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6th Ed. [6th Ed / TOW] A Dark Conspiracy: 30th Anniversary Global Campaign is Live! ⚔️

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Zambula

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Centuries ago, when the mists of Lustria parted before the greedy eyes of the warm-bloods, the Great Plan suffered a jagged, bloody wound. From across the Great Ocean they came in their wooden husks, vomiting forth pale-skinned beings driven by insatiable avarice. They desecrated the sacred zigurats of Tlaxtlan, looted the chambers of the Ancients, and fled like vermin into the surf before the jungle’s wrath could consume them all.
But they took more than mere gold. They stole the Jade Staff, a relic whose resonance maintains the very equilibrium of the world’s geomantic ley lines.

For the venerable Slann, the passing millennia are but a blink, but the stars have now aligned in a baleful omen. A dark conjunction, stained with the hue of the Void, rises in the firmament. The prophecy is absolute: should the Staff not be returned to its rightful pedestal before the eclipse is complete, the world shall be unmade by the encroaching shadows.

The time for quiet contemplation has ended. Lord Mazdamundi, High Sentinel of Hexoatl, has stirred from his palanquin and decreed the immediate invasion of the Old World.

Yet, this is an invasion of shadows and steel alike. While the hosts of Lustria mobilize, the Slann weave a web of persuasion and subterfuge to bend the younger races to their will. The Amazons, fierce guardians of the temple-cities who understand the fickle tongues of the warm-bloods, have been deployed as agents and recruiters. They move through the ports of the Old World, manipulating the lesser races into a desperate quest to recover the artifacts, for only by serving the Great Plan can these short-lived creatures hope to survive the coming end of days.

The Great Recovery has begun.

Hi all!

Today in Karak Norn Wargaming Club we launch the "Call to Arms" for a global summer campaign! (TOW players are welcome!)

This project is a tribute to the original 1997 campaign written by Jervis Johnson. We have restored and polished the semi-official 6th Edition rules for Amazons, alongside a system for Stolen Relics that lets any army use Lizardmen artifacts.
  • Amazon Mercenaries: Rules for fielding the contingent as Dogs of War or a standalone force .
  • Stolen Relics: A system where any faction can field ancient Lizardmen magic items.
  • Lustrian Scenarios: Two prologue scenarios for replaying the historical looting of Huatl.
  • Playtested: We ran a 12-player tournament in Zürich to ensure the rules are balanced and ready for the tabletop.

The Two Sides​

For this campaign, every army is categorized into one of two fronts for the purpose of the global scoreboard:
  • Agents of the Slann (Reclaimers):Your goal is the absolute recovery of every sacred plaque. This front includes:
    • Lizardmen, Chaos Dwarfs, Vampire Counts, Dark Elves, Dogs of War, Forces of Chaos, Ogre Kingdoms, and Orcs & Goblins .
  • Defenders of the Relics:You currently hold the artifacts of Huatl and refuse to surrender them. This front includes:
    • Bretonnia, High Elves, Dwarfs, The Empire, Kislev, Wood Elves, Skaven, and Tomb Kings.
Note: Internal conflicts (Attacker vs. Attacker or Defender vs. Defender) are valid and critical for the scoreboard.

The Stakes: The Siege of the Jade Staff

Winning the summer phase is only the beginning of the nightmare.
  • The Prize: The side (Agents or Defenders) with the most points on July 31st successfully secures the Jade Staff of the Old Ones.
  • The Consequence: Possession is a death sentence. In August 2026, the winners must hold a final, desperate Siege Scenario.
  • The Wrath of the Slann: Lord Mazdamundi has felt the staff’s resonance. He and his agents are coming to reclaim it by any means necessary. The winner of the summer campaign must survive the "Great Reclaiming" to claim the ultimate victory.

How to Participate​

  1. Play Your Games: The campaign runs from May 1st to July 31st, 2026.
  2. Use the Supplement: You can use the restored Amazon Mercenary list or give your heroes Stolen Relics (Lizardmen magic items). PDF: HERE!
  3. Build Your List: Use our NewRecruit configuration to build campaign-legal lists on your phone. For the Lizardmen, it includes the Sacred Hosts official rules from White-Dwarf#300-UK, and these alternative lists:
    1. Southlands (LZ-AB)
    2. Red Host of Tehenhauin (LUS)
    3. Army of Kroq-Gar (LZ-AB)
  4. Report Results: Submit your battle outcomes (any edition/house rules) via our online form or email to influence the global scoreboard.

Resources:​

Call to arms PDF: HERE!
Send your results: ONLINE FORM
Campaign Hub:https://karaknornwargaming.blogspot.com/p/a-dark-conspiracy.html
[WH World map modified from Tzapquiel's original]
 
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great idea!
Thanks!

Many people seems to think the same, because this week have been a huge success!

We had a tournament-like weekend with several rounds, mostly 2k battles, but also a lot of Border Patrols (my favourite format since I have small kids at home...). Quick and fun!

I hope to have updates soon!
 

Battle report - The Greed of Huatl

This skirmish was the first match to replay the "background" of the campaign. It records the raid to the Huatl temple by the Bretonnian expedition of the Duc d'Lorraine. It has been also my first battle-report using Battle Chronicler!

INTRODUCTION​

The oppressive heat of the Lustrian jungle clung to Piere the Young like a damp shroud. He wiped the sweat from his brow, his eyes straining against the encroaching darkness. Around him, the ruined temple-plaza of Huatl was a chaotic scene of men and horses. Instead of mounting up and riding for the coast, the Duc d’Lorrain had ordered his knights to dismount and pry the shimmering jade and gold artefacts from the moss-choked obelisks.

DESCRIPTION OF THE SCENARIO​

The battlefield is a claustrophobic 4x4 jungle board, dominated by a ruined temple-plaza in the center. The oppressive heat clings to the knights like a damp shroud as they dismount to pry loose the last of the gold.

Then came the terrifying moment for the Bretonnians: rolling for the Escape Edge. The dice clattered across the tabletop and came up South. The psychological dread the Bretonnian player felt was palpable as the Lizardmen sprang their ambush, deploying their forces on the North, East, and West edges!

The peasant Hunters of Bordeleaux desperately try to hold the eastern flank near a ruined obelisk. Up on the South-Western Hill, the Western Jaw unit of Skink Skirmishers looms over the western escape route, joined by Xiin the Skink Priest, ready to rain poison over the jungle canopy.
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SPECIAL SCENARIO RULES:​

- Under the Cover of Darkness (Storm of Chaos): At the start of each game turn, roll an Artillery dice and multiply the result by 3 to find out how far in inches the troops can see through the darkness. If you roll a Misfire, then the moon is bright enough for normal warfare for that game turn. You cannot shoot, charge, or cast spells at targets you cannot see.
- Securing the Loot: For each objective marker held at the end of a player's turn, the controlling army is awarded 25 Victory Points.

THE ARMIES​

NOTE: These armies have been constructed from the 5th edition Starter Box... + 2 characters each.

Bretonnian Expedition​

  • General: Paladin (134 pts) - Heavy Armour, Shield, Barded Bretonnian Warhorse, Sword of the Quest, Questing Vow.
  • Hero: Paladin Battle Standard Bearer (74 pts) - Heavy Armour, Barded Bretonnian Warhorse, Knights Vow.
  • Core: 6 Knights of the Realm (168 pts) - Lances, Heavy Armour, Shields, Barded Warhorses. Full Command (Gallant).
  • Core: 12 Peasant Bowmen (84 pts) - Long Bows, Defensive Stakes. Skirmishers.
  • Core: 12 Peasant Bowmen (77 pts) - Long Bows. Musician.
[️ See online Bretonnian Expedition (direct link)] – Interactive mobile view (requires NR configured).

Guardians of Huatl​

  • General: Skink Priest (100 pts) - Level 2 Wizard. Spells: Second Sign of Amul, Comet of Casandora.
  • Hero: Saurus Scar-Veteran (142 pts) - Light Armour, Biting Blade, Battle Standard Bearer, Blessed Spawning of Sotek.
  • Core: 20 Saurus Warriors (270 pts) - Hand Weapons, Shields. Full Command (Spawning Champion).
  • Core: 10 Skink Skirmishers (60 pts) - Blowpipes.
  • Core: 10 Skink Skirmishers (60 pts) - Blowpipes.
  • Core: 12 Skink Skirmishers (72 pts) - Blowpipes.
[️ See online Guardians of Huatl (direct link)] – Interactive mobile view (requires NR configured).

DEPLOYMENT​

The Bretonnians deploy in the middle. They roll for the ecape route: South. The Lizardmen deploy later, closing the trap.

TURN-BY-TURN ACCOUNT​

TURN 1: THE TRAP IS CLOSING

Under the Cover of Darkness: The first roll of the game comes up as a 2, meaning visibility is restricted to a mere 6" (15cm)!

Bretonnians: Ignorant of the creeping doom, the greedy Bretonnians keep looting the temples! The peasants hastily pivot to face the rustling in the northern undergrowth but hold the heavy cover of the ruins, while the proud knights face south, refusing to acknowledge the threat of mere skinks.
Securing the Loot: Lingering at the ruins pays off in gold; the Bretonnians hold 4 markers this turn, generating a solid 4x25 Victory Points.

Lizardmen: The cold-blooded ambush springs into action! The Northern Jaw marches through the dense vegetation, gaining soft cover. The Western and Eastern Jaws close the distance, unleashing a rain of poisoned darts. Despite the darkness and dense jungle severely hampering their aim, the skinks score several auto-wounding Poisoned Attacks. However, the magnificent heavy armour, shields, and barding of the Bretonnian warhorses provide an impenetrable 2+ Armour Save, and the darts harmlessly ping off their steel plates!

TURN 2: RAINFOREST OF ARROWS... AND POISONED DARTS!​

Under the Cover of Darkness: The moon breaks through the canopy! A spectacular roll of 6 increases the visibility to a massive 18" (45cm).

Bretonnians:
The Duc scoffs at the ambush: "That’s it? That’s all you can do? Buzzing in the night like mosquitoes? Let me grab more gold and jewels, for the glory of the Lady, and we will be richer than the King! Go forth and show them!"
While the Duc remains looting, the Vanguard Knights thunder into the Bronze Shields of Yermict to cover his inevitable retreat. The Gallant boldly challenges the Scar-Veteran Quntael, drawing first blood, but Quntael's Biting Blade strikes back with lethal force, inflicting two wounds and instantly killing the Gallant. The remaining knights fell two Saurus, lose the combat, but pass their Break Test thanks to the Battle Standard Bearer.
Securing the Loot: The Looters of the Duc secure 3 markers this turn to generate another 3x25 VPs.

Lizardmen: From the shadows, the Skink Priest Xiin calls upon celestial magic, successfully casting The Comet of Casandora right in the center of the Looters of the Duc! A second volley of poisoned darts from the Western Jaw finally finds a weak spot, dragging one knight from his saddle. In the swirling melee, Quntael cuts down another Vanguard knight. Overwhelmed, the Bretonnian Vanguard fails a devastating Break Test and flees north!

TURN 3: THE HEAVENS FALL​

Under the Cover of Darkness: Visibility drops slightly to 15" (40cm) as it begins to rain. Then, the storm clouds gather, and the Comet of Casandora strikes! The flaming celestial impact causes 4 wounds, bypassing heavy armour and instantly killing two more Looters of the Duc.

Bretonnians:
"We will not die here, my men! Not while we have a mission! This gold must reach the beautiful Bordeleaux, and by my sword it shall!"
Realizing the temple is a death trap, the Looters run south, charging the Western Jaw skinks, running them down and destroying them entirely. The Hunters of Bordeleaux march into the deep forest to bravely block the Saurus warriors.
Securing the Loot: Grabbing the last of the treasure before fleeing, the Bretonnians claim 2 markers this turn, adding a final 2x25 VPs to their running hoard (for a massive total of 9x25 VPs from objectives).

Lizardmen: Xiin unleashes his wrath again, casting a second Comet of Casandora over the Bowmen of Bordeleaux. The Eastern Jaw charges the Hunters in the jungle, but the peasants unleash a brutal Stand and Shoot reaction, dropping three skinks in their tracks. The peasants win the ensuing melee, sending the surviving reptiles fleeing into the dark!

TURN 4: CLEANING THE JUNGLE​

Under the Cover of Darkness: Visibility remains at a clear 18" (45cm). Suddenly, Xiin's second Comet impacts the ruins! Flaming stones crush four peasants, and the Bowmen of Bordeleaux fail their Panic Test and run in absolute terror.

Bretonnians: To avenge their tarnished honor and cover the escape, the Vanguard Knights charge back into the Lizardmen. It is a bloody clash where another knight is devoured, but the distraction works perfectly. The Hunters and the Duc abandon the jungle at a fast pace, running to the southern beach with their hard-won loot.
Securing the Loot: The treasure is now mobile! The objective markers are abandoned as the Bretonnians focus entirely on escaping with what they've already secured.

Lizardmen: The Eastern Jaw rallies from their panic. In the grinding central combat, a desperate knight's lance (surely guided by the Lady) strikes true, bringing the mighty Scar-Veteran Quntael crashing into the mud with a primal roar! Vengeful Saurus warriors immediately massacre the last of the Vanguard. The rain stops.

TURN 5: RUN TO THE BEACH​

Under the Cover of Darkness: Darkness completely envelops the jungle, reducing visibility to a mere 9" (24cm).

Bretonnians: Under the stifling black canopy, the Looters and the Duc make their final push to the edge of the jungle. A lone, frenzied Skink blocks their path, but the Hunters unleash a swift volley of arrows, sending the creature sinking into a pool of mud.

Lizardmen: The remaining Saurus warriors can only watch as the warmbloods slip away toward the shore...

TURN 6: THE END​

"As Turn 6 begins, the sun rises, bringing the smell of salt and water. A cannon shot from the waiting Bretonnian fleet signals salvation. Dozens of cold-blooded silhouettes emerge from the treeline, roaring in rage at the profanation of their sacred vaults. The Bretonnians have paid a terrible price in blood, but it is time to leave Lustria once and for all."

RESULT & AFTERMATH​

As the dust settled in the humid ruins, the points were tallied based on standard 6th Edition rules and the custom scenario conditions.

VICTORY POINTS TALLY (Final Ledger)​

Scenario: The Greed of Huatl (Prologue)
Victory Conditions: Standard 6th Edition Victory Points + Scenario Objectives
Bretonnian Expedition (The Duc d'Lorrain)

Target / ObjectiveMechanical ConditionVictory Points (VP)
The Loot (Scenario Markers)Scenario Objective (Held 4 in Turn 1, 3 in Turn 2, 2 in Turn 3)225
Scar-Veteran QuntaelSlain Character (Close Combat)142
Western Jaw SkinksDestroyed Unit (Run down in Close Combat)60
Eastern Jaw SkinksBelow Half Strength (Casualties from Stand & Shoot and Melee)30
BRETONNIAN TOTAL457

Guardians of Huatl (Xiin the Skink Priest)

Target / ObjectiveMechanical ConditionVictory Points (VP)
The Duc's VanguardDestroyed Unit (Massacred in Close Combat)168
The Duc's VanguardCaptured Standard (Acquired during Close Combat)100
Looters of the DucBelow Half Strength (Casualties from Poison and Magic)84
Bowmen of BordeleauxFled the Battlefield (Panicked by Comet of Casandora)77
LIZARDMEN TOTAL429

FINAL RESULT: BLOODY DRAW

PLAYERS' CONCLUSIONS & LEARNING POINTS​

CountOfVeronna (Bretonnian Commander): "A victory? It feels more like a slaughter! The dice were absolutely horrible when it mattered most, and those accursed peasants fleeing at the first sign of a celestial bombardment left my flanks totally exposed. The Lance Formation is a sledgehammer, but a sledgehammer is useless when swung in a swamp. We secured the gold, yes, and that final, miraculous lance thrust against their scaled General saved our honour, but at what cost? My magnificent Vanguard is gone, my men are exhausted, and we still have to march through miles of this wretched, hostile jungle just to reach the safety of the fleet. We are rich, but I am dreading what lurks in the shadows ahead..."

Tzunki_Tom (Lizardman Commander): "Just as the Old Ones planned! The warmbloods may think they have won a 'victory' today, but they are utterly blind to the reality of their situation. Using the terrain to funnel them into a restricted escape route worked perfectly, and we successfully tarpitted their deadly knights, bleeding them dry in the dark. Yes, they managed to flee the ruins with the sacred plaques and the Staff of Jade, but that heavy burden will only slow their retreat. They are battered, their numbers are shattered, and they are still deep within our domain. Let them run. The fury of the jungle is awake, and Sotek's hunger is not yet sated. We will claim the stolen gold before they ever see their ships!"

Man of the Match: Hunters of Bordeleaux. Despite being lowly peasants, this unit performed incredibly well and exceeded expectations. They bravely marched into the deep forest to block the deadly Saurus warriors. When charged by the Eastern Jaw skinks, they unleashed a brutal Stand and Shoot reaction that dropped three attackers, won the ensuing close combat, and sent the surviving reptiles fleeing into the dark. Finally, under the stifling black canopy, they cleared the last obstacle for the Bretonnian escape by shooting down a lone, frenzied Skink blocking the path to the beach.

NOTE: For the full Battle-report with all the diagrams click HERE

 
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