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Pilgrimsp
07-04-2011, 01:11 PM
Following on from our hugely successful narrative campaign weekends for Warhammer and Warhammer 40,000 we are delighted that you join us for our latest adventure. This is our first foray into the rich setting of Privateer Press’ Warmachine and Hordes. We have designed this narrative campaign weekend to be (we hope) as enjoyable as possible and it should prove to be a great weekend for both those new to the setting as well as world weary veterans of the various Warmachine and Hordes tournaments. If you are expecting anything other than to just have fun – turn back now!

This event is taking part on the 12th and 13th of November at Maelstrom games in Mansfield, over the weekend you will take part in 5 games which will involve using various different lists and some unique characters or units. Ticket for the weekend includes lunch and dinner for the saturday with lunch on the sunday and cake and tea at the closing ceremony! On top of this you will also recieve a printed campaign pack to round things of!

For further information, questions and discussions please follow this link to our website.

http://www.tempusfugitives.co.uk/events/21-warmachinehordes



At first the recent volcanic eruption in the Sea of a Thousand Souls was more of interest to sailors needing to avoid the hazard and to the worshipers of Menoth who saw such primal activity as a portent of the creator’s divine hand at work. As the eruption increased in intensity and an island chain formed around the spewing gouts of magma, ships began to scout the ash clouds wreathing the new islands. When reports came to the nations of the Iron Kingdoms that the hulks of ancient ships had been seen on the smouldering shores, it became clear that there was more at work here than a simple volcano. Over the following weeks, as the tremors, ash and lava began to slightly subdue, it became clear the volcanic islands had brought up the wrecks of the First Armada from the sea floor, and with it various ruins believed to be of Orgoth in origin. What such ruins could be and how the First Armada could still have survived from that time of legend were the subject of speculation and wild theory. Regardless, such an opportunity was too great to pass up and within the month every major power had mounted an expedition to the Islands of the First Armada, each determined to claim them over all others parties.



The First Armada pits Taskforces of up to eight players in a campaign to seize artefacts from the mysterious and unstable ruins that have appeared in the heart of a volcanic island chain on the turbulent Sea of a Thousand Souls. Each Taskforce is themed to a particular faction and each faction is pitted against Taskforces belonging to one of a number of factions available over the weekend. Bolstered by Mercenaries and Minions, the factions involved are:



CIRCLE ORBOROS - A mysterious and secretive group, few know of this ancient order of druids. Though few in numbers, they wield great power and influence wherever the shadow of wilderness falls. Capable of summoning the forces of the storm and stone, their will is rarely contested. Now they command the beasts of the wild to fight any who would dare.



CRYX - A terrifying horde of undying machinations born of the dark vision of the Dragonlord Toruk, the Cryxian Empire is a nightmare legion of the evil dead. Led by horrible, necromantic warcasters, the Cryx are a blight of malevolence and ravenous, life-devouring savagery, ever-spreading over the entire Iron Kingdoms.



CYGNAR - The crown jewel of the Iron Kingdoms, Cygnar is the birthplace of warjack technology. They are the progressive leaders of every industry, be it arcane or mundane. Disciplined, inventive, steadfast, unfaltering—these are the core traits of the Cygnaran people, and why they have triumphed over every resentful adversary defiling their borders throughout the ages.



KHADOR - In this boreal hinterland of thick woodland, high mountains, and long, harsh winters, only the strong survive. Khador is home to a prideful tradition of strength, shown in both the powerful sinews of her people and the endurance of their hell-bent warmachines. Warmed from within by a deep-seated, millennia-old rage, the Khadorans ever prevail.



LEGION OF EVERBLIGHT - The dragon Everblight was thought defeated by the Iosans centuries ago, but one does not so easily stop the immortal scions of the Dragonfather. Everblight has returned from his prison in the Top of the World and unleashes his newly massed legion of blighted beasts upon the world.



PROTECTORATE OF MENOTH - Devoted followers of the Old Faith, the fervent Protectorate host marches forth from the gates of its cathedral fortresses to enlighten the vast heathen countries for Menoth’s greater glory. With sacred fire and pain they punish the Iron Kingdoms’ heresies, wherever they may be found.



RETRIBUTION OF SCYRAH - Once outlawed as dangerous and radical, the Retribution of Scyrah has come from the shadows to offer the elves of Ios a chance at salvation. The Retribution is convinced that by ending the rampant spread of mankind’s magic they can save their race. Armed with arcanika and mighty myrmidon, the Retribution of Scyrah are prepared to eradicate every last magic user in western Immoren.



SKORNE - Beyond the treacherous Bloodstone Marches, the savage race of the Skorne now march on western Immoren with but one purpose: the utter subjugation of all its nations under their dreaded touch. With this army of sorrows come warbeasts the likes of which men have never seen.



TROLLBLOODS - For centuries they have seen their sacred lands taken and their numbers diminished. Now the human nations have brought war to their last refuges in western Immoren. Banding together with their less civilized kin, the trollkin are on the warpath united with heavily armed trolls and the wild dire trolls. The Trollbloods march to war to claim what is theirs.