What better time to break out a Warhammer Fantasy Battles campaign supplement from 2001 than right now in 2024 with the Old World rules? Well we’re doing it!
Campaign Details: Whether by tunnel or by ship, various forces have found their way to the misty aisle of Albion. They will be playing out a series of campaign games that affect one to the next in story fashion, using the full Dark Shadows rules (see below).
| Participants | Faction |
| Andrew | Lizardmen |
| Dave F | Tomb Kings |
| Dave L | Chaos |
| Enrico | Dwarfs |
| Ryan | Trolls and Goblins |
| Steve | High Elves |
Truthsayers, Dark Emissaries, & Fen Beasts
Stats, Abilities, and Wargear are the same as the original Dark Shadows Campaign. The Truthsayer and Dark Emissary spell list has been adjusted to put in line with Old World casting values (generally adding 2 to the difficulty, tho matching spell casting values with matching spells, such as Light of Battle matching Elementalism’s Earthen Rampart). The Campaign will determine when these characters are added to players’ forces.
Winds of Magic
The winds of magic are always swirling in Albion, and as they are channeled by spellcasters the magical might of different lores waxes and wanes depending on their triumphs and mishaps. The following chart shows the current standing (start of campaign 2/13/25) of the lores of magic, and the effect of that standing. As the campaign progresses, the lores will shift in position due to game results–but the same structure of rank holds for whatever lore occupies it at the time.
| Lore | Rank | Effect |
| Waaagh! Magic (plus Gork and Mork) | One | +3 to the casting total of each spell, but any double rolled (except a double 6) is a Miscast |
| Illusion | Two | +2 to the casting total of each spell |
| Saphestry, Naggaroth, and Athel Loren | Three | +1 to the casting total of each spell |
| Elementalism (plus Lustria and Troll) | Four | +1 to the casting total of each spell |
| Dark Emissary | Five | Normal rules apply |
| Truthsayer | Six | Normal rules apply |
| Necromancy (plus Undeath and Nehekhara) | Seven | Normal rules apply |
| Battle Magic (plus the Lady, Hashut, and Great Maw) | Eight | -1 to the casting total of each spell |
| Dark Magic (plus Beasts) | Nine | -1 to the casting total of each spell |
| High Magic | Ten | -2 to the casting total of each spell |
| Daemonology (plus Daemons, Horned Rat, and Chaos) | Eleven | -3 to the casting total of each spell, but there is so little magical energy here you cannot Miscast or cast a Perfect Invocation |
Albion Weather
Whether because it is an island or because of the specific wards of the Old Ones, the weather on Albion tends to be worse than elsewhere in the Old World. Not only that, but it’s changing constantly. These rules determine the effects of the weather on each battle.
At the start of each game round, roll a d6 to determine the Outlook: whether things are getting better or worse. On a 1-2 apply a -1 to the current weather on the weather table. On a 3-4 there is no change. On a 5-6 add a +1 to the weather table. The weather for each game day of the campaign may be pre-set or players may be instructed to randomly generate. Without any other guidance the weather begins at Number 5 – Light Drizzle.
| Number | Weather | Effect |
| 1 | Hail Storm | Flying models must use their ground movement speed . Effects of Driving Rain and Gales and Showers also apply. -1 results on the Outlook roll have no effect. |
| 2 | Driving Rain and Gales | Units take the worst result of the two dice rolled when charging, falling back, fleeing, or pursuing. All missile fire is -1 to hit. War machines that do not use BS to hit need to roll a 3+ on a d6 to fire this round. Effects of Showers also apply. |
| 3 | Showers | Treat Forests and Roads as Swamps (dangerous terrain, impassible to war machines and chariots). |
| 4 | Light Drizzle and Fog | At the start of a Game Round with this weather roll an artillery dice and multiply by three. That is the distance in inches that models can see. Models cannot declare a target of a charge or attack if they cannot see the target. A misfire means a momentary lifting of the mists and line of sight is treated as normal. |
| 5 | Light Drizzle | Everyone expects drizzle in Albion, so no effect. |
| 6 | Cloudy Puddles | Pretty nice, but the pooling effects of recent rain treat Forests and Roads as Swamps (dangerous terrain, impassible to war machines and chariots). |
| 7 | Ominous Clouds | The clouds hang dark and low in the sky and gather for an imminent cloud burst. Hills and other tall features lose the Vantage Point special rule. Effects of Cloudy Puddles also apply. |
| 8 | Lightning Storm | Rain is imminent, and lightning strikes begin to scatter the battlefield. At the start of a round roll a d6 for every unit that is on Open Ground more than 3” away from a piece of terrain taller than them. Add a +1 to that roll if the unit is judged to have significant metal gear. On a 6, that unit is struck by lighting and suffers d6 Str 3 hits with no armor save permitted. Effects of Cloudy Puddles and Ominous Clouds also apply. Also, if an Outlook result of +1 is rolled after a turn of Lighting Storm, the storm truly breaks loose, and the Weather is immediately set to level 1: Hail Storm. |
Further updates on campaign specifics, teams, and more will follow as we flesh things out.







