The Revolt of Mallobaude is a two-player campaign supplement set during the prelude to the End Times. It can be played independently or alongside the other End Times supplements, allowing you to replay - and perhaps alter - the final days of the Warhammer world.
This volume is not self-contained. Use it alongside the companion Game Guide, which describes the course of the campaign independently of the rules system used to play it.
This volume contains all the rules needed to play the campaign with Warhammer Fantasy Battles 8th Edition.
It introduces new characters, units, and army lists representing the forces that fought during the Revolt of Mallobaude. They can be used both in the campaign and in other games of Warhammer.
Most of these game elements can be reused outside the campaign. The rules are modular, so you may use them separately or combine them as you wish.
This is an unofficial supplement, so agree with your opponents before using it. You are also free to alter any part of it if doing so improves your gaming experience.
The source texts used in this volume are drawn from Warhammer: Nagash; Warhammer Armies: Wood Elves and Warhammer Armies: Bretonnia (all © Games Workshop); and Knights of the Grail and Barony of the Damned for Warhammer Fantasy Roleplay, 2nd Edition (both © Black Industries).
Some rules are taken from Warhammer Armies: Wood Elves, 5th Edition; Warhammer Armies: Bretonnia, 6th Edition; Warhammer Armies: Vampire Counts, 8th Edition; and Warhammer: Thanquol. Part of the Civil War article published in White Dwarf is also reproduced here. All are © Games Workshop and appear without authorisation.
The illustrations come from numerous publications and are © Games Workshop unless otherwise noted. Artists are credited wherever possible. Most images were originally published on the artist's website or the Games Workshop website rather than scanned from a printed work.
Additional text was written by Dreadaxe, Ilmarith, Kass-Krâne, and Thindaraïel, in alphabetical order. The supplement was developed on the WarFo at warhammer-forum.com in the “WFB Creation and Development” section. Many other participants contributed along the way; there are too many to list here, but we thank them all for their help.
This rules supplement focuses on the Revolt of Mallobaude. It contains:
Civil War Rules: Adapted from the official rules published in White Dwarf, these allow battles between armies chosen from the same army book - in this campaign, Bretonnia and Vampire Counts.
New Units and Characters: Rules are provided for Mallobaude, every Bretonnian duke alive at the time of the End Times, several famous Undead, a handful of Wood Elf heroes, and variants of the Green Knight and King Louen Leoncoeur reflecting their development during the campaign.
New Armies: The book includes combined army lists such as the Mousillon Army and the Alliance Against Undeath, together with restricted lists representing specific forces such as the Crusade Army and the Wildwood Host.
Narrative Scenarios: These scenarios recreate the campaign's defining battles in games of Warhammer.
How to Use These Rules
Like the official End Times books, this supplement is a toolbox from which you can select material for any game of Warhammer. Some scenarios require particular characters or units, but they can readily be adapted using different models or armies. The armies, characters, and units represent forces that fought during the End Times, but may also be used in other battles with your opponent's agreement.
We hope this supplement enriches your games of Warhammer.
Required Supplements
These rules are not entirely self-contained. The following official and unofficial supplements are required:
Army books
- Vampire Counts, 8th Edition
- Tomb Kings, 8th Edition
- The Empire, 8th Edition
- Wood Elves, 8th Edition
- High Elves, 8th Edition
- Bretonnia, 6th Edition, with its 8th Edition compatibility FAQ
Supplements
- Triumph & Treachery
- Blood in the Badlands
- The End Times: Glottkin
The following campaign rules appear here rather than in the Game Guide because their effects depend on the rules system being used.
The Kingdom Without a King: The Loyalists are demoralised by the loss of the King. They suffer a -1 penalty to their Leadership for all Leadership tests.
Teeming Ranks: Mallobaude's legions are reinforced by the fresh corpses of the war's victims. A Mousillon army may include one unit of Zombies worth up to 200 points for each Necromancer or Master Necromancer in the army, including Arkhan and Kemmler.
The following Bretonnian terrain rules add character to the battlefield. They are taken from, or inspired by, Storm of Magic.
Chapel of the Lady
Many altars and chapels dedicated to the Lady stand upon the sites of heroic battles or over the graves of Grail Knights.
Building. A model belonging to the Chaos or Death alliance must re-roll successful ward saves while within 6" of an Altar or Chapel of the Lady. A Bretonnian unit occupying the Altar or Chapel has the Unbreakable special rule for as long as it remains there.
Pure Water Spring
The Lady of the Lake's sacred power can be felt in every clear pond and stream.
River. A Wizard within 6" of a Pure Water Spring may roll up to four dice when channelling instead of only one. If three or more of those dice roll a 6, immediately roll on the Miscast table. In addition, any unit within 3" of the spring has the Regeneration (5+) special rule.
For this campaign, every Damsel or Prophetess, including the Fay Enchantress, knows the following spell in addition to her normal spells.
Curse of the Lady - Cast on 12+
Casting aside the tattered remnants of virtue and nobility, the Damsel calls down the Lady's wrath upon those champions who dare oppose Bretonnia.
Hex. The spell targets a single enemy character within 12". The target must immediately pass a Leadership test with a -3 modifier or be transformed into a toad. Models belonging to the Chaos or Death alliance must re-roll successful tests, while Bretonnian models may re-roll failed tests.
While transformed, the model cannot channel or cast spells. Its magic items and other equipment have no effect, and all its characteristics are reduced to 1 except for its Wounds.
At the start of each of the controlling player's subsequent Magic phases, roll a D6 for every transformed model. On a 4+, the spell ends and the model returns to its normal form. Mounts are unaffected.
Note: These rules are adapted from the Civil War rules published in the French monthly edition of White Dwarf, issues 213-216, between January and April 2012. Only the rules needed for The Revolt of Mallobaude campaign are reproduced here.
For this campaign, ignore the Faction rule from the original expansion. It was intended to make armies more thematic, but does not suit the structure of this campaign.
In a Civil War, armies chosen from the same army book clash. Because both sides use many of the same rules, Jervis Johnson created a set of simple tables to add uncertainty and variety to the battle. These rules do not alter army selection, so no advance preparation is required.
Before the battle, roll once on two of the following tables. The first table is used by every army. The other two are specific to Bretonnia and Vampire Counts; the campaign or scenario rules specify which one to use.
Annihilation
The only way this dispute will be resolved is by the complete destruction of the other side.
All units in both armies are Unbreakable. Ignore the normal rules for Game Length and Victory Conditions. Instead, the game lasts until one side is completely destroyed; the surviving side wins.
Lust for Battle
The troops in both armies are desperate to get to grips with each other.
All units in both armies have the Vanguard special rule.
Pent-Up Fury
The two sides are seething with pent-up aggression.
All units in both armies have the Devastating Charge special rule.
Undeserving
Each side considers the other unworthy to carry the battle standards under which they march.
The Victory Points for Seized Standards increase to 100 points for each slain standard bearer and 500 points for the enemy Battle Standard Bearer.
We Will Not Yield
Neither side is willing to back away from this fight.
All units in both armies are Stubborn.
Ancient Enmity
The two sides have harboured numerous grudges against each other for centuries.
Roll twice on this table, re-rolling any further rolls of 7 or duplicate results.
Hated Rivals
The two generals despise each other.
Each Army General Hates the opposing Army General and wins the battle immediately if that rival is slain. If both Generals are slain at exactly the same time, the battle is a draw.
Bloody Feud
The two sides have been feuding for years.
All units in both armies Hate all units in the other army.
Unreasoning Spite
Both sides are so blinded by hate that they have lost all reason.
All units in both armies are subject to Frenzy.
We Shall Not Yield
Both rival armies believe completely in the justness of their cause.
All units in both armies are Immune to Psychology.
Guerrilla War
The two sides have been ravaging each other's lands in a vicious guerrilla war.
Up to three units in each army may have the Ambushers special rule if their commander wishes.
Favours of the Lady
Will the Lady favour her sons?
The first time a unit is called upon to make a ward save granted by the Blessing of the Lady, it must also take a Leadership test. If the test is passed, all ward saves the unit receives from the Blessing are improved by 1.
Thoroughbreds
All Warhorses, Pegasi, and Royal Pegasi have +1 Strength.
As a Token of My Esteem
A handkerchief, scarf, or ribbon tied around a knight's lance or armour may have miraculous effects.
Each player may choose one magic item from the Bretonnian magic items list and give it to a Hero or Lord in their army, following the normal rules for magic items. If the bearer is slain in close combat by another character, the slayer automatically takes the item.
The True King
Claimants to the throne are all too common, and only the army's great standard proves the General's right to command.
If the Battle Standard Bearer is slain, every unit in that army must take a Panic test.
Duel to the Death
Before the battle, a hero from each army is chosen to represent their side in a duel of honour.
Before the game begins, each player nominates one Lord or Hero. Place the two characters in base contact at the centre of the battlefield; they fight normally in the next Close Combat phase. No other model may interfere, and both characters are Unbreakable. The victor causes Terror for the rest of the battle.
Ancient Enmity
The two sides have harboured numerous grudges against each other for centuries.
Roll twice on this table, re-rolling any further rolls of 7 or duplicate results.
Valour
Every knight is determined to enter into legend.
Whenever a character slays an enemy in a challenge, compare their points values. If the slain model was worth more points than the victor, the victor's side scores 100 Victory Points. If the battle does not use Victory Points, take comfort that the hero's deed will be celebrated throughout the land!
The Jacquerie
The peasants rise in revolt and refuse to bend to the nobility's will.
Units with the Peasant's Duty special rule cannot use the Leadership of a nearby knight, but gain Frenzy and Stubborn.
For the Glory of the Damsels
Magic floods the realm, invigorating the powers of its Damsels and Prophetesses.
Whenever a Damsel or Prophetess casts a spell, add D6 to the casting total. This additional die can cause a miscast as normal.
Lances of Heroes
The blood of Gilles le Breton runs in the veins of his sons!
Knights of any type re-roll To Wound rolls of 1 in a turn in which they charge.
The Grail
Place a marker representing the Grail at the centre of the battlefield. A Knight unit or character with any vow other than the Grail Vow that moves into contact with the marker must stop and drink. Take a Leadership test: if failed, the unit or character has Stupidity for the rest of the battle; if passed, replace its current vow with the Grail Vow. Only one unit or character may drink each turn. If an enemy unit is in contact with the Grail, it must first be destroyed or made to flee.
Night of Ghosts
The fabled Geistnacht falls but once every seven years, when the spirits of the dead rise across the realm to do battle amongst their own.
Roll a D6 for each of your characters and units. On a 6, that character or unit gains the Ethereal special rule. If an Ethereal character or unit rolls a 6, however, it loses Ethereal as its members coalesce into solid ectoplasm!
Grasping Graves
The concentration of Dark Magic causes those in shallow graves to reach up and drag the living down among them.
At the end of each Magic phase, the player whose turn it is may nominate one enemy unit. Every model in that unit must pass a Strength test or be slain, with no saves of any kind allowed. A unit can be nominated only once per battle.
Lords of Bone
The skeletons raised from these lands have fossilised or petrified, hardening their ancient bones.
All Skeleton Warriors, Black Knights, Grave Guard, and Wight Kings in both armies have +1 Toughness.
Necrarch Relic Hunters
The ancient brotherhood of the Necrarchs has sent agents to recover the treasures of its rivals.
All Wizards have one additional Wizard level, to a maximum of 4. If a character defeats another character in a challenge, roll a D6 for each of the defeated foe's magic items. On a 4+, the victor takes that item and may use it for the rest of the battle, provided it has not been used up and is otherwise available to that character.
The Grand Hunt of Strigos
The troglodyte Strigoi clan is out in force, desperate to claw its way back into ascendancy.
Crypt Ghouls and Crypt Horrors have Hatred.
Ancient Enmity
The two sides have harboured numerous grudges against each other for centuries.
Roll twice on this table, re-rolling any further rolls of 7 or duplicate results.
The Iron Fist of the von Carsteins
The von Carstein family exerts its fell powers upon those who dare challenge its rule.
All von Carsteins, Vargheists, Fell Bats, Bat Swarms, and Black Coaches have +1 Strength.
Lahmia Ascendant
The royal sisterhood of the Lahmians reveals itself, striking at the heart of rival Vampire armies.
All female Vampires in both armies gain the Quickblood and Beguile Vampiric Powers. In addition, Pallid Handmaidens have +1 Strength.
Sons of Abhorash
The Blood Dragons rise in force, their honour demanding that they slay the lesser bloodlines.
Each player may field up to five Blood Knights in addition to their usual army, provided the models are available; they must form a separate unit. Roll a D6 for each male Vampire. On a 4+, he belongs to the Ordo Draconis and gains the Dread Knight and Master Strike Vampiric Powers.
Animus Morti
The air crackles with Necromantic power, hastening the dead to battle.
All Undead units may march regardless of their proximity to the General. In addition, every Wizard knows Vanhel's Danse Macabre; if a Wizard generates that spell normally, it counts as a duplicate.
Night of Dark Wings
The storm clouds are heavy with Dark Magic, strengthening the Undead creatures able to drink from them.
All units with the Fly special rule have +1 Strength and +1 Initiative, including the riders of flying mounts.
The winner of each battle chooses one of the following rewards. Rewards may be combined - for example, two Ancient Relics may be used in the same battle. Once used, a reward is spent and cannot be used again in a later battle.
Command from On High (Common): The supreme commander - Louen or Mallobaude - orders his forces to ignore a needless battle, leaving the enemy to find an empty field. Use this reward to avoid one battle at stage 2, 6, 8, or 10. Your opponent is treated as the victor and gains a reward, but you suffer no penalty for losing a Duke.
Challenge of Authority (Common): Use this reward when one of your characters is within 8" of an enemy character who has a Chivalric Virtue or Vampiric Power. Your character issues a resounding challenge, which the enemy must accept. From that point, either designated character may move in the Movement phase only if the move brings them closer together; any move that increases the distance between them is forbidden. Random Movement is unaffected. Once they are in base contact, the two characters are automatically placed in a challenge during the Close Combat phase, and neither may refuse. The challenger gains a +2 combat result bonus if they defeat their opponent.
Unexpected Reinforcements (Bretonnia): Prepare an additional unit worth no more than 150 points before the battle, but keep it secret. It may enter play from turn 3 onwards, from any table edge that touches your original deployment zone. If the deployment zone touches no table edge, as in a Last Stand, it may enter from any edge. The unit arrives after charges are declared and may make a full move.
Favour of the Lady (Bretonnia): For this battle, you have 1+D3 re-rolls. Each may be used on any dice roll, such as a Break test, To Hit roll, saving throw, or casting roll.
Ancient Relic (Common): Before deployment, give one of your characters a magic item worth up to 75 points at no cost.
Blood Kiss (Mousillon): A young noble has received the Blood Kiss and joins the ranks of the accursed. At the start of the battle, choose one enemy champion or character with the Knight's Vow; named characters cannot be chosen. A champion is transformed into a Blood Knight champion on a 4+, a Hero into a Vampire Thrall on a 5+, or a Lord into a Vampire Lord on a 6+. If the roll fails, the victim resists the Kiss or overcomes the attacker. A transformed model retains all its magic equipment and receives an Undead equivalent of its original mount. It joins the Mousillon army as an independent character, even if it began the battle as a champion.
Nocturnal Summoning (Mousillon): The Necromancers have laboured through the night to draw fresh corpses from nearby graves. Immediately before the battle, add 2+D6 Skeletons or Zombies, or 1+D3 cavalry models, to an existing unit at no cost.
Nexus of Death (Mousillon): The Undead general has manoeuvred the foe into battle near a site that draws Death magic. Before deployment, the Rebel player may place two Sylvanian terrain features from Warhammer: Nagash - Book I in their half of the battlefield at no cost.
Equipment: The Dolorous Blade, the Silver Lance of the Blessed, Armour of the Green Knight, shield, Crown of Bretonnia, and barding.
Mount: The Shadow Steed comes from the world of the Lady's Mists and suffers no movement penalty for wearing barding.
The Crown of Bretonnia (Enchanted Item): No one knows the smith who made the Crown, for the Lady herself gave it to Gilles millennia ago. This ancient symbol of authority passed unbroken from king to king before returning to Gilles in 2522. Allied units may use the King's Leadership within 18". A unit with line of sight to the King is also Immune to Psychology.
The Dolorous Blade (Magic Weapon): This unique blade, adorned with floral motifs, shimmers with a magical aura and is not of this world. In each close combat phase, Gilles may use it to gain either +D6 Attacks or +2 Strength.
The Silver Lance of the Blessed (Magic Weapon): Forged by Gilles, it can be wielded only by a knight with a pure heart. Attacks made with the lance hit automatically. Successful armour and ward saves against them must be re-rolled.
Armour of the Green Knight (Magic Armour): Forged by the fey, this armour protects the King as though the Lady had placed part of her power within it. Gilles has Magic Resistance (2).
Special Rules
Knight of the Haven: As the former Green Knight, King Gilles retains a supernatural, magical essence. In battle he seems imbued with ancient magic and does not fear mortal blades. He has the Ethereal, Terror, Unbreakable, and Unstable special rules. Gilles may join or leave any Bretonnian unit despite being Ethereal.
Grail Vow: Gilles le Breton has taken the Grail Vow.
Virtue of the Monster Slayer: Gilles fought and defeated many beasts that haunted the Massif Orcal, including a great drake. Their heads became trophies upon his fortress walls. Gilles has the Heroic Killing Blow special rule.
Lady's Blessing: Gilles always benefits from the Lady's Blessing, giving him a 5+ ward save whether or not the army prayed.
Aura of the Fay: Gilles is more than a mortal; his soul remains linked to the Lady's Haven, beyond mortal ideas of life and death. If his Wounds are reduced to 0, he disappears. Roll a D6: on a 3+, he returns beside a forest or natural terrain feature in the Bretonnian player's next Movement phase. The required roll rises to 4+, then 5+, then 6+ each time he disappears again. If the roll fails, he is slain for the rest of the battle.
Beloved King of Bretonnia: Gilles must be the army's General. If he is slain after failing to return, every Bretonnian unit must take a Panic test and becomes Stubborn.
At the centre of the battlefield, father and illegitimate son finally face one another. The Lion and the Serpent meet to settle their differences.
Note: If Mallobaude has not revealed himself:
- Use the rules for Mallobaude the Black Knight instead of Mallobaude the Vampire Duke.
- Use the Bretonnia army list instead of the Mousillon army list.
- If Mallobaude is defeated, his army takes Panic tests in the same way as the Loyalists if Louen is defeated.
- Use the Bretonnia army list instead of the Alliance Against Undeath.
- Do not play the Flank Battle; ignore the Central Battle special rule.
The players agree in advance on the points value of the armies. The Rebel army is chosen from the Mousillon list and must include Mallobaude the Vampire Duke (see page 19). The Loyalist army is chosen from the Alliance Against Undeath list and must include King Louen and Duke Tancred (see page 13).
SETUP Use the Pitched Battle setup.
FIRST TURN The Rebel player takes the first turn.
GAME LENGTH The battle lasts 6 turns.
VICTORY CONDITIONS Determine the winner using the normal Pitched Battle victory conditions.
SPECIAL RULES
Civil War (Bretonnia).
The Throne is at Stake: If Louen is defeated in close combat, the Bretonnians lose heart and must immediately take a Panic test. They must then take another Panic test at the start of each of their turns until the battle ends. If Mallobaude is defeated, the Undead army loses cohesion and must immediately take an Instability test, then another at the start of each of its turns.
Clash of Leaders: Louen and Mallobaude each add 1" to the distance of any normal move, march or charge made directly towards the other by the shortest possible route.
Central Battle: The third battle begins normally. Reinforcements from the other two battlefields then arrive. From the 3rd turn, the active player rolls one D6 for each reinforcement unit during the Remaining Moves sub-phase. On a 5+, that unit may enter the battlefield using the Reinforcements rule. When the first unit arrives, its player chooses one short table edge; every unit from that battle enters from that edge. Units from the other battle enter from the opposite edge.
Units that have lost models do not recover them and arrive at their current strength. Likewise, wounded characters do not recover Wounds. Abilities and special rules that may be used once per battle, such as a Dragon's Breath weapon, are recharged and may be used during the central battle.
Authors: Ilmarith and Thindaraiel, with help from Dreadaxe.