Warhammer Warmaster: Circle of Blood Campaign
Warhammer Warmaster: Circle of Blood Campaign
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CIRCLE OF BLOOD
By Jake Thornton & Tuomas Pirinen Adapted for Warmaster by Tom Merrigan
Welcome to the second Warhammer Campaign adaptation for Warmaster. The rst of these adaptations, The Grudge of Drong, appeared in Warmag 16. Those Warmaster players who are also veterans of Warhammer will remember when GW released several narrative based campaigns for Warhammer 4th edition. This was the third of these campaigns from way back in 1997. This campaign pack describes the tragic ballad of the Red Duke, once a noble knight of Bretonnia, until he was struck down with the terrible curse of Vampirism whilst ghting in the Crusades. He was defeated in an ancient battle, and thought to be dead. But now the Red Duke has returned, and he has summoned his Undead servants for one nal clash that will determine the fate of the realm of Aquitaine once and for all. The Red Duke dreams of building a Kingdom of Blood, a realm of Undeath ruled by himself as an immortal Vampire King. First, though he has to defeat the knights of Bretonnia. The inhabitants of Aquitaine, unaware of this dire threat, are assaulted by the merciless Undead enemy. Only a valiant defence can save them!
THE CAMPAIGN
In this campaign, there are three preliminary battles which then lead up to an all-out, death-or-glory nal conict. The rst three battles are relatively small actions with up to 1,500 points per side. The final battle involves massed armies of 3,000 points or more. The campaign is set in a particular time and place, and involves two of the great races or kingdoms of the Old World. The events leading up to each battle, the motives of the leaders and the story behind the campaign are all described. There are also hints on transporting this campaign to another time or place, and ghting it using different armies.
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In the fair land of Bretonnia, to the north of the dukedom of Brionne, on the banks of the river Morceaux, lies the dukedom of Aquitaine. It is a beautiful land, dotted with vineyards and elds, rolling pastures and valleys. Aquitaine has no large walled towns or great ports. The folk of the dukedom are rural people, content to tend their elds and vineyards, protected by the castles of their noble lords. They neither need nor require the comforts of city life. Before the Crusades, Aquitaine was a much larger dukedom, but immediately after this great religious struggle, war visited Aquitaine. Since the dukedom lost many of its inhabitants and the population was simply not large enough to farm all the land available, some of its holdings were distributed between the neighbouring dukedoms. The legend of those times is told elsewhere in this tome. While the fields in Aquitaine yield a plentiful harvest, it is the ne wine of this land, renown throughout Bretonnia, that makes the dukedom famous. Noble ladies of Couronne and Bordeleaux believe that the ne wines of Aquitaine are a powerful aphrodisiac, and thus they are very much in demand. The traders from the ports of LAnguille and Brionne are always prepared to buy all the wine that Aquitaine can produce. The revenue from the wine makes Aquitaine very prosperous and the people of the land celebrate its harvest each year. While it may lack cities and ports, there are several holy places and scattered Grail Chapels in Aquitaine, and the knights of Aquitaine are famous for their prowess in arms. Their castles often include high towers with beacons at the top, so during times of strife the knights can be assembled quickly. They are always eager for battle and it is a testimony to their exceptional valour that the knight chosen to carry the Battle Standard of Bretonnia has come more often from Aquitaine than from any other dukedom. Knights of Aquitaine scorn excessive nery and comforts as decadent and foppish. Even during times of peace, they often make long hunting forays and sleep outside, in full armour, using their shields as pillows. The tournaments held in Aquitaine are hard-fought affairs, with no quarter given or asked, and most often the victorious
champions are knights of the dukedom. It is also a source of considerable pride to the dukedom that no war in Bretonnia has ever been fought without at least a single knight of Aquitaine taking part. Many Grail Knights inhabit Aquitaine, for several of the sites where Gilles le Breton fought lie within its boundaries. The Tower of Wizardry, a holy place dedicated to the Lady of the Lake, stands near a blessed lake on the edge of Aquitaine, and Questing Knights often come to seek the aid of the Keeper in their search for the Holy Grail. The Keeper has always been a Grail Damsel, well versed in the ways of magic. Her advice is much sought after, and she ranks as one of the councillors of the Duke of Aquitaine. Legends claim that in the old days, an entire regiment of knights of Aquitaine rode to war riding Pegasi. Though this is probably a mere fable, there is a tradition that the ruling duke will ride to battle atop a mighty Pegasus. As Pegasi will only accept the most pure hearted and noble of knights, the dukes of Aquitaine must be exceptional men indeed. The winged horse is also part of the traditional livery of Aquitaine, as the dukes claim to have royal blood in their veins. The ruling house of Aquitaine has a long and honourable history. Their forefathers followed Gilles le Breton during the founding of the kingdom, and the Chanson dAquitaine tells that the first Duke of Aquitaine married Damsel Annabel le Bon, a blood relative of Gilles le Breton. The dukes of Aquitaine have distinguished themselves in the service of the King, and their banners have been seen ying above countless battleelds. The ruler of Aquitaine during the events described in the Circle of Blood was Duke Gilon. He was a great statesman and a mighty warrior, who had achieved the Grail Quest early in his youth. His son, Sir Richemont, was known for his martial prowess and valour, but also for his rashness and impetuousness. Duke Gilon would have liked to have left the dukedom to his son years ago and retired to guard one of the Grail Chapels. However he felt that until his son had learned patience and grown in wisdom, he could not give up his position.
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In the distant lands of the Great River, many centuries ago; Nagash, Supreme Lord of the Undead, created the Elixir of Life. This dark and evil potion granted its drinker immortality and rare mystical powers. But it was not without risks for it corrupted both the spirit and the body, and made the recipient crave for the blood of living things. Whomever drank the elixir would shun daylight ever after, and their skin become as pale and smooth as porcelain, and their eyes would burn with red baleres. In time, men would call these creatures Vampires. Mercifully, the secret of Nagashs elixir is now lost. However, seekers of its power still hunt for the formula in the tombs and crypts of the Land of Dead. The cost of joining the ranks of the Undead is great, but the temptation of gaining the powers of the Vampire for some is worth the risk. Vampires are much stronger than any living man, capable of crushing the back of a bear with their bare hands, or cleaving a fully-armoured man in two with one blow. They have a natural ability to see and sense the dark winds of magic and harness them to their will. Spirits and the animated dead are theirs to command. Beasts naturally attuned to darkness are slaves to their merest whim, and packs of bats and wolves follow them where ever they go. The unholy ritual that Vampires use to create more of their kind is called the Blood Kiss. Instead of draining their victim, the Vampire passes a portion of its own cursed blood to them, using its hypnotic powers to make its victim forget its ordeal. The doomed man or woman will then fall ill, grow weak, and eventually die of what will look like natural causes. Even if they were pure-hearted and good in life, the tainted blood of the Vampire will drive them deep into depravity and evil. The effect of the dark magic that is now attracted to the victim will corrupt any vestiges of their former life, and their hunger for human blood will erase any pity they feel. It is said that the potency of each new generation is lesser than the original, so that the most powerful Vampires are always the oldest. Vampires can grant the Blood Kiss for only one mortal in all their existence. Since they seek companions for their long, lonely years, they select their victims carefully, choosing only the most
powerful, intelligent and beautiful amongst the living. This is a tragedy, for the soul of the victim will be forever lost to darkness. The fair land of Bretonnia may not be as tainted with the curse of Undeath as many other areas of the Old World, but even the land of chivalry is not entirely safe from this evil. The cursed city of Mousillon in the west has always been tainted by the presence of the walking dead and the coastline towns and cities of Bretonnia are forever under the threat of raids by the Undead eets of Settra. Bretonnians have many customs to protect the deceased from rising from the grave. One such custom dictates how the deceased is buried. The corpse is rst beheaded and then blessed by a Grail Damsel who sprinkles water from a sacred lake over it. Then the mouth of the deceased is lled with cloves of garlic and the grave that the corpse is lowered into is sealed with spells of binding. Even then these measures may not be enough to prevent a determined Necromancer. Vampires in Bretonnia are very rare, but extremely dangerous. As they invariably belong to the noble classes, they can command considerable temporal power in addition to their own unnatural abilities. If they were powerful liege lords in their former lives, the vows of their knights and retainers in life will bind them beyond death, and if not freed from them, they are destined to serve their foul Undead lords for all eternity. Thus Bretonnian Vampires are served by a vast host of slaves, and the armies they raise are extremely deadly, serving their lord as faithfully in death as they did in life
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TOWER
River Morceaux
Battle for the Tower
VILLAGE OF MERCAL
Battle of Ceren Field
CASTLE AQUIN
Bretonnian king and together they were victorious. The Red Dukes body was pierced by the Kings lance, causing a deathblow that sealed the fate of his unspeakable army. His followers were scattered, his castle razed to the ground, and salt ploughed into the scattered ruins.
VANQUISHED
Isabeau advised the King to burn the remains of the Vampire, but he could not bear to see the body of his former champion desecrated. In death, the Red Duke seemed his old self again. His features were noble and peaceful once more, and he seemed purged of his curse. The King ordered a great tomb to be built for his former friend and had it sealed with the mark of the Grail to honour the fallen. Then he ordered the real name of the Red Duke to be stricken from all records so that the terrible shame would be forgotten, and the relatives of the Red Duke could live without constantly being reminded of the evil that once carried their name.
in a crimson jewel, formed from the blood of innocents and pure evil magic. The years he took to regenerate his shattered body were long, but nally he rose once more and prepared to cast aside the stone doors of his tomb. This time though it was the Red Duke who was outfoxed. The Grail symbols, and magic sigils of the Keeper held the massive stone doors shut and sealed the Red Duke inside. For countless years he raged inside the tomb that had become his prison, but to no avail: each time he attempted to open the doors of the tomb with his ferocious strength, the holy carvings and the warding sigils burned into his hands. He cast countless spells to release himself, and used all his cunning to summon unholy creatures from beyond the walls of death to aid him but nothing could move the seal that had been placed on the doors. The wards that bound him were far too powerful.
DELIVERANCE
Though the red jewel preserved the Dukes unnatural life, his hunger for the blood of the living grew until it drove him into a deep pit of madness from which there was no return. He could only scream his rage to the deaf stone walls and swear his revenge. So it remained for centuries, and people gradually forgot the evil legend of the Red Duke, until one day
AN UNQUIET GRAVE
But the Red Duke was not dead. His body may have been pierced by the lance of the king, and his will shattered by the power of the Keeper of the Tower, but he had made plans for just such an instance. He had seen to it that part of his essence had been sealed
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For the rst time in a thousand years he could breathe fresh air. He threw his head back and laughed. It was a cold, terrible laughter that promised death to all who heard it. First, he had to restore his rightful domains. Secondly, the Keeper of the Tower of Wizardry had to pay for her disobedience. It didnt matter to the Red Duke that the Keeper Isabeau who had deed him was long dead. Her descendant would sufce for his revenge. Then he Halt came a thin, reedy voice. You will do my bidding. I, Renar, master of the dark arts command you in the name of Nagash himself, um Supreme Lord of, er The voice trailed off as the grim gaze of the Red Duke turned to look upon the robed gure in front of him. Then the Red Duke began to laugh once more, a laugh that was anything but mirthful. So this puny specimen was the agent of his freedom. Pathetic. He almost felt like killing him for being so feeble, but no, he might be useful. The mortal seemed transfixed, Master of the dark arts indeed! He should be torn limb from limb for his presumption. Or perhaps he should be given the honour of providing the Red Dukes rst sustenance. Blood. The thought was very tempting. But no, that would be rash. Instead he spoke, his unearthly voice lling the dusty tomb. No, mortal, you will do my bidding. For weeks the Red Duke prowled the night, preying on any who crossed his path, regaining his strength with their lifeblood. Guided by the awestruck Renar, he fell upon those foolish enough to walk the night and soon the local villagers were too terried to leave their hovels. But as the Red Duke hunted, his unblinking eyes missed nothing. These were his lands; this was his domain, and the people were but a means to quench his thirst. He remembered the times of glory when he had almost overthrown the King of Bretonnia. Those days would return and so would his Kingdom of Blood, where he, and he alone would rule as an immortal god-king, served by Undead knights whose loyalty was eternal. In time, all those who deed him would call him their master. But now he needed to quench the thirst of a thousand years.
More weeks passed, until eventually the Red Duke felt his old strength return. His vengeance could wait no more. He returned to the shattered ruin where his castle had once stood and there, among the tumbled walls, at the darkest hour of the winter solstice, he cast the Great Spell of Doom. Across the dividing years, through the layers of rotting earth, the dead heard his powerful words. He called out, reminding his knights of the oaths of service they had pledged to him when the world was young. One by one they came to stand by his side. The bones of his retainers cast aside their tombstones, grasped the weapons that had been buried with them, and shambled to join his gathering armies. Night after night, the dead of Aquitaine marched towards the shattered castle, until at last a host of Undead, thousands strong, stood ready to obey their master. Now he was prepared. He could not allow Duke Gilon, that foul usurper of his domain, any more time. He must strike without warning and without a chance of the mortals gathering their forces. The Duke would attack in three places at once and catch his foe scattered and unaware. The fastest of his troops he would send to raze the Tower of Wizardry, exacting his vengeance by slaying the Keeper. His vanguard would ride ahead of the rest of his army, destroying all the villages and securing a bridge over the river Morceaux. He himself would ride with the main force of his troops to destroy any armies that the Bretonnians were foolish enough to raise against him. This time he would show no mercy.
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centre of the village, the Holy Knight began to sing. It was one of the ancient battle songs of the Bretonnians, a rousing tale of bravery against all odds. Slowly the bowmen and men-at-arms began to form up around their leader, and their condence began to build. By the time the end of the tale had been reached the villagers were all in place. Each man was ready, each knew his duty, and each hoped silently that the runners they had sent would bring reinforcements in time. The Vampire Counts deploy second, setting up their entire force in the Vampire Counts deployment zone.
SPECIAL RULES
Night Battle: Because this battle takes place at night units, may only see up to a distance of 60cm for the purposes of shooting or charging.
THE BATTLE
STARTING THE GAME
The Vampire Counts are launching a surprise assault at night and so take the rst turn.
THE BATTLEFIELD
The battleeld is centred around the village of Mercal, which in turn has at its heart, the Chapel Sereine and its graveyard. It is this ancient and holy place that is the focus of the Undead assault. Set up the battleeld as shown on the map. Alternatively, agree on a variation of the battleeld to suit the scenery that you have available.
REINFORCEMENTS
The defender should roll at the beginning of each of their turns to see if any reinforcements arrive to help the besieged village of Mercal. Roll a D6 on the score of a 6, reinforcements arrive (the Bretonnian player may add +1 to his score for each subsequent turn ater the first). If reinforcements do arrive then the defender may place the remainder of their army in either of the two wide deployment zones marked on the map. Units that arrive as reinforcements may be issued Commands in the turn that they arrive.
THE ARMIES
VAMPIRE COUNTS
The Vampire Count force is 1,500 points in size. The only restriction is that the Vampire Counts player may not choose any Grave Knights as part of their force. In addition, the Necromancer Renar leads the Vampire Counts army and replaces the General in the army list. Renar is a powerful wizard who may re-roll any failed attempt to cast a spell in the same way as a High Elf Wizard. Renar is a Necromancer but has a Command value of 8 and costs 90 pts.
VICTORY OR DEFEAT
The standard victory conditions from page 63 of the Warmaster rulebook apply.
VICTORY GAINS
If the Vampire Counts win, the battle then Renar will cast aside the tombstones and raise the heroes that once served the Red Duke in ages past. In the nal scenario, the Battle of Ceren Field, the Vampire Counts army may take up to three Heroes per 1,000 pts, instead of the usual two. In addition, the Vampire Counts may include Renar and he will take up two Wizard choices on the army selector. If the Bretonnians win, the Vampire Count army will be denied the Heroes that were the scourge of the area when they rode with the Red Duke in their former lives. 13
BRETONNIANS
The Bretonnian force is 1,500 pts in size. The only restrictions are that the Bretonnian player may only choose up to three units of Knights and no units of Grail Knights.
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THE BATTLEFIELD
The most important features on the battleeld are the Tower of Wizardry and the Blessed Lake. The surrounding area is woodland typical to this part of Aquitaine.
THE ARMIES
VAMPIRE COUNTS
The Vampire Count force is 1,500 points in size. The only addition is that the Vampire Counts player may choose up to three stone throwers (use the prole from the Orc and Goblin army list in the Warmaster rulebook). This allowance is made so it is possible for the Vampire Counts player to destroy the Tower of Wizardry. In addition, the Vampire Count army is lead by the Fell Banshee who has the same cost and prole as a Vampire Hero but also causes terror in its enemies, and therefore imposes the usual combat penalty.
BRETONNIANS
The Bretonnian force is 1,500 points in size. The army is led by Lady Iselda who is a powerful wizard and can cast spells in the same manner as an Enchantress. In addition, Lady Iselda may re-roll any failed attempt to cast a spell in the same way as a High Elf Wizard. Lady Iselda is a Wizard but has a Command value of 8 and costs 90pts. In addition, the Bretonnian player must take one unit of Grail Knights in their force.
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SPECIAL RULES
THE TOWER OF WIZARDRY
The Tower of Wizardry counts as a tower (obvious really!) and can only be damaged by the stone throwers that are taken as part of the Vampire Counts force. Use the rules on page 90 of the Warmaster rulebook for attacking the tower. In addition, the Bretonnian player may deploy troops in the tower if he so wishes.
addition, the following bonus Victory points may be gained: Vampire Counts Win! The Tower of Wizardry is destroyed. +200 pts Lady Iselda is captured/slain.
THE BATTLE
STARTING THE GAME
The attackers (Vampire Counts) are launching a surprise assault at dawn and so take the rst turn.
VICTORY GAINS
If the Bretonnians are victorious, and assuming that the unit of Grail Knights is not reduced to one stand or less, then they will be able to ride to the aid of Duke Gilon in his hour of need. In the nal scenario, The Battle of Ceren Fields, the Bretonnian player may include an additional unit of Grail Knights above the normal allowed. Note that the Grail Knights still need to be paid for and will cost the standard 120 pts. In addition, if either general survives the game then they can be included in the nal game, The Battle of Ceren Fields. If the Vampire Counts player chooses to include the Banshee, she will take up two Hero choices on the army selector. If the Bretonnian player chooses to include the Lady Iselda, she will take up two Wizard choices on the army selector.
VICTORY OR DEFEAT
VICTORY POINTS
The standard victory conditions from page 63 of the Warmaster rulebook apply. In
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BATTLEFIELD
The most important features on the battleeld are the two ancient stone bridges over the river Morceaux. The surrounding area is typical plains scenery, with forests and rolling hills.
THE ARMIES
VAMPIRE COUNTS
The Vampire Count force is 2,000 points in size. The Vampire Count army is led by the Dark Knight who has the same cost and prole as a Vampire General.
BRETONNIANS
The Bretonnian force is 1,500 points in size. The army is led by Sir Richemont who has the same cost and prole as a Bretonnian General.
THE
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SPECIAL RULES
RESERVES
The majority of the Bretonnian force starts in reserve. At the beginning of each turn (including the rst) roll a D6 for each brigade of Bretonnian troops in reserve. On the roll of a 4+, place the brigade on the table anywhere in the Bretonnian reserve deployment zone. The unit can then be issued orders from then on. Characters in reserve are not rolled for. Instead, you can deploy up to one character free of charge per brigade that becomes available. The River Morceaux: No unit (with the exception of yers) may cross the River Morceaux at any point apart from at one of the two bridges spanning its waters. For all intents and purposes, the River Morceaux counts as impassable terrain for this scenario. The Bridges: Players may only cross the River Morceaux by one of the two bridges. Each bridge should only be wide enough so that an infantry unit arranged in column formation or cavalry unit arranged in line formation can cross un-obstructed.
THE BATTLE
STARTING THE GAME
The Vampire Counts take the rst turn.
VICTORY OR DEFEAT
VICTORY POINTS BONUS Normal Victory points are not used for this scenario. Instead, the following decisive victory conditions are used. Vampire Counts Win! There is at least one Vampire Count unit comprising of three stands on the Bretonnian side of the river at the end of the game. This may be any type of unit with the exception of Fell Bats. Bretonnians Win! There are no Vampire Count units of three stands on the Bretonnian side of the river at the end of the game.
VICTORY GAINS
If the Vampire Counts are victorious, then the Red Dukes army will be able to cross the River Morceaux and attack the hinterland of Aquitaine without delay. Duke Gilon will not have enough time to gather his forces before the Vampire Counts attack. This would be a great boon to the Red Duke when the nal battle is fought. If the Bretonnians are victorious, they will be able to bring sappers and stonemasons to destroy the bridges over the River Morceaux. This will force the Red Dukes army to travel many miles to nd another safe crossing over the river. This in turn will allow Duke Gilon to gather more forces to his war banner. If this happens then the Bretonnians will have a full 3,000 pts in the nal battle instead of just 2,500 pts. 18
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The rays of the sun were hidden by an enormous flight of great Blood Bats, summoned by the Vampire Lord. By the beat of human-skinned drums legion after legion of yellow-boned Skeletons marched into the eld. Zombies shambled after them, their rotting brains obsessed with but one thought: slaying all living things. Skeleton Horsemen galloped forward as a grim reminder to the knights that they too were mortal. And in the midst of the host, the ivory-white face of the Vampire Lord showed no emotion, his eyes burning with baleres that promised eternal damnation for any who dared challenge him. The Red Duke, blessed with senses keener than any living thing, scanned the battleeld. His gaze penetrated all shadows and caught the glitter of the armour of Duke Gilon. He raised his golden sword in a mockery of the traditional knights challenge. There could never be peace between these two mighty men, one a fallen knight, the other a shining example of the high ideals of the code of chivalry. The battleeld was littered with the bones of the heroes of old, the warriors who once fought against Orcs and Goblins in these elds and built the Kingdom of Bretonnia with their blood and sacrice. This was a holy place for the Bretonnians. But the Red Duke smiled, his eyes cold as midwinter, for the winds of dark magic whirled across the elds, concentrating around the remains of the fallen warriors. The Necromantic spells of the Red Duke would be easy to cast today. Under the dark wings of the bats, the two forces prepared to do battle, and the gods gazed down to witness the struggle for the destiny of Aquitaine.
THE BATTLEFIELD
The main feature of the battleeld is the tomb of Duke Galand, placed on the battleeld as shown on the map. Otherwise, the scenery consists of a mixture of woods and low hills. Set up the battleeld as shown on the map.
THE ARMIES
VAMPIRE COUNTS
The army of the Red Duke consists of 3,000 points, commanded by the Red Duke himself. It can be larger than this if both players agree to a higher points value; any
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points bonus or penalty resulting from victory or defeat in a previous battle will still apply. If the Vampire Counts won the Night Battle at Mercal, the Vampire Counts army may take up to three Heroes per 1000pts, instead of the usual two. In addition, they may include Renar and he will take up two Wizard choices on the army selector. The army is chosen from the Vampire Counts army list in the Warmaster 2003 Annual. In addition, if the Bretonnians won the third battle, Race for the Bridges, then they may increase the army size in this scenario from 2,500 points to 3,000 points. The Bretonnian army is chosen from the army list in the Warmaster 2003 Annual.
BRETONNIANS
The army of Duke Gilon consists of 2,500 points commanded by Duke Gilon. The army can be larger if both players agree to play a higher points value; however, any points bonus or penalty resulting from victory or defeat in a previous battle will still apply. If the Bretonnians won the battle, the Defence of the Tower, they may include an additional unit of Grail Knights above the normal allowed.
THE BATTLE
STARTING THE GAME
The Bretonnians take the rst turn.
SPECIAL RULES
THE TOMB
The tomb of Sir Galand is a blessed and holy place. As long as the tomb stands, it disrupts the ow of dark magic and foils Necromantic spells. To represent this, any spells successfully cast by any Wizards in the Vampire Counts army are dispelled on a D6 roll of 4+. If a Vampire Counts unit comes within 10 cm of the tomb, it is considered desecrated and this special dispel is immediately lost.
VICTORY OR DEFEAT
Determine who has won in the usual way, counting up Victory points as described in the Warmaster rulebook. If the Vampire Counts win this nal battle, the army of Aquitaine will be scattered forever and the Red Duke will carve out his Blood Kingdom in the middle of Bretonnia. Even if the Bretonnian King eventually defeats the Red Duke and drives him out, Aquitaine will never recover and become little more than a barren wasteland. If the Bretonnian Knights are victorious and destroy the Undead host of the Red Duke, he will be driven from Aquitaine or perhaps even slain for good. Aquitaine will thrive and the chivalric way of life of the Bretonnians will be preserved for years to come. 21