slight, for theattackers were single-minded in their goals.They made no attempt to raze the towns orslaughter the inhabitants and returned totheir ships once their prize had beenreclaimed. A week later, the scope of theattacks widened and began raids on theEmpire. Settra himself has landed east ofMarienburg and begun the long march toAltdorf – home to the Colleges of Magicand many hundreds of stolen items.

Word of the war reaches even the lands of the dead, andSettra, Lord of Khemri, sees opportunity within the madness.

Tomb King

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Gaming IdeasThe Nemesis Crown campaign is a chance for players toget together and play loads of games of Warhammer. Whynot try a few of the ideas on this page to spice up yourgaming even more?

Global Campaigns offer the gamermany opportunities to play battlesthat are a bit out of the ordinary –

special scenarios, big battles, and newopponents. We’ve done our bit; now it’stime for you to do yours.

Make New FriendsWith so much gaming activity going on,you’ll want to play as many games aspossible. Now’s the time to play thosegamers you know that you haven’t battledyet. Pop down to your store or club andmeet new people (and crush them!).

The MapObviously, an easy way to play a NemesisWar game is to set it in the campaign area.On p. 6 are descriptions of the kind ofplaces battles are likely to occur. We haveplaced examples of all of these places onthe map, but they are only representative.Check out Black Library novels andWarhammer Fantasy Roleplay for detaileddescriptions of the typical settlements thatcan be found in the Empire. Why not tryre-creating one of these locations for aspecial battle at home or at your local

club? This is an especially good excuse fora huge, multiplayer battle!

CampaignsRunning your own series of linked gameswithin the greater global campaign is agreat way to set up some memorablebattles. This could be as simple as keepinga battle journal for your own entertainmentwith stories based on your games.Alternatively, you could run a map-based,multiplayer affair. We’re releasing MightyEmpires in July, a supplement that helpsyou link your games. Just report eachvictory or defeat within the game as youcharge your way to strategic victory.

Doing It Your Way Play what you want to play, how you wantto play it. We’re releasing loads of models,but you can play with your favorite army ifyou don’t want a shiny new one. You canplay Warmaster or one of our other gamesbased in the Warhammer world, and youcan still register the results.

Lastly, the Great Forest is a huge place(the map is roughly the size of Poland), sodon’t feel restricted by what we suggest!

24 THE NEMESIS CROWN

Extra DetailsChaos TemplesThere are many ancientstone structures to befound throughout theGreat Forest, someovergrown or toppled,others served by dark and secretivecongregations of Chaosworshippers. The ArcaneRuins set is ideal torepresent these stonecircles, barrows, andrun-down temples. Whynot make use of them inyour Nemesis Crowngames? They make greatobjectives, and countingthem as Special Featuresmakes perfect sense. The Arcane Monolith and Fell Ruins areparticularly appropriate.

Other FeaturesThere are plenty of typesof terrain you couldinclude in your NemesisCrown games. Riversand roads cross theGreat Forest and makethe ideal focus for anambush game. Bridgesand fords across suchrivers make the naturalfocus for your games, aseach side would want tocontrol these crossingsin order to bring morewarriors across to searchfor the Nemesis Crown.

ScenariosThere are a number ofscenarios you can usefor NemesisCrown games. • The three on pp. 26-31

of this booklet.• The six special U.S.

Nemesis Crownscenarios that will beplayed in U.S. HobbyCenters, clubs, andindependent retailers(see pp. 32-33 of thisbooklet for info, andWD328-331 andnemesis.games-workshop.com the fullscenario descriptions).

• The four scenarios inthe rulebook.

• The scenarios in theGrombold’s Oathcampaign from WD 326 & 327.

• Any scenarios you and your gamingbuddies come upwith yourselves.

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In taverns, inns, and meeting placesthroughout the Old World and beyond,rumors have spread that a great prize,

an arcane artifact of untold power, hasbeen unearthed deep in the Great Forestof the Empire. It is said that the relic – anancient Dwarf heirloom – remainsunclaimed, and now nations and racesfrom all over the world are musteringtheir forces to enter the Great Forestsouth of the Middle Mountains.

It is now time to call your force toarms and ready yourself for an epic

campaign in which you will aid yourfaction in the search for the artifact, thefabled Nemesis Crown.

Signing up for the campaign couldn’tbe easier. Go online and log on tonemesis.games-workshop.com and followthe simple registration process. You willthen be given a unique code that willactivate your free account. Once you havean account, you will be able to accessspecial areas of the web site and post yourresults to influence the campaign and helpyour faction win the ultimate prize.

• Campaign background• Interactive war-room

and map• Useful downloads• Weekly hobby articles • Details of local, in-store

campaign events• Army storylines and

results updated weekly• Personal statistics and

leader boards

FIGHT FOR THE GREATEST PRIZE

IN THE OLD WORLD’S HISTORYSpecial EventsAll Games WorkshopHobby Centers and manyindependent stores willrun battles and otherevents over the durationof the campaign. Checkout pp. 32-33 and askyour local Hobby Centerstaff for details.

New ReleasesThere are loads of brandnew Citadel miniaturescoming your way duringthis campaign, includingmany new terrain piecesand plastic kits.

Timeline5/16/07 Web site goes live withongoing weekly updates

6/25/07 Registration begins

6/27/07 Six weeks of franticgaming commences

8/6/07 Campaign ends

8/10/07 Results posted

Web Site Features

The campaign takes place deep in the Great Forest.

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NEMESIS.GAMES-WORKSHOP.COM

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26 THE NEMESIS CROWN

Council of WarIn this scenario, a mighty general is ambushed while holding acouncil of war. Can he and his commanders hold out longenough for their army to respond?

I n the opening days of the search forthe Nemesis Crown, the Emperor KarlFranz himself led a mighty army into

the Great Forest. Making camp around asmall, fortified settlement, the Emperor’sarmy joined with that of Talabecland, anda great council of war was held.

While the leaders of the two Imperialarmies met to plan their next move, ahorde of Beastmen descended, determinedto eject the intruders from their dark realm,and to offer up the broken bodies of mento the dark gods of the woods. The battlewas intense, and the bloodshed terrible.Every man of the Emperor’s bodyguard ofGreatswords sold his life so that his lordmight live. Though a victory for the

Empire, the Battle of Taal’s Bowers cost theEmperor dearly.

This scenario represents a “historic”event – one that actually happened duringthe frantic search for the Nemesis Crown.While Karl Franz and his most senioradvisors met to discuss the comingcampaign, the Beastmen burst forth fromthe forest as the sun set. Historically, theEmperor led a bold counterattack againstthe Beastmen while his army mustered todrive them off. But how else might thebattle have ended? Why not try out thescenario presented here, with the“historical” sides, or with different ones,and see how you fare as commander ofeither army.

Attacker Deploys Here

Road

18"

6"

Page 29: Nemesis Booklet

Victory ConditionsThe Beastmen seek to repel the Men of theEmpire from their realm, while the Empiresoldiers are concerned with protecting their lordat all costs. In addition to the Victory Points ruledescribed in the Warhammer rulebook, theDefender gains 200 Victory Points if his Generalis alive at the end of the game, while the Attackergains this amount (for a total of 300 VictoryPoints) if the General is slain. In addition, eachDefending unit that flees from the table is worthan additional 100 Victory Points to the Attacker.

ArmiesBoth armies are chosen to an agreedtotal per the rules in the Warhammerarmy lists. If following historical events,the Defender must play an Empire army,which must include Karl Franz as itsGeneral and at least one unit ofGreatswords, representing the FootReiksguard. The Attacker chooses aBeasts of Chaos army per the normalarmy list restrictions.

BattlefieldSee left for battlefield set up.Concentrate as many woods and hills asyou own around the table edges, withthe fortified building in the center. Aroad runs the width of the table fromone long table edge to the other. Otherterrain features may be added if bothplayers agree.

DeploymentThe Defender deploys only his Lords,Heroes, and a single Special unit at thebeginning of the game, with theremainder arriving as described inSpecial Rules.

If the Attacker is a Beasts of Chaosarmy, then all units with the AmbushSpecial Rule (not just half of them) mustdeploy per the terms of their SpecialRule. Units without the Ambush SpecialRule deploy within 18" of a short tableedge once the starting Defenders havebeen deployed.

Who Goes First?The Attacker goes first.

Length of GameThe battle lasts for 6 turns, or until oneplayer concedes.

Special RulesA vast army of the Empire is encampednear the site of the Emperor’s Council ofWar and is ready to answer the call toarms. At the beginning of the RemainingMoves segment of the Movement Phase,the Defender rolls a D6 for every unit inhis army not already on the table. On a4+, the unit enters play, moving on fromeither road end, in the same manner asa unit that has pursued an enemy off thetable (see p. 43 in the Close Combatchapter of the Warhammer rulebook).

Special FeatureThe Emperor has hung his personalbanner from the fortified building,making it a focal point for the Defendersto rally to but also the subject of hatredfor the Attackers. The fortified buildingcounts as a Monument of Glory, asdescribed in the Special Featureschapter of the Warhammer rulebook.

Defender Deploys Here

Fortified Manor

Emperor’s Personal Banner

Greatswords make ideal defenders for this scenario.

See this scenarioplayed in WD330

nemesis.games-workshop.com 27

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28 THE NEMESIS CROWN

Unquiet DeadIn this historical scenario, one army must smash through theother’s lines in order to reach its objective. Can thebeleaguered force survive against the odds?

Having gathered together the throngsof three of the greatest Dwarf holdsand many lesser ones, Thorgrim

Grudgebearer marched from the WorldsEdge Mountains toward the Empire toprevent the Rune of Ages from falling intothe hands of evil-doers.

His route took him along the OldDwarf Road and then up over the RiverTalabec into the Howling Hills. He passedmany ancient sites where the dead restuneasily in their graves. Thorgrim and his

army had only just entered the HowlingHills, the reputed resting place of Alaric’smasterwork, when they were attacked. Asthe Dwarfs neared the range, the forestedground rising before them, the Undeadrose from ancient barrows lining the roadall about, as if called by some implacableevil to stop him from gaining the crown.

Thorgrim and his kin fought with grimresolve, smashed through the Undeadranks, and drew nearer to the lost mines ofKhrazi Drudd.

The

Road

24"

18"

Page 31: Nemesis Booklet

Victory ConditionsThe Attacker seeks to smash through the enemy linesand escape via the road. At the end of the game, theAttacking army gains an additional 100 Victory Pointsfor every unit it has within 6" of the point where theroad exits the table.

Attacker Deploys Here

Fell Ruins

24"

Rangers can give the Dwarfs a head start.

The Fell Ruins in this scenario can berepresented by the plastic Arcane Ruins set.

nemesis.games-workshop.com 29

ArmiesBoth armies are chosen to an agreedtotal per the Warhammer army lists. Iffollowing historical events, a VampireCounts army led by a MasterNecromancer is the Defender, while aDwarf army led by ThorgrimGrudgebearer is the Attacker. The Dwarfarmy must include at least one unit ofMiners and one unit of Rangers, broughtalong by Thorgrim to clear a routethrough the hills.

BattlefieldSee left for battlefield set up. A roadbisects the table from the center of onelong table edge to the other. Concentratelots of woods and hills on either side ofthe road, but not within 12" of it.

DeploymentThe Attacking army is placed anywherein the areas shown in the map. TheDefending army is then deployedanywhere else not within 18" of anattacking unit.

Who Goes First?The Attacker goes first.

Length of GameThe battle lasts for 6 turns, or until oneplayer concedes.

Special FeatureThe hills hereabouts are rife with lonelybarrows of ill aspect. After the terrainhas been placed, but beforedeployment, the Defender may placeone Fell Ruins Special Feature on eachside of the road but not in the Attacker’sDeployment Zone.

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30 THE NEMESIS CROWN

Blood Beneaththe BranchesIn this third historical scenario, one army is engaged in asearch of the battlefield, while another seeks to expel its rivalsfrom the region.

As Grimgor’s forces spread far andwide in search of the NemesisCrown, the greenskins left no stone

unturned and no enemy unbloodied intheir desperate need to obey the orders oftheir brutal master.

On many occasions, Grimgor Ironhidehimself took to the field, his very arrivaldriving the greenskins to yet greater effortsin their search. Much to his delight,Grimgor’s presence drew many powerfulenemies to challenge him.

On one such occasion, Grimgor wasinterrupted in his search for the crownwhen Wood Elves, maddened by his armytrampling through the verdant glades of theGreat Forest, descended upon thegreenskin horde and attempted to eject himfrom a realm they regarded as their own.The Elves made short work of Grimgor’sforce, but were ultimately bested in bloodyclose combat by the Warlord and his BlackOrc bodyguard, thereby providing afleeting diversion for Grimgor.

Page 33: Nemesis Booklet

Victory ConditionsVictory Points are used to determine the winner.Each search marker is worth an additional 100Victory Points to the side that controls it at the endof the game. Search markers are controlled in thesame manner as a unit controls a Special Feature –see the Special Features chapter of the Warhammerrulebook for details.

Search Markers

© Games Workshop Ltd. 2007, all rightsreserved. Permission granted to photocopythese Search Markers for personal use.

Defender Deploys Here

Attacker Deploys Here

Search Marker

12"

24"

Spider Riders can help redress the balance in thisscenario with their ability to ignore Difficult Terrain.

nemesis.games-workshop.com 31

ArmiesBoth armies are chosen to an agreed total per the Warhammer army lists. Iffollowing historical events, the Defenderhas an Orcs & Goblins army led byGrimgor Ironhide, which must include atleast one unit of Black Orcs. The Attackerchooses a Wood Elf army that mustinclude at least one unit of Waywatchers.

BattlefieldConcentrate as many woods and treesas you own around the edge of thetable, with a few scattered areasaround the rest of the battlefield.

DeploymentThe Defender chooses a long tableedge, and deploys his entire armywithin 24" of it. The Attacker thenplaces his entire army within 12" ofthe opposite table edge.

Who Goes First?The Attacker goes first.

Length of GameThe battle lasts for 6 turns or until oneplayer surrenders.

Special RulesTo represent the desire to find theNemesis Crown for Grimgor, theDefender places D3+3 small “searchmarkers” on the table beforedeployment, each of which representsa location the greenskins are planningto search. Each must be within aterrain feature and may not be within12" of another marker. Apart fromthese restrictions, search markers maybe placed anywhere on the table.

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32 THE NEMESIS CROWN

Campaign games played andreported in America will be set in theTalabec Borders (see p. 10 of thisbooklet), an area of deep forest withmany sizable towns and villagespopulated by skilled woodsmen andstout-hearted men. Unfortunately, theregion has experienced an increasingnumber of attacks by Beastman WarHerds and mutants, surely a sign thatconflict is coming.

In the U.S., many special eventsand thousands of games in clubs,homes, and shops will contribute tothe ongoing story of the NemesisCrown. Here are just a few of the

things you can look forward to: fourNemesis Crown Mega Battles withspecial scenarios in U.S. HobbyCenters and independent retailers; theBig Game at Baltimore, Chicago, andLos Angeles Games Days; theconclusion of the Path to the CrownRoadshow; two scenarios for thespecial locations in the TalabecBorders not contested in the in-storeMega Battles; and much, much more.

Keep checking White Dwarf, theGW web site, the Nemesis Crownweb site, and your local game shopfor regular updates about events andnews happening in your area. To war!

It’s not too late! Join us for the last twodates of the Path to the Crown Roadshow.At each stop on the Roadshow, GoldenDemon winners, White Dwarf staffmembers, and scenery gurus Dave Taylor,John Shaffer, and Tim Lison will be onhand to answer your questions, swap warstories, and let you in on their paintingand modeling secrets. Plus, there will bespecial Mega Battles for Warhammer,Warhammer 40,000, and The Lord of TheRings. For more details, check out

us.games-workshop.com/pathtothecrown/

Nemesis CrownPersonaeIn times of war and great peril,the character of true heroes –and villains – emerges. Of thosesearching for the Nemesis Crownand fighting in the vicinity of theTalabec Borders, a few greatshave shown their true colors. Toread about these personalitiesand use them in your games,check out their descriptions onthe Nemesis Crown web site.

THE

EMESISCROWN

Campaign in the U.S.A.

N

Orland Square GW Hobby Center – May 12 & 13 | Springfield GW Hobby Center – May 19 & 20Orland Park, IL • 708-226-95463 Springfield, VA • 703-719-9300

®

Page 35: Nemesis Booklet

nemesis.games-workshop.com 33

nemesis.games-workshop.com

Big Game at Games DayBaltimore, Chicago & Los AngelesEach year, the gigantic Warhammer 40,000“Big Game” draws hundreds of fans for a dayof insane gaming. This year, we weren’tcontent with giving only 40K fans all this greatgaming, so we added a Warhammer game andmade it part of the Nemesis Crown campaign.Check the Games Day web site for backgroundinformation on this exciting event!

gamesday.us.games-workshop.com

Games Day BaltimoreJune 23 • Baltimore, Maryland

Games Day ChicagoJuly 28 • Chicago, Illinois

Games Day Los AngelesAugust 11 • Ontario, California

Defend the Headless BadgerThe fortified inn known as HeadlessBadger is a safe haven for travelerswho can rest easy within its stoutwalls...normally. The hunt for theNemesis Crown has brought theenemies of the Empire to the vicinity.Join us to save the defenders of theHeadless Badger or to bring down theforces of light and raze the inn.

Under the Hanging TreeThis gnarled, twisted tree full of hangedmen, gibbets, and other grisly trophies isgrim evidence that the taint of Chaos hasfouled the lands of the Empire. Thoughcautious men fear the tree and the darkmagics that, no doubt, have been workedupon it, bolder hearts would see thiscorrupted tree torn down. Grab axe andtorch and join the angry mob.

In the Shadow of Vrathgar’s MonolithMany stone circles, monoliths, andedifices of origins both dark and terriblepunctuate the landscape of the TalabecBorders. By far the most conspicuous –and most feared – of these is Vrathgar’sMonolith. Rumor has it that the forces ofdarkness intend to use the ancientmagics of the Monolith to summondaemonic forces. The forces of light aremarching to prevent this from happening.

Nemesis Crown Mega BattlesU.S. Hobby Centers and independent retailers will

host four Mega Battles, each with special scenarios andterrain. The outcomes of these Mega Battles will have asignificant impact on the Nemesis Crown campaign as a

whole, so be sure to join us for the following gamingevents. Bring in 1,000 points of troops to play at eachevent. Full scenario descriptions can be found in WD328-331 and on the Nemesis Crown web site.

June30

August4

July21

July14

Capture the Tower of MoonriseThe Tower of Moonrise is a giganticstructure with an impressive array ofgears and mirrors that can projectbeams of moonlight through theforest for many miles. This towercan help the wardens search for losttravelers, watch for enemies, andassist allies in battle. The forces ofdarkness want to destroy thisstrategically important tower.

Page 36: Nemesis Booklet

PRODUCED BY GAMES WORKSHOPCopyright © Games Workshop Limited 2007. Games Workshop, the Games Workshop logo, the Nemesis Crown logo, the Nemesis Crown, Warhammer, Warhammerlogo, Games Day, Golden Demon, GW, Slayer Sword, ’Eavy Metal, White Dwarf, Citadel, the Citadel Device, Chaos, Nurgle, Tzeentch, Slaanesh, Khorne, Beasts of

Chaos, Champions of Chaos, Hordes of Chaos, the Chaos faction logos, Chaos Dwarfs, Bretonnia, Kislev, Dogs of War, the logos of the Realms of Men, Wood Elflogos, High Elf logos, Dark Elf logos, Ogre Kingdoms, Gnoblars, the Ogre Kingdoms faction logos, the Tomb Kings of Khemri, Tomb Kings logos, Vampire Counts,Dwarf logos, Orc & Goblin devices, Night Goblins, Skaven, the Skaven symbol devices, and all associated marks, logos, places, names, creatures, races, and race

insignia/devices/logos/symbols, vehicles, locations, weapons, units, characters, products, illustrations, and images from the Warhammer world are either ®, TM and/or© Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. All Rights Reserved.

WhoWillClaimtheNemesisCrown?

®TM

Product Code 60440299039

TM

Written by Andy Hoare & Guy Haley Design, Layout, and Photography by

Glenn More & Nicole Shewchuk Logo Design and Additional Graphics by

Markus Trenkner & Alun Davies

Edited by Guy Haley, Mark Latham, Eric Sarlin & Dave Taylor

Nemesis Crown Map by Nuala Kennedy Artwork by Alex Boyd, Paul Dainton,

David Gallagher & Nuala Kinrade